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	<id>https://wiki.star-conflict.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rolandius&amp;setlang=en</id>
	<title>Star Conflict Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.star-conflict.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rolandius&amp;setlang=en"/>
	<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Special:Contributions/Rolandius"/>
	<updated>2026-05-07T03:07:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Ship_role&amp;diff=9571</id>
		<title>Ship role</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Ship_role&amp;diff=9571"/>
		<updated>2019-09-15T05:58:09Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Rolandius moved page Ship role to Class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Class]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Classes_and_roles&amp;diff=9570</id>
		<title>Classes and roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Classes_and_roles&amp;diff=9570"/>
		<updated>2019-09-15T05:58:09Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Rolandius moved page Ship role to Class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each pilot in Star Conflict has their own style of play. Someone prefers rapid movements across the battlefield, someone places powerful weapon at the forefront, someone likes to help players, and someone likes to shoot from afar. The role system is designed not only to facilitate the game for players in their favorite style, but also to facilitate them in choosing the ship that best suits them. Each role is associated with a specific set of unique role-playing modules and weapons, supported by specially selected parameters of the ship.&lt;br /&gt;
&lt;br /&gt;
In order to maintain the game balance, each role provides for a set of not only advantages, but also weak points. Thus, the game is strongly influenced by teamwork, when the weak points of your ship are compensated by the merits of your ally. Thus, you can prepare and conduct a fight so that the advantages of your ship work in full force against the shortcomings of the enemy ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-radius: 4px; border: 1px solid #8E8E8E; text-align: center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; bgcolor=&amp;quot;#BFBFBF&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;20%&amp;quot; |&lt;br /&gt;
 ! width=&amp;quot;30%&amp;quot; | Class&lt;br /&gt;
 ! width=&amp;quot;50%&amp;quot; | Role&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Covert Ops.png|50px|link=Covert Ops]]&lt;br /&gt;
| [[Interceptors|Interceptor]]&lt;br /&gt;
| [[Covert Ops]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Recon.png|50px|link=Recon]]&lt;br /&gt;
| [[Interceptors|Interceptor]]&lt;br /&gt;
| [[Recon]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ECM.png|50px|link=ECM]]&lt;br /&gt;
| [[Interceptors|Interceptor]]&lt;br /&gt;
| [[ECM]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Command.png|50px|link=Command]]&lt;br /&gt;
| [[Fighters|Fighter]]&lt;br /&gt;
| [[Command]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Gunship.png|50px|link=Gunship]]&lt;br /&gt;
| [[Fighters|Fighter]]&lt;br /&gt;
| [[Gunship]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Tackler.png|50px|link=Tackler]]&lt;br /&gt;
| [[Fighters|Fighter]]&lt;br /&gt;
| [[Tackler]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Engineering.png|50px|link=Engineering]]&lt;br /&gt;
| [[Frigates|Frigate]]&lt;br /&gt;
| [[Engineering]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Guard.png|50px|link=Guard]]&lt;br /&gt;
| [[Frigates|Frigate]]&lt;br /&gt;
| [[Guard]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Long Range.png|50px|link=Long Range]]&lt;br /&gt;
| [[Frigates|Frigate]]&lt;br /&gt;
| [[Long Range]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Suppressor.png|50px|link=Suppressor Class]]&lt;br /&gt;
| [[Destroyers|Destroyer]]&lt;br /&gt;
| [[Suppressor Class]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Crystal_archcortex&amp;diff=9569</id>
		<title>Crystal archcortex</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Crystal_archcortex&amp;diff=9569"/>
		<updated>2019-09-15T05:45:57Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Crystal archcortex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crystal archcortex'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Crystal_neocortex&amp;diff=9568</id>
		<title>Crystal neocortex</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Crystal_neocortex&amp;diff=9568"/>
		<updated>2019-09-15T05:45:27Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Crystal neocortex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crystal neocortex'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Unstable_crystal&amp;diff=9566</id>
		<title>Unstable crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Unstable_crystal&amp;diff=9566"/>
		<updated>2019-09-15T05:41:49Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Unstable crystal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unstable crystal'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Crystal_cascade&amp;diff=9565</id>
		<title>Crystal cascade</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Crystal_cascade&amp;diff=9565"/>
		<updated>2019-09-15T05:40:56Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Crystal cascade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crystal cascade'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Crystal_storage&amp;diff=9564</id>
		<title>Crystal storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Crystal_storage&amp;diff=9564"/>
		<updated>2019-09-15T05:40:26Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Crystal storage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crystal storage'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Xenocrystal&amp;diff=9562</id>
		<title>Xenocrystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Xenocrystal&amp;diff=9562"/>
		<updated>2019-09-15T05:39:12Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Xenocrystal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Xenocrystal'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Processing_block&amp;diff=9559</id>
		<title>Processing block</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Processing_block&amp;diff=9559"/>
		<updated>2019-09-15T05:36:04Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Processing block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Processing block'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Pure_silicon&amp;diff=9558</id>
		<title>Pure silicon</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Pure_silicon&amp;diff=9558"/>
		<updated>2019-09-15T05:35:22Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Pure silicon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pure silicon'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Graphite_plate&amp;diff=9557</id>
		<title>Graphite plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Graphite_plate&amp;diff=9557"/>
		<updated>2019-09-15T05:34:52Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Graphite plate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Graphite plate'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Metal_blank&amp;diff=9556</id>
		<title>Metal blank</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Metal_blank&amp;diff=9556"/>
		<updated>2019-09-15T05:33:52Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Metal blank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal blank'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Impure_graphite&amp;diff=9555</id>
		<title>Impure graphite</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Impure_graphite&amp;diff=9555"/>
		<updated>2019-09-15T05:33:01Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Impure graphite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Impure graphite'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Impure_silicon&amp;diff=9554</id>
		<title>Impure silicon</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Impure_silicon&amp;diff=9554"/>
		<updated>2019-09-15T05:32:41Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Impure silicon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Impure silicon'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Vanadium&amp;diff=9553</id>
		<title>Vanadium</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Vanadium&amp;diff=9553"/>
		<updated>2019-09-15T05:31:56Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Added Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vanadium'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Crystal_shard&amp;diff=9552</id>
		<title>Crystal shard</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Crystal_shard&amp;diff=9552"/>
		<updated>2019-09-15T05:31:28Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Crystal shard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crystal shard'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Insignia&amp;diff=9551</id>
		<title>Insignia</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Insignia&amp;diff=9551"/>
		<updated>2019-09-15T05:30:37Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Insignia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Insignia'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Screened_battery&amp;diff=9550</id>
		<title>Screened battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Screened_battery&amp;diff=9550"/>
		<updated>2019-09-15T05:29:53Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Screened battery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Screened battery'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Osmium_crystal&amp;diff=9549</id>
		<title>Osmium crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Osmium_crystal&amp;diff=9549"/>
		<updated>2019-09-15T05:28:47Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Osmium crystal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Osmium crystal'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Impure_osmium&amp;diff=9548</id>
		<title>Impure osmium</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Impure_osmium&amp;diff=9548"/>
		<updated>2019-09-15T05:28:16Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Impure osmium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Impure osmium'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Category:Raw_materials&amp;diff=9547</id>
		<title>Category:Raw materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Category:Raw_materials&amp;diff=9547"/>
		<updated>2019-09-15T05:27:18Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Category:Raw materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category consists of [[raw materials]].&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Battery&amp;diff=9546</id>
		<title>Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Battery&amp;diff=9546"/>
		<updated>2019-09-15T05:26:32Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Added Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Battery'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Computing_chip&amp;diff=9545</id>
		<title>Computing chip</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Computing_chip&amp;diff=9545"/>
		<updated>2019-09-15T05:26:00Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Computing chip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Computing chip'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Raw materials]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Credit&amp;diff=9543</id>
		<title>Credit</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Credit&amp;diff=9543"/>
		<updated>2019-09-15T05:08:28Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Primary game currency''' that a player earns after a battle.&lt;br /&gt;
&lt;br /&gt;
Is used for:&lt;br /&gt;
&lt;br /&gt;
* buying of ships, weapons, modules&lt;br /&gt;
* ship repair&lt;br /&gt;
* moving valuable artifacts to the storage&lt;br /&gt;
* as well as for many other purposes.&lt;br /&gt;
&lt;br /&gt;
Designation: {{CR}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Currencies]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Galactic_Standard&amp;diff=9542</id>
		<title>Galactic Standard</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Galactic_Standard&amp;diff=9542"/>
		<updated>2019-09-15T05:08:19Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Game currency that a player can buy for real money or money in the game by trading and performing tasks.&lt;br /&gt;
:The use of this currency does not give advantages in battle, but can significantly increase the comfort of the game.&lt;br /&gt;
:Designation: {{GS}}&lt;br /&gt;
&lt;br /&gt;
='''How to use GS?'''=&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 0px&amp;quot; width=&amp;quot;250px&amp;quot;&lt;br /&gt;
|+ '''Cost of Premium-license in GS'''&lt;br /&gt;
! Cost&lt;br /&gt;
! Duration&lt;br /&gt;
|-&lt;br /&gt;
! 15500 {{GS}}&lt;br /&gt;
|180 days (6 months)&lt;br /&gt;
|-&lt;br /&gt;
! 8500 {{GS}}&lt;br /&gt;
|90 days (3 months)&lt;br /&gt;
|-&lt;br /&gt;
! 3000 {{GS}}&lt;br /&gt;
|30 days (1 month)&lt;br /&gt;
|-&lt;br /&gt;
! 1000 {{GS}}&lt;br /&gt;
|7 days (1 week)&lt;br /&gt;
|-&lt;br /&gt;
! 500 {{GS}}&lt;br /&gt;
|3 days (72 hours)&lt;br /&gt;
|-&lt;br /&gt;
! 300 {{GS}}&lt;br /&gt;
|1 day (24 hours)&lt;br /&gt;
|}&lt;br /&gt;
==Premium License==&lt;br /&gt;
''Main article: '''[[License]]'''''&lt;br /&gt;
&lt;br /&gt;
The Premium license is a powerful tool if you plan on playing each day of its duration, it doubles your overall gains, gain limits (like synergy gain per OS session) and much more. The 2 extra loot searches for PvP and PvE (and other modes with loot searches) can mean the world of a difference if you want to farm rare loots, even if you don't have any other bonuses present, the license itself grants you the chance of higher gains as in higher chance of getting something very rare. The other important thing is the higher limit of experience gain in every mode because experience is a must-have at all times. Premium license doubles the Open Space experience overall gains as well as the gain limit which varies with each rank.&lt;br /&gt;
&lt;br /&gt;
==Premium Ships==&lt;br /&gt;
The Premium ships are special powerful ships (in the right hands) that can be only bought or (as of lately) assembled via special parts.&lt;br /&gt;
&lt;br /&gt;
The non-collectible and non-DLC premium ships offer the same kind of setup (more or less) as their non-premium counterparts but with an extra buff equaling one or half a mod stat (in rare occasions more) i.e. extra damage, critical chance or similar.&lt;br /&gt;
&lt;br /&gt;
The collectible premium ships are a different story, they have a unique design and unique purpose. They often come with special modules available only to them. The good and the bad about them is that they are a one-trick-pony, when they do their one trick/fulfill their purpose, then that's pretty much it, although keep in mind that THAT one &amp;quot;trick&amp;quot; is a very good &amp;quot;trick&amp;quot;. They can be played outside of their main purpose but that's mainly wasting a good potential in battle.&lt;br /&gt;
&lt;br /&gt;
Premium ships do not have an upper hand versus standard ships in stats that could make them extremely unbalanced as some would like to think. Premium ships have a specific role to fulfill and that's being able to provide that specific playstyle an experienced player needs in a whole different level. For instance a player wanting to be the best support for his team would do his best gathering (and/or buying) Brokk parts since Brokk is the only specialized engineer ship aside from Octopus (which is a special project ship), it's only natural for a good player perfecting himself in what he does best.&lt;br /&gt;
&lt;br /&gt;
There are 200+ ships in the game and there's probably more to come, standard ships offer everything except leisure bonuses like premiums have, premiums offer a lesser modularity in builds and plays and standard premium bonuses written in each description. For those lucky enough to perfect their skill in something, there will always be a ship that will just come perfect afterwards, may it be a standard, premium or special project, the choice is yours.&lt;br /&gt;
&lt;br /&gt;
==Modifiers, useful in Open space==&lt;br /&gt;
You can buy [[Spatial Scanner]] and [[Extended Hull]] for GS.&lt;br /&gt;
&lt;br /&gt;
The Spatial scanners and the Extended hulls modifiers are the very basic premium content and a wise investment for your future gameplays. The Spatial scanner is a CPU modifier that grants additional critical chance while the Extended hull is a hull modifier that grants additional hull strength. Other than the modifier part, they have other features for Open Space. The scanner shows hidden treasures while the Extended hull offers more cargo space for collecting those treasures.&lt;br /&gt;
&lt;br /&gt;
==Ship design==&lt;br /&gt;
''Main article: '''[[Tuning]]'''&lt;br /&gt;
&lt;br /&gt;
Customization is also a feature that uses GS, so if you feel like customizing your ship, you will need GS to do so.&lt;br /&gt;
&lt;br /&gt;
==Buying and upgrading equipment==&lt;br /&gt;
You can spend your GS for buying some and improving all the weapons, modules and modifiers.&lt;br /&gt;
&lt;br /&gt;
==Fourth combat slot==&lt;br /&gt;
At the beginning of the game, the pilot has three out of four available combat slots.&lt;br /&gt;
&lt;br /&gt;
The fourth slot is opened when the player reaches the 12th clearance level.&lt;br /&gt;
&lt;br /&gt;
Using the GS, you can open the fourth battle slot at the 7th clearance level.&lt;br /&gt;
&lt;br /&gt;
==[[Implant|Crew]]==&lt;br /&gt;
Initially, only one of four crews is available to the pilot.&lt;br /&gt;
&lt;br /&gt;
The remaining crews are given on reaching 15 [[Advancement| clearance level]].&lt;br /&gt;
&lt;br /&gt;
Using the GS, they can be opened earlier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 0px&amp;quot; width=&amp;quot;250px&amp;quot;''Обмен валюты''&lt;br /&gt;
|+ Exchange of GS for credits&lt;br /&gt;
! Amount of credits&lt;br /&gt;
! Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 140'000 {{CR}}&lt;br /&gt;
| 20 {{GS}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 740'000 {{CR}}&lt;br /&gt;
| 100 {{GS}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 7'700'000 {{CR}}&lt;br /&gt;
| 1'000 {{GS}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 19'900'000 {{CR}}&lt;br /&gt;
| 2'500 {{GS}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 41'200'000 {{CR}}&lt;br /&gt;
| 5'000 {{GS}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 87'500'000 {{CR}}&lt;br /&gt;
| 10'000 {{GS}}&lt;br /&gt;
|}&lt;br /&gt;
==Exchange to {{CR}}==&lt;br /&gt;
If you do not have enough credits for an important purchase, you can always exchange GS for loans. The greater the volume of the transaction, so it is more profitable for you!&lt;br /&gt;
&lt;br /&gt;
==Getting more [[iridium]]==&lt;br /&gt;
After winning a battle, you can find artifacts in trophies.&lt;br /&gt;
&lt;br /&gt;
You can disassemble them at {{I}}.&lt;br /&gt;
&lt;br /&gt;
Disassembling can be free or paid (for GS). In the latter case, you extract more iridium from the item.&lt;br /&gt;
&lt;br /&gt;
==[[Bundles]]==&lt;br /&gt;
In the game store for GS you can purchase bundles with details of rare ships and their craftable special modules.&lt;br /&gt;
&lt;br /&gt;
==Change of pilot's name==&lt;br /&gt;
You can change your name directly in the game client by paying for the service in the GS.&lt;br /&gt;
&lt;br /&gt;
==Portraits and [[taunts]]==&lt;br /&gt;
For the GS you can buy the portrait you like and the taunt that your opponents will see if you have destroyed them.&lt;br /&gt;
&lt;br /&gt;
==Reset [[karma]]==&lt;br /&gt;
For GS, you can reset the karma that the pilot receives in [[Open Space]] to 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
='''How to get GS?'''=&lt;br /&gt;
&lt;br /&gt;
==Direct purchase of a package of GS==&lt;br /&gt;
Each package contains a fixed number of GS.&lt;br /&gt;
&lt;br /&gt;
For the purchase of 10'000 GS pilot will receive a guaranteed gift!&lt;br /&gt;
&lt;br /&gt;
'''Note:''' the larger the package, the less you pay for one GS.&lt;br /&gt;
&lt;br /&gt;
==Buying a game pack containing GS==&lt;br /&gt;
By purchasing a game pack (DLC) you:&lt;br /&gt;
*Beneficially get GS&lt;br /&gt;
*Additionally, get some game items and services.&lt;br /&gt;
*Purchase unique products that cannot be purchased inside the game &amp;lt;ref&amp;gt; Unique products are not present in all game packs &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Winning in competitions==&lt;br /&gt;
On game forum [http://forum.star-conflict.com/index.php?/forum/180-events-tournaments-read-only/ eng] and social networks [https://www.facebook.com/StarConflict eng] different competitions are often held.&lt;br /&gt;
&lt;br /&gt;
In some of the competitions, Galactic Standards are the prizes.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
GS can be used to trade resources, items, blueprints with other players. 10% commission is taken.&lt;br /&gt;
&lt;br /&gt;
==Game task==&lt;br /&gt;
With a certain interval, the players are given the “Veteran” task, which allows them to receive 500 GS for completing [[Tasks#Regular tasks|regular tasks]] in the game.&lt;br /&gt;
&lt;br /&gt;
='''How can I buy GS?'''=&lt;br /&gt;
&lt;br /&gt;
==Game site==&lt;br /&gt;
GS and [[DLC|DLC packs]] can be bought in [http://star-conflict.com/en/store/ game shop].&lt;br /&gt;
&lt;br /&gt;
==Steam shop==&lt;br /&gt;
GS and [[DLC|DLC packs]] can be bought in [http://store.steampowered.com/app/212070/?snr=1_200_200_Free+to+Play_tab-NewReleasesFilteredDLC_3 Steam shop].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|height=5|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Currencies]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Iridium&amp;diff=9541</id>
		<title>Iridium</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Iridium&amp;diff=9541"/>
		<updated>2019-09-15T05:08:11Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Iridium is remains of Precursors' material culture. It is one of the main resources in Star Conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Designation''': {{I}}&lt;br /&gt;
&lt;br /&gt;
'''Pilots can find Iridium:'''&lt;br /&gt;
*Pilots can receive Iridium as a reward for owning a sector while being part of a corporation that controls the location.&lt;br /&gt;
*From the search for values ​​when getting Alien artifacts through their analysis:&lt;br /&gt;
**The player can disassemble artifacts to Iridium for free, for {{GS}} or sell by {{CR}}.&lt;br /&gt;
**If the player disassembles the Artifact for the {{GS}}, then he will get more Iridium.&lt;br /&gt;
**Artifacts can not be removed at the storage.&lt;br /&gt;
*For special tasks in different modes.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Iridium can be spent:'''&lt;br /&gt;
* On special containers that contain rare items in the game, such as parts of ships, rare reagents for the workshop.&lt;br /&gt;
* For fast flights in the open world (be sure to visit the sector before that).&lt;br /&gt;
* For the creation and development of the corporation.&lt;br /&gt;
* To the corporate budget for construction and improvement of [[Dreadnoughts | shipyards and dreadnoughts]].&lt;br /&gt;
* Iridium transfer from the pilot’s account to the corporation’s account goes 1 to 1.&lt;br /&gt;
* You can also use iridium to speed up [[Dreadnoughts|building of shipyard or dreadnought]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Currencies]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Xenochip&amp;diff=9540</id>
		<title>Xenochip</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Xenochip&amp;diff=9540"/>
		<updated>2019-09-15T05:08:02Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Xenochips''' are a special [[currency]] which are available during events. Depending on the kind of event, these can be used in order to buy [[bundles]], [[modules]], or even [[ships]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Currencies]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Currencies&amp;diff=9539</id>
		<title>Currencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Currencies&amp;diff=9539"/>
		<updated>2019-09-15T05:07:31Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Added Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Currency]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Category:Currencies&amp;diff=9538</id>
		<title>Category:Currencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Category:Currencies&amp;diff=9538"/>
		<updated>2019-09-15T05:06:22Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Category:Currencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category consists of [[currencies]].&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Suppressor&amp;diff=9536</id>
		<title>Suppressor</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Suppressor&amp;diff=9536"/>
		<updated>2019-09-15T04:54:28Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://youtu.be/NcEqNexD3Tc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Suppressor.png|50px]] [[Destroyer]] is a huge and powerful ship, that deals a lot of damage. Terrible enemies of other classes of ships at long range, capable of supporting their team with dense fire and special abilities. For their power and range destroyers pay high vulnerability in melee and additional damage from the loss of modules. Their modules are so large that they are installed only outside. Because of this, they can be knocked down and cause additional damage to the destroyer. Also, the ship has a complex structure, for this reason it is easier to find vulnerable points in its structure and quickly destroy with aimed fire. True, the enemies can take advantage of this vulnerability only at a very close distance.&lt;br /&gt;
&lt;br /&gt;
For effective control of such a large ship, destroyers are equipped with a special control system that allows you to switch between the control of the weapons and the engine right during the battle.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Additional weapon turrets (the destroyer has 12 weapons, but at the same time can fire with only 8)&lt;br /&gt;
* On-board fire (maximum fire of 8 weapons is achieved when attacking from a ship)&lt;br /&gt;
* Huge size (+ 150% to the volume of the hull and shield size in relation to the frigates)&lt;br /&gt;
* Huge weight (-80% to the speed of strafe and -33% to the maximum speed in relation to the frigates)&lt;br /&gt;
* Complicated construction (+115% damage to the ship from enemies at a distance closer than 1000 m.)&lt;br /&gt;
* A large number of electronics (-45% protection against the effects of control)&lt;br /&gt;
* Warp limiter that does not allow the ship to fall apart during a warp jump (-75% of the maximum speed in the warp)&lt;br /&gt;
* External modules (if the module is lost, the ship receives additional serious damage, 5-15% of the hull volume for each module, damage is applied in units and is specified in the module description)&lt;br /&gt;
* Expensive operation (maintenance of the ship, its repair and purchase of ammunition, costs several times more expensive than ordinary ships)&lt;br /&gt;
* Huge size (125% of additional shields)&lt;br /&gt;
* Very large body (175% of explosive damage and external incoming recovery)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Pushing the enemy defense&lt;br /&gt;
* Massive sweep of the strategic point&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* High permanent damage&lt;br /&gt;
* Tremendous strength&lt;br /&gt;
* Powerful modules of mass destruction&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Low mobility&lt;br /&gt;
* Vulnerability in melee&lt;br /&gt;
* Huge vulnerability to control effects.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Strong against: '''Command''', '''Engineering''', '''Tacklers''' and '''Guard'''&lt;br /&gt;
* Weak against: '''Covert Ops''' and '''ECM'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It shows itself best in long-range attacks from a safe distance. Needs the protection of allies.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like huge, powerful, slaughter ships and are ready to play as a team, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Energy router===&lt;br /&gt;
Reroutes energy flow in ship systems. Allows to select between max speed, weapon damage or restoring shield volume.&lt;br /&gt;
&lt;br /&gt;
===Spatial stabilizer===&lt;br /&gt;
Upon activation ship is fixing its position for '''2''' s. Weapon damage is increased by '''45%''' and range is increased by '''5%'''. For 14 rank destroyers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 rank destroyers and [[Ze'Ta|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Ze'Ta&amp;lt;/span&amp;gt;]] also have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active modules==&lt;br /&gt;
[[File:Plasma turret icon.png             |link=Plasma Turret|70px]]&lt;br /&gt;
[[File:Blaster turret icon.png            |link=Blaster Turret|70px]]&lt;br /&gt;
[[File:Multiphase shield icon.png         |link=Multiphase shield|70px]]&lt;br /&gt;
[[File:pyro_emitter_icon.png              |link=Pyro Emitter|70px]]&lt;br /&gt;
[[File:wormhole_projector_icon.png        |link=Wormhole projector|70px]]&lt;br /&gt;
[[File:gravitational_lens_icon.png        |link=Gravitational Lens|70px]]&lt;br /&gt;
[[File:tempest_launcher_icon.png          |link='Tempest' Launcher|70px]]&lt;br /&gt;
[[File:repelling_beam_icon.png            |link=Repelling Beam|70px]]&lt;br /&gt;
[[File:photon_emitter_icon.png            |link=Photon Emitter|70px]]&lt;br /&gt;
[[File:hybrid_missile_icon.png            |link=Hybrid missile|70px]]&lt;br /&gt;
[[File:Devastator beam.jpg                |link=Devastator beam|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:destabilizing_field_icon.png       |link=Destabilizing Field|70px]]&lt;br /&gt;
'''- [[Sirius]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Isotope Harvester.png              |link=Isotope Harvester|70px]]&lt;br /&gt;
'''- [[Tyrant]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Remote minelayer.png               |link=Remote minelayer|70px]]&lt;br /&gt;
'''- [[Vigilant]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Landing platform.jpg               |link=Landing platform|70px]]&lt;br /&gt;
[[File:Swarm control.jpg                  |link=Swarm control|70px]]&lt;br /&gt;
[[File:Jump system &amp;quot;Kapkan&amp;quot;.jpg           |link=Jump system &amp;quot;Kapkan&amp;quot;|70px]]&lt;br /&gt;
[[File:Crystalline suppressor.jpg         |link=Crystalline suppressor|70px]]&lt;br /&gt;
'''- [[Ze'Ta|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Ze'Ta&amp;lt;/span&amp;gt;]]'''&lt;br /&gt;
&lt;br /&gt;
===Plasma Turret===&lt;br /&gt;
Automatic weapon specifically designed for suppressor class destroyers. In standby mode it can automatically lock onto targets and open fire on them in the affected area. Its destructive power is based on electromagnetic damage. In active mode, damage is three times higher. Active range is more than four kilometers. An indispensable weapon for hitting multiple targets at short and medium distances. &lt;br /&gt;
&lt;br /&gt;
===Blaster Turret===&lt;br /&gt;
Versatile combat module for suppressor class destroyers. Automatically fires at all enemies within a radius of two kilometers. Each charge deals of thermal damage. In automatic mode, it supports the rate of fire of 90 rounds per minute. In active mode, the rate of fire is doubled, and the charges become explosive. Recharging the module takes about 25 seconds. Recommended for installation on all suppressor class destroyers.&lt;br /&gt;
&lt;br /&gt;
===Multiphase shield===&lt;br /&gt;
Versatile dual-mode module for suppressor class destroyers. In passive mode increases shield resistances by 41 pts. Active mode increases the resistance bonus to 145 points. In active mode, the module is able to sustain activity for 6 seconds. After that it requires recharging capacitors for about 34 seconds. Experienced pilots will no doubt be using this module constantly.&lt;br /&gt;
&lt;br /&gt;
===Pyro Emitter===&lt;br /&gt;
Combat module for suppressor class destroyers. Pumps a cloud of charged particles that then ignites and deals huge thermal damage to all enemy ships in range. The module is incredibly effective against slow, stationary and group targets. Requires a significant energy charge. Reloading is also quite long — about 31 seconds.&lt;br /&gt;
&lt;br /&gt;
===Wormhole projector===&lt;br /&gt;
A transportation module for suppressor class destroyers. Projects a wormhole flying in selected direction. Repeat activation or the wormhole traversing a certain range makes the ship pass through the wormhole. Maximum range of a jump is 5000 meters. This allows you to quickly and unpredictably move across the battlefield. The module requires a lot of time to recharge and does not allow the destroyer to use this feature. We only recommend using it if you’re an experienced pilot, able to effectively monitor and use all the destroyer’s features.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Lens===&lt;br /&gt;
Combat module for suppressor class destroyers. Summons a deadly gravitational anomaly attracting all ships in a 2200 m. radius. Pull speed up to 135 meters per second. Damages hulls of all ships closer than 1100 m. to the anomaly. In anomaly's eye with a 40 m. radius the damage is up to 7000 per second. It’s a very powerful combat module, that’s very effective against tight enemy groups. Has high energy requirements and long reloading times.&lt;br /&gt;
&lt;br /&gt;
==='Tempest' Launcher===&lt;br /&gt;
Automatic combat module for suppressor class destroyers. Launches a volley of 20 homing missiles that hit targets in a 25 degree cone. Each missile deals more than 3000 pts. of thermal damage. Has active range of up to 5000 meters. One target can be hit by no more than two missiles simultaneously. It takes time to reload the launcher. It’s very effective in fights against multiple targets moving in a tight group.&lt;br /&gt;
&lt;br /&gt;
===Repelling Beam===&lt;br /&gt;
Suppressor class destroyer active module. Produces a special beam of nanoparticles, which pushes enemies away in its direction. The closer the target, the stronger the effect. The target's hull loses durability.&lt;br /&gt;
&lt;br /&gt;
===Photon Emitter===&lt;br /&gt;
Combat module for suppressor class destroyers, creates a stream of active particles. The compact particle cloud can traverse up to 10 000 m. Upon explosion creates a zone of unstable space. Affected ships lose 40 pts. of hull resistance to EM damage, and the effect stacks. Space becomes stable in 25 s.&lt;br /&gt;
&lt;br /&gt;
===Hybrid missile===&lt;br /&gt;
Launches a missile with a hybrid warhead. After the detonation, a drone activates at the detonation point and deals damage to enemies in range.&lt;br /&gt;
&lt;br /&gt;
===Devastator beam===&lt;br /&gt;
It shoots a beam at a long distance. A destructive zone forms at the place of its entry. Enemies who have been there receive damage, and small objects are destroyed.&lt;br /&gt;
&lt;br /&gt;
===Destabilizing Field===&lt;br /&gt;
Unique for [[Sirius]]. Active destroyer module. Upon hitting an enemy inflicts damage until the ship slows down. The target and nearby ships take damage and have their engine control systems destabilized. While the target flies faster than 30% of max. speed, it receives additional DPS.&lt;br /&gt;
&lt;br /&gt;
===Isotope Harvester===&lt;br /&gt;
Unique for [[Tyrant]]. A special drone generates a field with 500 m. radius. The drone begins to approach the destroyer at a given rate, dealing damage to all enemies who get in the field. The damage is greater against the enemies closer to the drone. Upon arrival to the ship the drone recovers shields proportionally to the damage caused.&lt;br /&gt;
&lt;br /&gt;
===Remote minelayer===&lt;br /&gt;
Unique for [[Vigilant]]. Produces a self-propelled mine activated with a collision or on a timer. After activation the mine is invisible. Triggers if the target is moving away from it within a detonation radius of 500 meters or after 120 seconds.&lt;br /&gt;
&lt;br /&gt;
===Landing platform===&lt;br /&gt;
Unique for [[Ze'Ta|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Ze'Ta&amp;lt;/span&amp;gt;]]. Allows allied ships to land or can be used as a platform for an attack drone. Guest can't use modules but receive weapon boost in damage and range and hull repairing. Host receives shield and energy regeneration.&lt;br /&gt;
&lt;br /&gt;
===Swarm control===&lt;br /&gt;
Unique for [[Ze'Ta|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Ze'Ta&amp;lt;/span&amp;gt;]]. Gives the pilot control over the destroyer's crystalline swarm. The damage from the swarm increases during this time, and hull of the ship is repaired.&lt;br /&gt;
&lt;br /&gt;
===Jump system &amp;quot;Kapkan&amp;quot;===&lt;br /&gt;
Unique for [[Ze'Ta|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Ze'Ta&amp;lt;/span&amp;gt;]]. The ship jumps forward. All those who were near him find themselves trapped for a few seconds and can't move.&lt;br /&gt;
&lt;br /&gt;
===Crystalline suppressor===&lt;br /&gt;
Unique for [[Ze'Ta|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Ze'Ta&amp;lt;/span&amp;gt;]]. Produces large crystalline projectiles that deal damage to enemies and repair allies' hulls.&lt;br /&gt;
&lt;br /&gt;
==Player opinion and Gameplay==&lt;br /&gt;
* Strong offencive active modules, but they require micromanagement due to line of sight of each module and they can be destroyed after your shields are gone, or if small interceptor flew under your shields and damaged them directly, for example with plasma arc.&lt;br /&gt;
* Vulnerable to explosive weapons like coil mortair - static shield is not far enough from the hull to prevent explosion dmg, rendering it pretty much useless in such situations.&lt;br /&gt;
* Fly controls are considerably harder than regular ship, requires a lot of micromanagement and situational awareness.&lt;br /&gt;
* High energy consumption for Afterburners, high energy consumption by active modules and low base energy regeneration forces the pilot to pay more attention to energy management than in a 'standard' ship.&lt;br /&gt;
* Considerably longer re spawn time than regular ships and higher repair costs, deaths are more punishing.&lt;br /&gt;
* Try to avoid charge through the center - you will be exposed to enemy fire from different sides, making maintaining Static shields a next to impossible task and will distract you from doing dps pew pew, always try to have enemies shoot at you from same directions, avoid being surrounded. On Fed and Jericho, implant 7-3 (bottom, energy for taking dmg in shields) is a very good source of unlimited energy, making you next to capped while perma AB in the combat so you always can use any of you still alive modules at will, and able to spam Static Shield by CD.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;500x240&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=cfIo-MbOqmM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;500x240&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=NJ_Mn5hiGMo&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Tackler&amp;diff=9535</id>
		<title>Tackler</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Tackler&amp;diff=9535"/>
		<updated>2019-09-15T04:54:11Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=X5eE6EXvtks&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Tackler.png|50px]] Tacklers are fighters designed to slow down other ships, making them easier for your allies to bring fire to bear on them. They are designed to counter fast ships like [[Recon]]s and [[Covert Ops]].&lt;br /&gt;
&lt;br /&gt;
Tacklers are rather fragile and should avoid taking other fighters or frigates head on. The tackler's cloak is their main defense, allowing them to come at an enemy from an unexpected direction or to escape combat if attacked. Their speed debuffs allow them to slow an interceptor down to allow the tackler to dogfight with them. The target painter is a powerful DPS buff for not only you, but anyone else on your team that's shooting your target.  Besides its obvious utility for escaping from enemy fire, your cloak is also a powerful offensive tool, allowing you to sneak up on a target before unleashing a devastating rain of fire on them.&lt;br /&gt;
The best targets for a Tackler are interceptors and ships that are already under attack.  Other fighters and frigates can generally outlast or out-damage you in a direct confrontation, and the Tackler's fragility makes it a poor choice for direct combat.&lt;br /&gt;
&lt;br /&gt;
The [[Federation]] specialises in Tackler fighters, but [[Jericho]] also have some. Federation tacklers are faster while Jericho tacklers have stronger shields.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Sealed afterburner engine (-20% afterburner power consumption)&lt;br /&gt;
* Small size (75% of additional shields)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Allied fire support&lt;br /&gt;
* Tactical weakening of the enemy&lt;br /&gt;
* Slowing down the enemy&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Reliable escape&lt;br /&gt;
* The strongest slowdown in the game&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Lowest strength among fighters&lt;br /&gt;
* Strongly dependent on the team&lt;br /&gt;
* Difficult to master&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Covert Ops''' and '''Gunships'''&lt;br /&gt;
* Weak against: '''Recons''', '''Destroyers''', ''' Guard''' and '''Engineering'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows itself best in small groups as a support.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to ambush or cause panic among opponents, forcing you to make a fatal mistake, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===ODG 'Chameleon'===&lt;br /&gt;
The &amp;quot;Chameleon&amp;quot; cloaking device renders the tackler completely invisible. It will break after 18 seconds or if the tackler fires any weapons, uses any modules or takes damage, or moves in to the area of a Micro-locator. The cloak will not activate if the tackler is affected by Spy Drones or is in the area of effect of a Micro-locator. After the cloak breaks for any reason, the tackler gets a 20% damage bonus for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some tacklers have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Target_Painter.png                 |link=Target Painter|70px]]&lt;br /&gt;
[[File:Sentry_Drone_module.png            |link=Sentry Drone|70px]]&lt;br /&gt;
[[File:Heavy_Guard_Drone_module.png       |link=Heavy Guard Drone|70px]]&lt;br /&gt;
[[File:Engine_Suppressor.png              |link=Engine Suppressor|70px]]&lt;br /&gt;
[[File:Inhibitor_Beam.png                 |link=Inhibitor Beam|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:'Dawn' locator.jpg                 |link='Dawn' locator|70px]]&lt;br /&gt;
[[File:Inhibitor drone.jpg                |link=Inhibitor drone|70px]]&lt;br /&gt;
[[File:Beam disintegrator.jpg             |link=Beam disintegrator|70px]]&lt;br /&gt;
[[File:Realignment.jpg                    |link=Realignment|70px]]&lt;br /&gt;
[[File:Mine network.jpg                   |link=Mine network|70px]]&lt;br /&gt;
[[File:Slowing projector.jpg              |link=Slowing projector|70px]]&lt;br /&gt;
[[File:'Hunter' tactical system.jpg       |link='Hunter' tactical system|70px]]&lt;br /&gt;
[[File:'Stretto' gun system.jpg           |link='Stretto' gun system|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Trap mine.jpg                      |link=Trap mine|70px]]&lt;br /&gt;
'''- [[Singularity]]'''&lt;br /&gt;
&lt;br /&gt;
===Target Painter===&lt;br /&gt;
The Target Painter reduces the resistances of the target, greatly increasing damage done to it from all sources. The Target Painter needs line of sight to work and will break early if the target goes behind an obstacle. This is a great team oriented module allowing take out targets faster be it an agile [[Interceptors]] or oversized heavy [[Destroyers]]&lt;br /&gt;
Target Painter has a very high energy upkeep and it is generaly not recomended to use on tacklers build for agile close combat.&lt;br /&gt;
&lt;br /&gt;
===Engine Suppressor===&lt;br /&gt;
The Engine Suppressor reduces the target's speed. It has a fairly short cooldown and, like the target painter, requires the tackler to keep the target in sight to work. This effect is countered by Rank 8 [[Implants]] - Federation (8-2) 'Beta-accelerator&lt;br /&gt;
&amp;quot;Armadillo II&amp;quot;', which will remove slow effect form the target - majority of good interceptors will have this implant+multipurpose module at hand so it becomes a mind game and takler pilots should pay attention what modules their targets already used to not waste this effect.&lt;br /&gt;
&lt;br /&gt;
===Sentry Drone===&lt;br /&gt;
The Sentry Drone drops an immobile drone that fires at enemies at range, does thermal dmg and has good accuracy and projectile speed - mostly effective vs interceptors.&lt;br /&gt;
&lt;br /&gt;
===Inhibitor Beam===&lt;br /&gt;
The Inhibitor Beam prevents the target from using afterburners while active. It has no cooldown and a slightly longer range than the Engine Suppressor. The Inhibitor Beam requires line of sight to work, but since it has 1 second cool down it can be reapplied to the target rigth away. It is a good practice to equip both Inhibitor Beam and Engine suppresor - and applying Engine suppresor in right moments, while have constant Inhibitor Beam effect on target. Plus if you have Inhibitor Beam and Engine suppressor effects on a same target - overall speed reduction will be more effective that ony of those effect alone.&lt;br /&gt;
&lt;br /&gt;
===Heavy Guard Drone===&lt;br /&gt;
Heavy version of a Sentry Drone, does EM dmg, has considerably slower projectile speed but higher dmg per hit, very ineffective vs anything smaller than a frigate due to very slow projectile speed of a Drone's weapon, recomended usage only in specific anty heavy builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
Tackler Fighters are all about playing smart. You are not a damage-dealing Gunship, or a tank-like Command. Use your cloak well and you will be surprised at how much you can do! Being typically the fastest of the fighters as well, use your mobility and unpredictability to your advantage. Most Tackler fighters are defeated because they try to fight like the other fighter roles. Use hit-and-run tactics and cripple your enemies with the unique modules that are available! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=ag5PGou-aB0&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=0mo-sq_Wgxw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Recon&amp;diff=9534</id>
		<title>Recon</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Recon&amp;diff=9534"/>
		<updated>2019-09-15T04:54:03Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=wazP5iIERZw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Recon.png|50px]] Recon interceptors are mobile support interceptors, designed to counter cloaked ships and capture isolated beacons.&lt;br /&gt;
&lt;br /&gt;
The [[Empire]] are the recon specialists, but the [[Federation]] also produce several models. Federation recons are built for speed and maneuverability, while Empire recons are tougher, and usually have capability to have stronger sensors and see further, acting as combat AWACS, due to slots layout and passive bonuses.&lt;br /&gt;
&lt;br /&gt;
Recons are a tricky role to master. Their damage ability isn't up to the standard of covert ops interceptors, and they don't have the ECM interceptors' disabling abilities, making them arguably the weakest interceptor in a straight fight. However their bag of tricks is varied and deep, allowing them to debuff key targets, disable cloaks in an area and cloak themselves to escape if things go wrong. Finally, their MWD ability gives them unparalleled mobility, allowing them to capture unguarded beacons, surprise Long Range Frigates, lend their support to teammates exactly where it's needed most, or simply to escape.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Built-in scanner (+50% to the sensor range)&lt;br /&gt;
* Improved hacking program (+35% to the speed of capturing beacons/bombs)&lt;br /&gt;
* Analyzer of enemy systems (+15% to the chance of critical damage)&lt;br /&gt;
* Small size (50% of additional shields)&lt;br /&gt;
* Thin hull (66,6% of explosive damage and external incoming recovery)&lt;br /&gt;
* Extra generator for engines on Empire models (+10% to maximum speed)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Perform immediate combat tasks (capture of beacons, bombs)&lt;br /&gt;
* Detection of invisible ships&lt;br /&gt;
* Transfer radar review allies&lt;br /&gt;
* Capturing ships departing for repairs&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Maneuverable&lt;br /&gt;
* Extremely mobile&lt;br /&gt;
* Most effective in capturing beacons and bombs among all roles.&lt;br /&gt;
* Reliable escape&lt;br /&gt;
* Ability to disorient the enemy&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Low permanent damage&lt;br /&gt;
* Low strength&lt;br /&gt;
* Ineffective in domination&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Long-Range''', '''Tacklers''' and ''' Covert Ops'''&lt;br /&gt;
* Weak against: '''Command''' and '''Guard'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows itself best in a 1 on 1 battle.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like dueling battles, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Microwarp engine===&lt;br /&gt;
The Recon's Microwarp engine (or MWE) causes the ship to suddenly accelerate to 28 times normal speed, catapulting it forwards approximately 11km. The MWE has a 1 second spool-up time during which the recon can't manoeuver. The MWE can be cancelled early by pressing your afterburner control, and allows some control during the deceleration stage, allowing a practised pilot a decent degree of control over where the ship will land. However, the Microwarp engine is also a common source of the &amp;quot;Thud!&amp;quot; medal for less practised pilots.&lt;br /&gt;
&lt;br /&gt;
Some recons have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Phase_Remodulator.png              |link=Phase Modulator|70px]]&lt;br /&gt;
[[File:Spy_Drones.png                     |link=Spy Drones Container|70px]]&lt;br /&gt;
[[File:Parasitic_Remodulator.png          |link=Parasitic Remodulator|70px]]&lt;br /&gt;
[[File:Micro-locator.png                  |link=Micro-locator|70px]]&lt;br /&gt;
[[File:Holoship_module.png                |link=Holoship|70px]]&lt;br /&gt;
[[File:Inhibitor crystal.png              |link=Inhibitor crystal|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:Nanolocator.jpg                    |link=Nanolocator|70px]]&lt;br /&gt;
[[File:'Ghost' camo system.jpg            |link='Ghost' camo system|70px]]&lt;br /&gt;
[[File:Teleportation anchor.jpg           |link=Teleportation anchor|70px]]&lt;br /&gt;
[[File:Trampoline.jpg                     |link=Trampoline|70px]]&lt;br /&gt;
[[File:Covert Ops drone.jpg               |link=Covert Ops drone|70px]]&lt;br /&gt;
[[File:'Triumvirate' hologram.jpg         |link='Triumvirate' hologram|70px]]&lt;br /&gt;
[[File:Hazardous veil.jpg                 |link=Hazardous veil|70px]]&lt;br /&gt;
[[File:Active screen.jpg                  |link=Active screen|70px]]&lt;br /&gt;
[[File:Energy anomaly.jpg                 |link=Energy anomaly|70px]]&lt;br /&gt;
[[File:Minor crystal deformation.jpg      |link=Minor crystal deformation|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Masking station.png                |link=Masking station|70px]]&lt;br /&gt;
'''- [[Nightingale]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Crystal-infiltrator.jpg            |link=Crystal-infiltrator|70px]]&lt;br /&gt;
[[File:Satellite crystal.jpg              |link=Satellite crystal|70px]]&lt;br /&gt;
[[File:Harvest crystal.jpg                |link=Harvest crystal|70px]]&lt;br /&gt;
[[File:Crystal-hologram.jpg               |link=Crystal-hologram|70px]]&lt;br /&gt;
[[File:Crystal destabilization.png        |link=Crystal destabilization|70px]]&lt;br /&gt;
'''- [[Tai'Kin|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Tai'Kin&amp;lt;/span&amp;gt;]]'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spy Drones Container===&lt;br /&gt;
Spy drones have a good range and can be applied to a target despite obstacles in the way. Spy drones disable cloaks and negate stealth effects on the target, and reduce the effectiveness of all hull repair and shield regeneration by 50%. Spy drones are a potent debuff to use on [[Engineering]] frigates or enemy captains to make them easier to kill, or on tacklers, recons or covert ops to disable their stealth abilities.&lt;br /&gt;
&lt;br /&gt;
===Phase Modulator===&lt;br /&gt;
The Phase Modulator is a short duration cloaking device. It drains energy while used, and like other cloaks it will break if the ship fires any weapons, uses any modules or takes any damage. The Phase Remodulator is the recon's main evasion and escape ability.&lt;br /&gt;
&lt;br /&gt;
===Parasitic Remodulator===&lt;br /&gt;
The Parasitic Remodulator drains shield from the target and gives it to the recon. It is the Recon's only &amp;quot;combat&amp;quot; module and serves the double purpose of damaging the target's shields and helping keep the recon alive. The shield drain of the Parasitic Remodulator is not affected by resistances, so is surprisingly effective at higher tiers and against Guard frigates.&lt;br /&gt;
&lt;br /&gt;
===Micro-locator===&lt;br /&gt;
The Micro-locator is dropped in a location and reveals any ships in its area of effect to friendlies, even if cloaked or stealthed. It also prevents cloaking devices from being activated in its area of effect.&lt;br /&gt;
&lt;br /&gt;
===Holoship===&lt;br /&gt;
Creates a hologram of a player ship, Hologram. When Hologram is expires, destroyed or dispelled by the certain effects, it will explode with a slight EM dmg in the area. Applying a Spy Drone or having a Hologram in range of the micro-locator will instantly destroy a Hologram.&lt;br /&gt;
&lt;br /&gt;
===Inhibitor crystal===&lt;br /&gt;
Launches a growing cloud slowing enemies down. If the cloud moves too far or at the press of a button the cloud explodes with maximum damage in its center. Damage depends on cloud size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
In [[Open Space]], you rely on line of sight to spot everything. This, as well as the Microwarp engine, makes the Recon one of the best ships for exploring or travelling through Open Space. In all gamemodes, Recons get bonus synergy for targets destroyed while under any one of the spotting effects the Recon possesses, reinforcing it's role as a support interceptor. Spot targets and let your team do the damage! If you are alone, use your massive line-of-sight and stealth/distraction modules to pick single/weakened targets to attack, and to split up groups of enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=azPwGjXjodk&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=9533</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=9533"/>
		<updated>2019-09-15T04:53:55Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=JxEShQ8AVWw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Long Range.png|50px]] Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so most enemies that close with them will make short work of their large, weak, low agility chassis.&lt;br /&gt;
All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates, ECM active modules which disable lock (and thus the connection between LRF and it's missile) and anti-missile systems. As part of their class role, and to somewhat counter their lack of tank, LRFs are equipped with 2 turrets more than other frigates and often have multiple CPU slots to boost dmg further, so their damage with conventional weapons is quite high and it is possible to be very effective at mid range just with regular weapons. Going into brawl should be avoided though, as it exposes the poor agility and large size of the ship.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Additional weapons (6 turrets for weapons)&lt;br /&gt;
* Expanded volume of free space, by reducing the thickness of the armor, to install weapons (-20% by volume of shield and hull)&lt;br /&gt;
* Volumetric hull (125% of explosive damage and external incoming recovery)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Allied fire support&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Remote attack from a long distance&lt;br /&gt;
* Ability to disorient the enemy&lt;br /&gt;
* Reliable escape&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Relatively poor mobility&lt;br /&gt;
* Very low maneuverability&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Gunships''', '''Command''' and '''Guard'''&lt;br /&gt;
* Weak against: '''Recons''', '''Covert Ops''' and '''Destroyers'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows itself best when attacking from a safe distance.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to finish off enemies with a powerful and accurate shot from cover, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Modules==&lt;br /&gt;
===Disintegrator===&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode (AI bots can move and snipe in the same time) with the exception of remote disintegrator of [[Project 1011]]! The disintegrator fires a focused beam of thermal energy that deals heavy damage. The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
Disintegrator does additional dmg to Destroyers and Frigates. Extra damage to Destroyers is a percentage multiplier of the base damage, allowing critical hits to also be factored into the extra damage, and a fixed amount of extra damage is used for frigates.&lt;br /&gt;
&lt;br /&gt;
===Guided torpedo===&lt;br /&gt;
The Guided torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then steer the torpedo to its target. Torpedo can be manually detonated or it will detonate if directly hit the enemy or obstacle. When detonated it deals high damage in a 300 m. radius, and produces a heat cloud that continues to deal moderate damage in that radius for about 5 seconds. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them, IR-Flares as well counter torpedos, when flares are used in line o f sight, player will lose control of the torpedo. &lt;br /&gt;
Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the &amp;quot;Missile Incoming&amp;quot; audio alarm. Attentive players will hear the alarm, but notice that the &amp;quot;Missile Incoming&amp;quot; icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.&lt;br /&gt;
While guiding a torpedo, which may take about 10 seconds to expand all fuel, pay attention to HP bars that are still visible during torpedo flight, it is quite often that smarter opponents will wait for a Jericho LRF launch a torpedo and assassinate them while they are busy sterring it. If there is any sight of taking dmg to your mother-ship - detonate a torpedo immediately and start responding to a threat in range.&lt;br /&gt;
&lt;br /&gt;
Torpedos tend to be harder to use well than Disintegrators due to their travel time and many counters, but they deliver a high damage payload relatively often, and can play much closer to the rest of the team (due to firing around corners they do not have to use raw distance as cover) allowing them to attack with their superior main guns more often. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some long-range ships have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Weapon_Overcharge.png              |link=Weapon Overcharge|70px]]&lt;br /&gt;
[[File:Tachyon_Charge.png                 |link=Tachyon Charge|70px]]&lt;br /&gt;
[[File:IR_Pulsar.png                      |link=IR Pulsar|70px]]&lt;br /&gt;
[[File:EM_Scattering_Field.png            |link=EM Scattering Field|70px]]&lt;br /&gt;
[[File:Reverse_Thruster_module.png        |link=Reverse Thruster|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:Radioactive cloud.jpg              |link=Radioactive cloud|70px]]&lt;br /&gt;
[[File:'Sinobi' jump.jpg                  |link='Sinobi' jump|70px]]&lt;br /&gt;
[[File:Sniper drone 'Partner'.jpg         |link=Sniper drone 'Partner'|70px]]&lt;br /&gt;
[[File:Energy sharing.jpg                 |link=Energy sharing|70px]]&lt;br /&gt;
[[File:Target highlight mode.jpg          |link=Target highlight mode|70px]]&lt;br /&gt;
[[File:'Surkov' ballistic processor.jpg   |link='Surkov' ballistic processor|70px]]&lt;br /&gt;
[[File:'Hindenburg' supercharge.jpg       |link='Hindenburg' supercharge|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Disintegrator modifier.jpg         |link=Disintegrator modifier|70px]]&lt;br /&gt;
'''- [[Gargoyle]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:'Sharpshooter' mode.jpg            |link='Sharpshooter' mode|70px]]&lt;br /&gt;
'''- [[Project 1011]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Ammunition stabilizer.jpg          |link=Ammunition stabilizer|70px]]&lt;br /&gt;
[[File:Disrupting shot.jpg                |link=Disrupting shot|70px]]&lt;br /&gt;
'''- [[Executor]]'''&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used. &lt;br /&gt;
&lt;br /&gt;
Activate it before you fire... using it while guiding a torpedo (or while a Disintegrator charge is in flight) will not affect it.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
This reduced the lead required for Disintegrator shots. It may or may not be helpful on Jericho LRFs, since it increases the speed of the torpedo (making it get to the target quicker, but drastically reduces missile maneuverability as it is counted in degrees per 100 m/s).&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other covert devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys, as well as the SPACE and ALT keys) will break the effect. Also, inertia from movement PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
In Open Space, AI enemies CAN see through the Scattering Field, and will still attack like normal once alerted. However, the EM field will prevent enemies from firing guided missiles (and launching negative effects) at you.&lt;br /&gt;
&lt;br /&gt;
===Reverse Thruster===&lt;br /&gt;
After a slight delay teleport a LRF backwards up to 5000 m., if there is an obstacle on the way, LRF will be teleported right next to it. Since this is not a &amp;quot;micro warp&amp;quot; like recon has, LRF can not thud into anything unless reversing already. While teleport is prepared all resistances are significantly lowered, making ship vulnerable to incoming dmg.&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
At distance, the bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for close range recons and fighters (especially Covert Ops and high damage active modules), LRFs are quite bad at front-line fighting, but can hit and run quickly at midrange using reverse thruster to return to cover with their high DPS standard guns. Highly skilled players will sometimes take advantage of this ability to fit Coil Mortars for anti-recon, or even curved lens lasers for short range strike DPS. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=XjW-Xs88UjM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Gunship&amp;diff=9532</id>
		<title>Gunship</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Gunship&amp;diff=9532"/>
		<updated>2019-09-15T04:53:45Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=hWi4emeF_8w&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Gunship.png|50px]] Gunships are the primary damage dealing fighters. Gunships have several modules available to them to greatly increase their personal damage output.&lt;br /&gt;
&lt;br /&gt;
Gunships are a versatile ship role. They lack defensive abilities but (Empire gunships in particular) have decent HP so are no pushover, but should avoid getting into situations where they can be focus fired. They have excellent offensive capability and can kill most frigates with ease. With their Overdrive ability a gunship is more than a match for an interceptor in a dogfight, though if it's on cooldown or they fail to kill the interceptor in the duration they may struggle.&lt;br /&gt;
&lt;br /&gt;
There are very few ships that can stand up to a fully-powered gunship in a one-on-one confrontation, making them excellent dogfighting ships.  However, they lack in defensive potential and should be kept out of situations where they will be facing several ships at once.&lt;br /&gt;
&lt;br /&gt;
The [[Empire]] and [[Federation]] both produce Gunships. Empire gunships have much tougher hulls but are slow, while Federation gunships are much faster but fragile.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Improved weapons (+8% damage)&lt;br /&gt;
* Expanded volume of free space, by reducing the weight of armor, for installing improved weapons (-10 pts. to the resistance of the hull and shield to all types of damage)&lt;br /&gt;
* Small size (75% of additional shields)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Allied fire support&lt;br /&gt;
* Pushing the enemy defense&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Able to do colossal damage in a short amount of time.&lt;br /&gt;
* Reliable escape&lt;br /&gt;
* Easy to learn&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Relatively low efficiency when reloading modules&lt;br /&gt;
* Vulnerability when reloading modules&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Engineers''', '''ECM''' and '''Command'''&lt;br /&gt;
* Weak against: '''Long-Range''' and '''Tacklers'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It shows itself perfectly when fighting in any groups, even with the numerical superiority of the enemy&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to attack enemies, crush their defenses and systematically destroy them one by one, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Overdrive===&lt;br /&gt;
Overdrive improves the gunship's rate of fire, speed and maneuverability. It also improves main weapon heat dissipation. Overdrive is a potent cooldown useful in almost any situation, either to give the gunship a damage boost to take out a tough target, or give it the maneuverability to dogfight with interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some gunships have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Aiming_Overcharge.png              |link=Aiming Overcharge|70px]]&lt;br /&gt;
[[File:Combat_Reboot.png                  |link=Combat Reboot|70px]]&lt;br /&gt;
[[File:Particle_Purge.png                 |link=Particle Purge|70px]]&lt;br /&gt;
[[File:Engine_Overcharge.png              |link=Engine Overcharge|70px]]&lt;br /&gt;
[[File:Inhibitor swarm.jpg                |link=Inhibitor swarm|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:Thermal repulsor.jpg               |link=Thermal repulsor|70px]]&lt;br /&gt;
[[File:'Deimos' engine.jpg                |link='Deimos' engine|70px]]&lt;br /&gt;
[[File:Shrapnel cone.jpg                  |link=Shrapnel cone|70px]]&lt;br /&gt;
[[File:'Constellation' generator.jpg      |link='Constellation' generator|70px]]&lt;br /&gt;
[[File:'Squall' launcher.jpg              |link='Squall' launcher|70px]]&lt;br /&gt;
[[File:Kinetic wave.jpg                   |link=Kinetic wave|70px]]&lt;br /&gt;
[[File:Quark-beamer.jpg                   |link=Quark-beamer|70px]]&lt;br /&gt;
[[File:Magnetic disruptor.jpg             |link=Magnetic disruptor|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Banshee_system_module.png          |link='Banshee' system|70px]]&lt;br /&gt;
'''- [[Ghost]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Entropy_generator_module.png       |link=Entropy Generator|70px]]&lt;br /&gt;
'''- [[Stingray]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Weakness detector.jpg              |link=Weakness detector|70px]]&lt;br /&gt;
'''- [[Wolfhound]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Alien intuition.jpg                |link=Alien intuition|70px]]&lt;br /&gt;
[[File:Crystal drone.jpg                  |link=Crystal drone|70px]]&lt;br /&gt;
[[File:Reflected rage.jpg                 |link=Reflected rage|70px]]&lt;br /&gt;
'''- [[Thar'Ga|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Thar'Ga&amp;lt;/span&amp;gt;]]'''&lt;br /&gt;
&lt;br /&gt;
===Aiming Overcharge===&lt;br /&gt;
The Aiming Overcharge improves the gunship critical hit chance with its main weapon for a short time, greatly multiplying it's damage output. Most gunship pilots time activation and cooldowns of Aiming overcharge and Overdrive boosting fire rate and Critical chance of their guns in the same time.&lt;br /&gt;
&lt;br /&gt;
===Combat Reboot===&lt;br /&gt;
Combat Reboot is the sole gunship specific defensive ability. It removes negative effects and grants 2 seconds of immunity. Extremely useful module, even though duration is short, if timed well can be easily a difference between life and death, or allows for that extra time to stay under fire to kill enemy Engineer. This module can be used under [[ECM]] disables to clear them off, or to absorb an EM torpedo from a frigate.&lt;br /&gt;
&lt;br /&gt;
===Engine Overcharge===&lt;br /&gt;
The Engine Overcharge improves the gunship speed drastically for about 15 seconds. Firing weapons, shooting missiles or activating modules will cancel the effect. Mostly used to either quickly relocate to a different flank or to get away from a hairy situation. Can be paired with overdrive, which will get a gunship to a max speed for short awhile, even while carrying a bomb in a Detonation match (just make sure to activate Overdrive and then Engine Over charge, otherwise you can cancel it out by activating Overdrive after)&lt;br /&gt;
&lt;br /&gt;
===Particle Purge===&lt;br /&gt;
Completely drains your ship's shield to deal a blast of EM damage to all nearby enemies (damage dealt is proportional to a amount of shield hp points present at the moment of activation). After activation, shield regeneration is boosted for a few seconds. Mostly used on Federation ships due to their higher Agility vs Interceptors or other federation fighters, while Empire gunships don't really need shields they lack speed to get in and out for this to work well.&lt;br /&gt;
&lt;br /&gt;
===Inhibitor swarm===&lt;br /&gt;
A nanobot swarm is launched in the crosshairs' direction. Enemies hit by the swarm receive EM damage and have their maneuverability reduced.&lt;br /&gt;
&lt;br /&gt;
==='Banshee' system===&lt;br /&gt;
Unique to a [[Ghost]] ship - Launches a charged cloud in front of the ship (following forward movement, can't aim with aiming reticle) that deals dmg to enemy ships. Has a very short cooldown time.&lt;br /&gt;
&lt;br /&gt;
===Entropy Generator===&lt;br /&gt;
Unique to a [[Stingray]] ship - Launches a charge in front of the ship (can't aim with aiming reticle), dealing hull dmg (bypasses shields) after an impact - this module is designed to be more of an Anti Destroyer module, since it does considerably more dmg to Destroyers (~8000-9500 per second). DoT duration is 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
&lt;br /&gt;
Gunships have one of the best special modules in the game. While not &amp;quot;cool&amp;quot; like the cloaking ability Tacklers have, the ability to drastically boost all of the ships systems and stats for a short time is invaluable. Use it to gain a maneuver advantage, RoF advantage, the ability to afterburn endlessly, or even just to get to a capture beacon quicker!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=ePQ7CNkiix0&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=aQys8Y7XcRA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Guard&amp;diff=9531</id>
		<title>Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Guard&amp;diff=9531"/>
		<updated>2019-09-15T04:53:21Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oskWBRNn-jM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Guard.png|50px]] Guard frigates are designed to protect teammates from enemies and deny areas to the enemy. Guard frigates have strong shields and many defensive abilities, as well as one of the best area effect damaging abilities in the game in the Pulsar. They also have a mobility debuff that is very dangerous to interceptors. However their special abilities are all short range and they are slow to get in position and lack firepower with their primary weapons.&lt;br /&gt;
Used to protect areas such as beacons. It has the second most survivability in the game, after Destroyers. &lt;br /&gt;
&lt;br /&gt;
[[Jericho]] are the main faction for Guard frigates, with the [[Federation]] also having some available. Jericho frigates are tougher while the Federation's are faster.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Additional hull and shield generators (+30% to the volume of the shield and hull)&lt;br /&gt;
* The hangar of repair drones (if within 10 seconds the ship did not receive and did not cause damage, then the hull begins to recover at 200 pts per second)&lt;br /&gt;
* High weight (-15% to maximum speed)&lt;br /&gt;
* Difficult phasing (shield resistance to all types of damage is lower by 30 pts)&lt;br /&gt;
* Volumetric hull (125% of explosive damage and external incoming recovery)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Allied fire support&lt;br /&gt;
* Tactical weakening of the enemy&lt;br /&gt;
* Allied tactical defense&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Very high strength&lt;br /&gt;
* Ability to quickly regenerate&lt;br /&gt;
* Powerful modules of mass destruction and gain&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Low mobility&lt;br /&gt;
* Low maneuverability&lt;br /&gt;
* Highly vulnerable to control effects&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Strong against: '''Recons''', '''Covert Ops''' and '''Tacklers'''&lt;br /&gt;
* Weak against: '''ECM''' and '''Destroyers'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is best shown when defending or attacking in large groups of 4 pilots or more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to be a reliable team shield that inspires confidence in your allies, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Phase shield===&lt;br /&gt;
Phase Shield increases the Guard's shield resistance to a single damage type by 120 pts. It is always on, and activating the ability switches the damage type it absorbs. In addition, whenever the Guard is hit by the damage type its Phase Shield is attuned to it grants a 15% damage bonus for 5 seconds. When activated, it gives a 70% speed bonus for 12 s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some guards have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Missile_Shield.png                 |link=Missile Shield|70px]]&lt;br /&gt;
[[File:Pulsar.png                         |link=Pulsar|70px]]&lt;br /&gt;
[[File:Liquid_Metal_Injector.png          |link=Liquid Metal Injector|70px]]&lt;br /&gt;
[[File:Emergency_Shield_Boost.png         |link=Emergency Shield Boost|70px]]&lt;br /&gt;
[[File:Mass_Propulsion_Inhibitor.png      |link=Mass Propulsion Inhibitor|70px]]&lt;br /&gt;
[[File:Signature_Masking.png              |link=Signature Masking|70px]]&lt;br /&gt;
[[File:Spectre_Field_module.png           |link='Spectre' Field|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:Gravilasso.jpg                     |link=Gravilasso|70px]]&lt;br /&gt;
[[File:Graviton projectile exciter.jpg    |link=Graviton projectile exciter|70px]]&lt;br /&gt;
[[File:Boarding charger.jpg               |link=Boarding charger|70px]]&lt;br /&gt;
[[File:Active missile shield.jpg          |link=Active missile shield|70px]]&lt;br /&gt;
[[File:Ballistic codebreaker.jpg          |link=Ballistic codebreaker|70px]]&lt;br /&gt;
[[File:Missile swarm.jpg                  |link=Missile swarm|70px]]&lt;br /&gt;
[[File:'Phantom' stealth system.jpg       |link='Phantom' stealth system|70px]]&lt;br /&gt;
[[File:Ram attack.jpg                     |link=Ram attack|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Radiation_converter_module.png     |link=Radiation converter|70px]]&lt;br /&gt;
'''- [[Archelon]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Regenrationg_shield_module.png     |link=Regenerating Shield|70px]]&lt;br /&gt;
[[File:Tractor_beam_module.png            |link=Tractor Beam|70px]]&lt;br /&gt;
'''- [[Reaper]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Phase demodulator.jpg              |link=Phase demodulator|70px]]&lt;br /&gt;
'''- [[Endeavour]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Redeployment mechanism.jpg         |link=Redeployment mechanism|70px]]&lt;br /&gt;
[[File:'Dome' MDS.jpg                     |link='Dome' MDS|70px]]&lt;br /&gt;
[[File:Energy systems destabilizer.jpg    |link=Energy systems destabilizer|70px]]&lt;br /&gt;
'''- [[Object NY18]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic charge.jpg                |link=Magnetic charge|70px]]&lt;br /&gt;
'''- [[Boremys]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Defence algorithm.jpg              |link=Defence algorithm|70px]]&lt;br /&gt;
[[File:Pursuit algorithm.jpg              |link=Pursuit algorithm|70px]]&lt;br /&gt;
'''- [[Custodian]]'''&lt;br /&gt;
&lt;br /&gt;
===Mass Propulsion Inhibitor===&lt;br /&gt;
The Mass Propulsion Inhibitor disables afterburners for any ships in a short range of the Guard. This ability makes Guard frigates very dangerous for agility based ships, inability to to use afterburners reduces maxim speed ships can reach forward speed and strafing speeds too, as well afterburners greatly affect acceleration in all movement vectors, making such targets much easier to hit. &lt;br /&gt;
&lt;br /&gt;
===Missile Shield===&lt;br /&gt;
One of the Guard's signature abilities, the anti-missile shield shoots down enemy missiles on a short cooldown. It is especially effective against Jericho Long Range Frigate's torpedoes, but gives decent protection against other missiles as well. It is less effective against &amp;quot;swarm&amp;quot; missiles such as the firestorm or Octopus, since the AMS has internal cool down between missiles it can take down, so depending on range to the missile volley, it may not have enough time to take all of them out.&lt;br /&gt;
&lt;br /&gt;
===Pulsar===&lt;br /&gt;
An area effect weapon that deals continuous thermal damage to any enemies that stick around. It's an excellent area denial weapon and will force all but the toughest interceptors to run away or die. It has a short range and is broken by line of sight, so most ships will try to outrange it or hide behind objects until it's over.&lt;br /&gt;
&lt;br /&gt;
===Emergency Shield Boost and Liquid Metal Injector===&lt;br /&gt;
Two very powerful self repair modules that restore a large amount of shield and hull respectively to the guard, be aware of their energy consumption, if not accomodated for, can easily leave a guard dry and energy starving.&lt;br /&gt;
&lt;br /&gt;
===Signature Masking===&lt;br /&gt;
Reduces weapon dmg of all enemies in range around the Guard, it only affects main guns, not the modules or missiles. Guard with such aura and a friendly command with resistance auras can  significantly reduce amount of dmg enemy team can inflict.&lt;br /&gt;
&lt;br /&gt;
==='Spectre' Field===&lt;br /&gt;
Makes you and your allies invisible. Increases host's shield and hull resistance for every ally.&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
Guard frigates are among the slowest ships on the game. Once in a fight, they are not going to get away, so if you are losing a fight, don't try to run... just keep fighting to the end (often, staying in the fight to the end results in you winning). The name of the game for Guards is &amp;quot;Perseverance&amp;quot;. Since you can't avoid getting hit, the idea is to take the damage and hit back in return. While you can't run, using cover is still extremely important, more so for a Guard. It is best, especially with Jericho Guards, to buff shield resistance as much as possible and to devote at least one active module slot to carrying a Shield Booster(replace with the shield injector later on) to keep your shield up, since this is what keeps you alive. Combine with a Command Fighter and an Engineer to make an unstoppable team!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=6kNMX708Xzs&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=K1mrzUpOM88&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Engineering&amp;diff=9530</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Engineering&amp;diff=9530"/>
		<updated>2019-09-15T04:53:12Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=XJaaU0ciFy0&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering.png|50px]] Engineering frigates give repair effects to teammates near them, allowing them to survive longer in fights. Engineers have decent durability and good regeneration over time, but are slow and unwieldy, making it difficult for them to avoid fire or to effectively fight back against attackers, relying on teammates for support.&lt;br /&gt;
Engineering frigates are very much support ships. The fact that they repair ships around them makes them priority targets for enemies, especially in big fights. Engineers must walk a line between being in a good position to give their buffs and being too exposed to attack. Engineers have the most varied choice of modules, having to choose between shield and hull repair modules or utility modules like the Warp Gate, meaning difficult fitting choices. While engineers are tough and have good self repair, they lack defensive abilities, so will likely die to attackers eventually without support, and will die quickly to focused fire that can overcome their regeneration.&lt;br /&gt;
&lt;br /&gt;
Engineering frigates are mainly manufactured by the [[Federation]], but the [[Empire]] also have some on offer. Empire engineers are tougher, particularly their hull strength, while Federation engineers have balanced hull and shields, are faster and have better capacitors.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Improved engines (+10% to maximum speed)&lt;br /&gt;
* Volumetric hull (125% of explosive damage and external incoming recovery)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Repair and restoration of allies in combat conditions&lt;br /&gt;
* Cover for retreating Allied forces&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Ability to quickly restore the body and shield of the allies&lt;br /&gt;
* Transfer of a large group to the front with the help of gates&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Low damage&lt;br /&gt;
* Low speed&lt;br /&gt;
* Low maneuverability&lt;br /&gt;
* Strongly dependent on the team&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Strong against: '''ECM''' and '''Tacklers'''&lt;br /&gt;
* Weak against: '''Recons''' and '''Gunships'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows best in a large group of allies.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to be the support of the allies and save them from the most difficult situations, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Combat Drones===&lt;br /&gt;
Engineering frigates passively construct drones every 35 seconds, able to have a maximum of two at a time. Drones will fire on enemies within 1900 m. and will stop firing to repair the engineer's shields if they drop below 50%. In addition, drones can be activated to overload and restore a burst of shield to all allied ships in a small radius, including your own, in a radius of 450 m. After activation, the drone is destroyed and will be replaced through reconstruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some engineers have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active modules==&lt;br /&gt;
[[File:Mass_Shield_Generator.png          |link=Mass Shield Generator|70px]]&lt;br /&gt;
[[File:Nanodrone_Cloud.png                |link=Nanodrone Cloud|70px]]&lt;br /&gt;
[[File:Energy_Emitter.png                 |link=Energy Emitter|70px]]&lt;br /&gt;
[[File:Warp_Gate.png                      |link=Warp Gate|70px]]&lt;br /&gt;
[[File:Autonomous_Charging_Station.png    |link=Autonomous Charging Station|70px]]&lt;br /&gt;
[[File:Autonomous_Repair_Station.png      |link=Autonomous Repair Station|70px]]&lt;br /&gt;
[[File:Static_Barrier.png                 |link=Static Barrier|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:Commitment.jpg                     |link=Commitment|70px]]&lt;br /&gt;
[[File:'Protector' torpedo.jpg            |link='Protector' torpedo|70px]]&lt;br /&gt;
[[File:Repair projector.jpg               |link=Repair projector|70px]]&lt;br /&gt;
[[File:Explosive restoration.jpg          |link=Explosive restoration|70px]]&lt;br /&gt;
[[File:'Twins' barrier.jpg                |link='Twins' barrier|70px]]&lt;br /&gt;
[[File:'Pendulum' module.jpg              |link='Pendulum' module|70px]]&lt;br /&gt;
[[File:Energy-compensating projectile.jpg |link=Energy-compensating projectile|70px]]&lt;br /&gt;
[[File:Med Evac.jpg                       |link=Med Evac|70px]]&lt;br /&gt;
[[File:Nano-devourers.jpg                 |link=Nano-devourers|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Amplifying_shields_module.png      |link=Amplifying Shields|70px]]&lt;br /&gt;
[[File:Shield_sync_module.png             |link=Shield Sync|70px]]&lt;br /&gt;
'''- [[Phoenix]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerability projector.png      |link=Invulnerability projector|70px]]&lt;br /&gt;
'''- [[Spiral]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Protective sphere.jpg              |link=Protective sphere|70px]]&lt;br /&gt;
[[File:'Patron' active defence.jpg        |link='Patron' active defence|70px]]&lt;br /&gt;
[[File:Gravi-wave.jpg                     |link=Gravi-wave|70px]]&lt;br /&gt;
[[File:Hull converter.jpg                 |link=Hull converter|70px]]&lt;br /&gt;
[[File:Emergency repair station.jpg       |link=Emergency repair station|70px]]&lt;br /&gt;
[[File:Waz'Got battle station.jpg         |link=Waz'Got battle station|70px]]&lt;br /&gt;
'''- [[Waz'Got|&amp;lt;span style=&amp;quot;color: #228B22;&amp;quot;&amp;gt;Waz'Got&amp;lt;/span&amp;gt;]]'''&lt;br /&gt;
&lt;br /&gt;
===Nanodrone Cloud and Mass Shield Generator===&lt;br /&gt;
In passive mode the Nanodrone Cloud and Mass Shield Generator slowly restore hull and shield respectively to ships around the engineer and engineer himself, activation greatly increases healing rate for a short period of time. Amount of healing during active mode scales with amount of available energy present in a capacitor upon activation. Nanodrone clouds and mass shield generators do not stack from multiple engineering frigates. &lt;br /&gt;
&lt;br /&gt;
===Autonomous Repair Station and Autonomous Charging Station===&lt;br /&gt;
The Autonomous stations are dropped and will repair the hull or shield respectively of the lowest ally in their range. Autonomous stations are destructible.&lt;br /&gt;
&lt;br /&gt;
===Warp Gate===&lt;br /&gt;
The Warp Gate module deploys a warp gate structure that can be used by the engineer and allies to rapidly travel 5km directly ahead. Unlike static Warp gates that are present on some of the maps, Engineers warp gates are not fixed in direction of the travel - if ship enters the warp gate in the angle - it will follow its path in same angle. Using strafe during a warp travel will break the war prematurely and should be used to exit warp before hitting rapidly approaching wall.&lt;br /&gt;
&lt;br /&gt;
===Energy Emitter===&lt;br /&gt;
Has passive and active mode, in a passive mod the Energy Emitter slightly restores energy to ships around the engineer, including itself, upon activation instantly restores a big chunk of energy to itself and ships in range. It is a good idea to pair this module with Nanodrone cloud and Mass shield generator since those effects scale with amount of energy present in a capacitor, it is very important to have as much as possible energy before activating them.&lt;br /&gt;
&lt;br /&gt;
===Static Barrier===&lt;br /&gt;
The Static Barrier drops a solid shield directly in front of the Engineer. The shield will eventually fade or can be destroyed if it takes too much damage. Neither Engineer nor Enemies can shoot through the barrier that acts like a wall for bullets and missiles. &lt;br /&gt;
&lt;br /&gt;
===Amplifying Shields===&lt;br /&gt;
Unique module for a [[Phoenix]] Engineer. Creates an additional shield around you and an ally, shield has no resistances and up for 5 seconds, if shield is not destroyed during active time, ships critical chance will be boosted by 50% for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
===Shield Sync===&lt;br /&gt;
Unique module for a [[Phoenix]] Engineer. Links own and friendly target's shields, transferring HP points to the ally and boosting a critical chance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
Being a frigate, Engineers are tough and powerful but slow. However, all of the repair abilities it gets makes it nearly indestructible if incoming damage cannot overcome the repairing. This, and the fact that Engineers can also repair allies, makes it one of the best team-oriented ships in the game and is a great source of bonus synergy due to repairing allies. Add the fact that it also has deployable warp gates, shield walls, and other neat abilities and you have a very useful ship. Combine with a friendly Command fighter to increase shield and hull resistance, speed, and weapon damage, to make both the Command and Engineer nearly invincible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=hTz97vHg6Pw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=hcJV5F0Heg0&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=ECM&amp;diff=9529</id>
		<title>ECM</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=ECM&amp;diff=9529"/>
		<updated>2019-09-15T04:53:02Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
[[File:ECM.png|50px]] ECM interceptors are designed to support other ships by disabling enemies, preventing them from attacking or defending themselves. ECM ships are tougher than other interceptors, and are the interceptor role most suited to front line combat.&lt;br /&gt;
ECMs are designed to get in the way of enemy plans, by interrupting and disabling key targets in key moments, even though they have a lowest dmg output through main guns, they shine at eliminating targets by taking the initiative from opponents.&lt;br /&gt;
&lt;br /&gt;
[[Jericho]] are the master minds behind ECMs, while [[Empire]] produces ECMs as a secondary role. Both factions have distinctively different ships by design and by core play - due to the fitting specifics, Jericho's are shield based and most of the time more agile, while Empire carries stronger punch with their native faction weapon damage bonuses, and relying on hull tanking for survival.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Additional shield generator and hull layer (+10% shield volume and hull strength)&lt;br /&gt;
* Hacking program (+20% to the speed of capturing beacons / bombs)&lt;br /&gt;
* Additional weapon coolers (+33,3% of time before the weapons overheated)&lt;br /&gt;
* Small size (50% of additional shields)&lt;br /&gt;
* Thin body (66,6% of explosive damage and external incoming recovery)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Main force support during attack&lt;br /&gt;
* Protection of vulnerable ships (engineers, destroyers, commanders, ships under repair) when attacking small enemy forces&lt;br /&gt;
* Obstacle to the stable operation of the enemy ships&lt;br /&gt;
* Capturing enemy autonomous systems&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Maneuverable&lt;br /&gt;
* Mobile&lt;br /&gt;
* Large set of control effects&lt;br /&gt;
* The strongest interceptor&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Low permanent damage&lt;br /&gt;
* Inferior in maneuverability to other interceptors&lt;br /&gt;
* Low strength&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Tacklers''', '''Command''' and '''Destroyers'''&lt;br /&gt;
* Weak against: '''Gunships''' and '''Engineering'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows itself best when fighting in small groups of 2-3 ships&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to put enemies in an awkward position and destroy them with your own defensive systems with a smile, then this role is for you'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Metastable Energy Field Generator===&lt;br /&gt;
Default special module of the ECM is the Metastable Energy Field Generator. It stops the ECM ship dead in space and renders it invulnerable for 6 seconds, after which it disables all nearby enemies for 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Some ECM ships have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Ion_Emitter.png                    |link=Ion Diffuser|70px]]&lt;br /&gt;
[[File:Energy_Absorber.png                |link=Energy Absorber|70px]]&lt;br /&gt;
[[File:Stasis_Generator.png               |link=Stasis Generator|70px]]&lt;br /&gt;
[[File:Weapon_System_Inhibitor.png        |link=Weapon System Inhibitor|70px]]&lt;br /&gt;
[[File:System_hack_module.png             |link=System Hack|70px]]&lt;br /&gt;
[[File:Repair system sabotage.jpg         |link=Repair system sabotage|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:'Moriarty' virus.jpg               |link='Moriarty' virus|70px]]&lt;br /&gt;
[[File:'Quiet hours' blocker.jpg          |link='Quiet hours' blocker|70px]]&lt;br /&gt;
[[File:Protocol regulation.jpg            |link=Protocol regulation|70px]]&lt;br /&gt;
[[File:'Rebellion' trojan.jpg             |link='Rebellion' trojan|70px]]&lt;br /&gt;
[[File:Song of peace.jpg                  |link=Song of peace|70px]]&lt;br /&gt;
[[File:Sensor DDoS.jpg                    |link=Sensor DDoS|70px]]&lt;br /&gt;
[[File:Remote ammo detonatio.jpg          |link=Remote ammo detonation|70px]]&lt;br /&gt;
[[File:Internal network dampenet.jpg      |link=Internal network dampenet|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Shield seal module.png             |link=Shield Seal|70px]]&lt;br /&gt;
'''- [[Karud]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Controller Hack.jpg         |link=Engine controller hack|70px]]&lt;br /&gt;
'''- [[Zhen]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infobarrier.jpg                    |link=Infobarrier|70px]]&lt;br /&gt;
'''- [[Dyrnwyn]]'''&lt;br /&gt;
&lt;br /&gt;
===Ion Diffuser===&lt;br /&gt;
The Ion Diffuser renders the target ship unable to fire or use modules as well as disabling some of already active effects, but still allows enemies to move.&lt;br /&gt;
&lt;br /&gt;
===Energy Absorber===&lt;br /&gt;
The Energy Absorber drains energy from the target and transfers it to the ECM ship. This is double useful, because it reduces an enemy's ability to use modules, limits how much they can afterburn and dodge incoming fire, while replenishing all energy resources of an ECM.&lt;br /&gt;
&lt;br /&gt;
===Stasis Generator===&lt;br /&gt;
The Stasis Generator completely stuns the target ship for a short duration, rendering them unable to move, fire or shoot. It is the most powerful disabling effect around after Metastable Energy Field Generator. Since the effect is fairly short and can be further reduced by enemies via special equipment, timing on when to use stasis must be perfect, pilot have to predict when there are friendlies have a good line of fire to unleash a burst on a disabled target, one of the highest recognition of elite ECM pilots is an ability to predict the fly path of highly maneuverable enemies and make them crush into object by well timed stasis (enemies maintain their forward speed under the stasis effect).&lt;br /&gt;
&lt;br /&gt;
===Weapon System Inhibitor===&lt;br /&gt;
Greatly reduces the damage out put of the single targets, keep in mind that it only reduces main weapon dmg, not the damage done via missiles or active modules, requiters a high energy upkeep and clear line of sight on the target. Best used on the ships that rely on the dmg output through main guns, like Destroyers or Gunships.&lt;br /&gt;
&lt;br /&gt;
===System Hack===&lt;br /&gt;
Hacks enemy deplyable objects like mine fields, repair stations, micro locators and attack drones in the large area around the ECM, taking over their control and using them against their owners.&lt;br /&gt;
&lt;br /&gt;
===Repair system sabotage===&lt;br /&gt;
Gives immunity to negative effects and speed boost. Reduces enemies' regeneration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
Easily the most hated role, ECM (Electronic Counter Measure) Interceptors are perfect for players who want to cause havoc among enemy ships. While still being an interceptor, with low health and mediocre damage, the ECM is the best interceptor suited to front-line combat. Be cautious around Gunships, since they can get the &amp;quot;Combat Reboot&amp;quot; that negates all of your effects for a few seconds... which is all a skilled gunship pilot needs to destroy you!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=h4AQCFbO-1c&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Covert_Ops&amp;diff=9528</id>
		<title>Covert Ops</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Covert_Ops&amp;diff=9528"/>
		<updated>2019-09-15T04:52:53Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Q3t3C7IAB18&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Covert Ops.png|50px]] Covert Ops are damage dealing interceptors. They are fragile and aren't meant for straight fights, but are fast and have stealth abilities to allow them to come in from the sides or rear unseen. They have several abilities designed to do incredible damage in a short time to their targets, allowing them to go in, kill key targets and get out before enemies can react and concentrate fire on them. They can deal the highest damage in a short time of any ship in the game, even out-damaging Gunships over a few seconds, however their damage dealing ability is largely dependent on special abilities with cool downs, making their sustained damage lower than a Gunship. The covops' signature combo is the Adaptive Camo/Plasma Arc ambush, where the covops uses adaptive camo to sneak up to an unsuspecting Engineer or Long Range frigate and uses their plasma arc to make short work of them, finishing them off with their Orion or Self Destruct. Covert Ops are also notable for being the only role able to carry Tactical Nukes, allowing them to bomb groups of enemies.&lt;br /&gt;
The [[Federation]] specialize in covert ops interceptors, but [[Jericho]] also offer some. Federation covert ops are faster, while Jericho have stronger shields making them slightly beefier.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Weapon power amplifier (+30% to the chance of critical damage)&lt;br /&gt;
* Hacking program (+20% to the speed of capturing beacons/bombs)&lt;br /&gt;
* Small size (50% of additional shields)&lt;br /&gt;
* Thin hull (66,6% of explosive damage and external incoming recovery)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Sudden strikes from the flank and rear&lt;br /&gt;
* Elimination of key enemy roles&lt;br /&gt;
* Allied fire support&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Maneuverable&lt;br /&gt;
* Mobile&lt;br /&gt;
* Able to do colossal damage in a short amount of time.&lt;br /&gt;
* Reliable escape&lt;br /&gt;
* Ability to disorient the enemy&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* Lowest strength among all interceptors&lt;br /&gt;
* Difficult to master&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Destroyers''', '''Long-Range''' and '''Engineering'''&lt;br /&gt;
* Weak against: '''Tacklers''', '''Recons''' and '''Guard'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows itself best when fighting in large groups.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to suddenly attack the enemy and instantly destroy him, until he realizes what has happened - then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Plasma Web===&lt;br /&gt;
Plasma Web is a moderate damage-over-time ability. Its main advantage is that it does not need to be aimed, making it an effective way to damage enemy interceptors. Dealing damage over time also means it will quickly decloak an enemy that tries to cloak while under its effects. Another great usage of the module is to prevent a key target from capturing a beacon for period of time while damagin another target with main guns, effectively denying a beacon capture 1v2 for period of time.&lt;br /&gt;
&lt;br /&gt;
Some covert ops have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Orion_Targeting_Complex.png        |link='Orion' Targeting Complex|70px]]&lt;br /&gt;
[[File:Plasma_Arc.png                     |link=Plasma Arc|70px]] &lt;br /&gt;
[[File:Adaptive_Camo.png                  |link=Adaptive Camo|70px]] &lt;br /&gt;
[[File:Self_Destruct.png                  |link=Reactor overload|70px]] &lt;br /&gt;
[[File:White_Noise_Jammer.png             |link='White Noise' Jammer|70px]]&lt;br /&gt;
[[File:Quantum defence.jpg                |link=Quantum defence|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:'Supernova' torpedo.jpg            |link='Supernova' torpedo|70px]]&lt;br /&gt;
[[File:Tactical warp.jpg                  |link=Tactical warp|70px]]&lt;br /&gt;
[[File:'Reaver' energy converter.jpg      |link='Reaver' energy converter|70px]]&lt;br /&gt;
[[File:RAD-atomizer.jpg                   |link=RAD-atomizer|70px]]&lt;br /&gt;
[[File:Emergency retreat.jpg              |link=Emergency retreat|70px]]&lt;br /&gt;
[[File:Mass interference generator.jpg    |link=Mass interference generator|70px]]&lt;br /&gt;
[[File:Projectile irradiator.jpg          |link=Projectile irradiator|70px]]&lt;br /&gt;
[[File:Mass plasma disturbance.jpg        |link=Mass plasma disturbance|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Avalanche_projector_module.png     |link='Avalanche' Projector|70px]]&lt;br /&gt;
'''- [[Kite-E]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy-burning mine.jpg            |link=Energy-burning mine|70px]]&lt;br /&gt;
'''- [[Spike]]'''&lt;br /&gt;
&lt;br /&gt;
==='Orion' Targeting Complex===&lt;br /&gt;
The Orion module doubles the covert ops' main weapon damage for 5 seconds. It is designed to allow the covops to deal high damage to a target in a short time.&lt;br /&gt;
&lt;br /&gt;
===Reactor Overload===&lt;br /&gt;
Creates a thermo-nuclear cloud around the ship damaging everything in the vicinity, if CovOps is destroyed while its reactor is overloaded, it will explode with a big BOOM, just like a nuclear warhead.&lt;br /&gt;
&lt;br /&gt;
===Adaptive Camo===&lt;br /&gt;
Adaptive Camo is not a true cloaking device, but hides the covert ops from enemy radar and prevents enemies from locking on to it. The covops still appears in space so attentive players can spot them coming and try to shoot them. Like cloaks, adaptive camo will break if the covops fires any weapons or uses any modules, but doesn't break on damage. Adaptive camo has a long duration and a long cooldown.&lt;br /&gt;
&lt;br /&gt;
===Plasma Arc===&lt;br /&gt;
The covert ops' signature ability. The Plasma Arc is a very short range weapon that does very high damage but only up to a range of a few hundred meters. It is difficult to hit a fast moving target with it, but it will decimate a frigate it is used on.&lt;br /&gt;
&lt;br /&gt;
===White Noise Jammer===&lt;br /&gt;
The White Noise Jammer disables the targeting system of the target ship, making it unable to lock on to any ships for the duration.&lt;br /&gt;
&lt;br /&gt;
===Quantum defence===&lt;br /&gt;
Makes pilot's ship transparent for projectiles and lasers but it can't fire and use modules.&lt;br /&gt;
&lt;br /&gt;
==='Avalanche' Projector===&lt;br /&gt;
This is a unique module that can only be equipped on a [[Kite-E]]. It is a short cool-down skill shot, if that applies a damage over time effect on a successfully hit target, can apply up to 3 charges on a single target, staking up the delayed death for the enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
The epitome of hit-and-run gameplay, the Covert Ops is great for players who never stop moving. The fastest interceptors with the highest damage, at the cost of health makes this role tricky to master, but incredibly rewarding once you do. This role above all others must use the number one rule of space: &amp;quot;there is no up&amp;quot;. Use the map's objects as cover and fly above/below the middle of the map where most fights take place in order to approach your target undetected!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=F7zfkw2YT6s&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=a_muSXUE6_w&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Command&amp;diff=9527</id>
		<title>Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Command&amp;diff=9527"/>
		<updated>2019-09-15T04:52:42Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Intro==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;margin:5px 5px 5px 5px;float:right;padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=NBv5-pl53sM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Command.png|50px]] Command ships are the front line fighter [[Ship Roles|role]]. They are tougher than [[gunship]]s and [[tackler]]s, and their special Diffusion Shield ability allows them to absorb a large amount of damage for a short time. Their active modules revolve around buffing their own and their allies' offense and defense.&lt;br /&gt;
&lt;br /&gt;
The command ship is designed to take a beating while buffing allies. You should usually make sure you're near allies so that your buffs give the greatest benefit to the team. The command ship has the lowest offensive ability of all of the fighter roles, but its defensive capabilities allow it to weather incoming fire well.  The Coating Polarizer and Aegis System have fairly long ranges, allowing them to sit slightly behind the main line of the battle while still providing their allies the full effect of their defensive buffs.&lt;br /&gt;
Do not make the mistake of attacking a group of enemies head-on in a command fighter, trusting in your defensive capabilities, as concentrated firepower will easily tear through your diffusion shield and resistances only do so much in the face of heavy fire.&lt;br /&gt;
&lt;br /&gt;
[[Jericho]] are the primary manufacturers of command ships, but the [[Empire]] also produce several types. Empire command ships have stronger hulls, while Jericho have stronger shields.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Additional power unit (+25% to the speed of energy regeneration)&lt;br /&gt;
* Small size (75% of additional shields)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main tasks:&lt;br /&gt;
* Allied support reinforcements&lt;br /&gt;
* Allied fire support&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
* Powerful bulk gain modules&lt;br /&gt;
* The highest strength among fighters&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weak sides:&lt;br /&gt;
* High dependence on the correct use of modules&lt;br /&gt;
* Lack of reliable escape&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counter-roles:&lt;br /&gt;
* Effective against: '''Tacklers''' and '''Guard'''&lt;br /&gt;
* Weak against: '''ECM''' and '''Destroyers'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows itself best in battles of very large squads.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''If you like to drastically change the course of a battle and pull out a victory, even in hopeless situations, then this role is for you.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Module==&lt;br /&gt;
===Diffusion Shield===&lt;br /&gt;
The Diffusion Shield is an ability that, when activated, causes damage taken to drain capacitor instead of deal damage. It deactivates after 15 seconds or when the player runs out of energy. For every 7-13 points of damage received, 1 energy point is lost. The Diffusion Shield is unaffected by resistance stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some command ships have unique [[Special Modules]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Modules==&lt;br /&gt;
[[File:Valkyrie_System.png                |link='Valkyrie' System|70px]]&lt;br /&gt;
[[File:Aegis_System.png                   |link='Aegis' System|70px]]&lt;br /&gt;
[[File:Coating_Polarizer.png              |link=Coating Polarizer|70px]]&lt;br /&gt;
[[File:Gravi-scanner.png                  |link=Gravi-scanner|70px]]&lt;br /&gt;
[[File:Shield_Havoc_module.png            |link=Shield Havoc|70px]]&lt;br /&gt;
'''- all'''&lt;br /&gt;
&lt;br /&gt;
[[File:'Prometheus' defence.jpg           |link='Prometheus' defence|70px]]&lt;br /&gt;
[[File:Penentrating beam.jpg              |link=Penentrating beam|70px]]&lt;br /&gt;
[[File:Reserve energy circuits.jpg        |link=Reserve energy circuits|70px]]&lt;br /&gt;
[[File:Mass charge accelerator.jpg        |link=Mass charge accelerator|70px]]&lt;br /&gt;
[[File:Energy cube.jpg                    |link=Energy cube|70px]]&lt;br /&gt;
[[File:'Kappa' EM beam.jpg                |link='Kappa' EM beam|70px]]&lt;br /&gt;
[[File:Mobile pulsar.jpg                  |link=Mobile pulsar|70px]]&lt;br /&gt;
[[File:Repelling shield.jpg               |link=Repelling shield|70px]]&lt;br /&gt;
'''- unique and for premium ships of the same role'''&lt;br /&gt;
&lt;br /&gt;
[[File:Harmonic Drive.jpg                 |link=Harmonic Drive|70px]]&lt;br /&gt;
'''- [[Dart]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Anti-Sabotage 2.1.jpg              |link=Antisabotage 2.1|70px]]&lt;br /&gt;
'''- [[Granite]]'''&lt;br /&gt;
&lt;br /&gt;
[[File:Camouflage shroud.jpg              |link=Camouflage shroud|70px]]&lt;br /&gt;
'''- [[Pilgrim]]'''&lt;br /&gt;
&lt;br /&gt;
===Coating Polarizer and Aegis System===&lt;br /&gt;
The Coating Polarizer and Aegis System increase the hull and shield resistances respectively of the command ship and all nearby ships, and like a Gravi-Scanner have 2 modes - passive and active, effect is much stronger during active phase.&lt;br /&gt;
&lt;br /&gt;
==='Valkyrie' System===&lt;br /&gt;
The Valkyrie System greatly increases base weapon damage for the command ship and all nearby allies.&lt;br /&gt;
&lt;br /&gt;
===Gravi-scanner===&lt;br /&gt;
The Gravi-scanner is a spead aura, in passive mode slightly increasing the speed of command and all team mates in range, and in active mode speed bonus is greatly increased.&lt;br /&gt;
&lt;br /&gt;
===Shield Havoc===&lt;br /&gt;
This is a bane of Jericho module, creates energy cloud at targets location and after a slight delay will start destroying shields off all ships within the cloud, this effect does not have a flat dmg number, it is persetnage based and can burn up to 70% of targets shield points regardless if it [[Interceptors]] or [[Destroyers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Opinion and Gameplay==&lt;br /&gt;
The Command fighter is one of the best fighters to start of with as a new player. It's over-shield is effectively a third health bar, and all of the buffs it gets is not only good for the player, but immensely helpful for any nearby teammates as well. Buffing teammates nets Command players small amounts of bonus synergy, making it a good ship type for grinding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=GQ-_77kmNBQ&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;600x340&amp;quot; alignment=&amp;quot;center&amp;quot;&amp;gt;https://www.youtube.com/watch?v=nkhcVFJFw_c&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Category:Classes&amp;diff=9526</id>
		<title>Category:Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Category:Classes&amp;diff=9526"/>
		<updated>2019-09-15T04:49:35Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Category:Classes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category consists of [[classes]] of [[ships]].&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Category:Roles&amp;diff=9525</id>
		<title>Category:Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Category:Roles&amp;diff=9525"/>
		<updated>2019-09-15T04:46:14Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Redirected page to Category:Classes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Freespace&amp;diff=6216</id>
		<title>Freespace</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Freespace&amp;diff=6216"/>
		<updated>2018-05-17T07:58:33Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''''Freespace''''' is the name of a [[carrier]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A strange signal was received from [[Sector 1881]]. Scientists eventually discovered that it was a [[Precursor]] signal. A [[dreadnought]] with scientists on-board was sent to investigate, but soon disappeared without sending any news. After a long debate, it was decided to send the most advanced ship among the different factions, with a team that included representatives of all three factions. The [[Armada]] carrier ''Freespace'' – the star of the [[Federation]] fleet, with a strong hull, absorbing any rays and multiple-duplicated computer systems, and able to resist anomaly bursts – was a perfect candidate for that task. The most skilled pilots from all sides of the conflict boarded that ship. The carrier was supposed report about their arrival to the sector a few days after [[hyper jump]], but it had not. A day later, the Precursor signal faded. [[UFO]] then sealed all [[hyper gates]] to the sector and forbade further flights.&lt;br /&gt;
&lt;br /&gt;
The borderland station from [[Sector 1883]] that was closest to the mysterious Sector 1881 later reported about the arrival of a strange pilot who claimed he was as a member of the second expedition to Sector 1881 and that he knew what had happened.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Lang%27s_Bird&amp;diff=6215</id>
		<title>Lang's Bird</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Lang%27s_Bird&amp;diff=6215"/>
		<updated>2018-05-17T07:56:58Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Lang's Bird&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''''Lang's Bird''''' is the name of a [[destroyer]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The ''Lang's Bird'' was captained by [[Dwight Lang]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Northstar&amp;diff=6214</id>
		<title>Northstar</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Northstar&amp;diff=6214"/>
		<updated>2018-05-17T07:56:51Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''''Northstar''''' is the name of a [[dreadnought]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The ''Northstar'' was captained by [[Robert Artego]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Dwight_Lang&amp;diff=6213</id>
		<title>Dwight Lang</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Dwight_Lang&amp;diff=6213"/>
		<updated>2018-05-17T07:55:56Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Created Dwight Lang&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwight Lang''' is captain of the ''[[Lang's Bird]]''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Male characters]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Sector_3812&amp;diff=6206</id>
		<title>Sector 3812</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Sector_3812&amp;diff=6206"/>
		<updated>2018-05-06T04:19:41Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Added Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Aliar]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Guns&amp;diff=6202</id>
		<title>Guns</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Guns&amp;diff=6202"/>
		<updated>2018-05-06T03:53:00Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Redirected page to Main weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Main weapon]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot; background-color: #ffffff; -moz-border-radius: 8px; -webkit-border-radius: 8px; border: 1px solid #000000; padding: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
==Primary Weapons - Guns==&lt;br /&gt;
&lt;br /&gt;
Guns are the main weapon used by ships. The different types of guns are as follows: Lasers, Longest range but lowest damage; Railguns, Medium range and medium damage; and Plasma Cannons, Shortest range but highest damage.&lt;br /&gt;
&lt;br /&gt;
All guns have infinite ammunition, but firing is limited by heat buildup. Firing for too long will cause your weapons to lock up until they have cooled down again!&lt;br /&gt;
&lt;br /&gt;
Information about the other weapons available to ships can be found on the [[Rockets]] and [[Special Weapons]] pages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Lasers===&lt;br /&gt;
Lasers tend to have the lowest damage output of all the guns, but they have the highest accuracy due to being a constant beam with no travel time- unlike Railguns or Plasma Guns, Lasers are aimed at where the target ''is'', as opposed to where the target is ''going to be''.&lt;br /&gt;
&lt;br /&gt;
Lasers deal Thermal damage by default, but can be [[Weapon Modifiers|modified]] to deal EM damage. As lasers build up heat and stay on the same target, they deal more damage - but care must be taken to avoid overheating.&lt;br /&gt;
&lt;br /&gt;
Lasers are the preferred gun weapon of the [[Empire]], but are often employed on [[Jericho]] frigates as well.&lt;br /&gt;
&lt;br /&gt;
Lasers come in two variants at higher tiers-&lt;br /&gt;
&lt;br /&gt;
====Pulse Lasers====&lt;br /&gt;
Pulse Lasers fire rapid pulses, as the name would suggest. They have fairly high Thermal DPS due to their high rate of fire, but rapidly build up heat - and unlike normal lasers, they have an element of spread and inaccuracy to them.&lt;br /&gt;
&lt;br /&gt;
====Long-Range Lasers====&lt;br /&gt;
As the name implies, these are longer-ranged lasers. They have the lowest DPS of all laser types, but the longest range - almost twice that of standard Assault Lasers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Railguns===&lt;br /&gt;
The preferred gun weapon of [[Jericho]] ship manufacturers, Railguns have good accuracy, a decent rate of fire, and deal a respectable amount of Kinetic damage to rapidly tear through enemy hull plating. They are fairly ineffective against shields.&lt;br /&gt;
&lt;br /&gt;
====Rapid-Fire Railguns====&lt;br /&gt;
A variant of the Railgun that fires three projectiles near-simultaneously, R-F Railguns are best used at short range.&lt;br /&gt;
&lt;br /&gt;
====Stabilized Railguns====&lt;br /&gt;
The long-range variant of Railguns, Stabilized Railguns have a significantly reduced rate of fire, but are highly accurate and deal much more damage than normal Railguns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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|height=&amp;quot;5&amp;quot;|&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot; background-color: #ffffff; -moz-border-radius: 8px; -webkit-border-radius: 8px; border: 1px solid #000000; padding: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Guns===&lt;br /&gt;
Short range, rapid-fire weapons used by the [[Federation]], Plasma Guns deal EM damage to rapidly tear through enemy shields. They are less effective against hull plating, however.&lt;br /&gt;
&lt;br /&gt;
At higher tiers, Plasma Guns can be [[Weapon Modifiers|modified]] to deal Thermal damage instead of EM.&lt;br /&gt;
&lt;br /&gt;
====Rapid-Fire Plasma Cannons====&lt;br /&gt;
RFPCs have very short range and low damage, but an extremely high rate of fire.&lt;br /&gt;
&lt;br /&gt;
===='Hail' Plasma Cannons====&lt;br /&gt;
With superior range and accuracy, the 'Hail' Plasma Cannons are more suited for long-range engagements. They also have respectable damage, and can be charged up to inflict even more.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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|height=&amp;quot;5&amp;quot;|&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot; background-color: #ffffff; -moz-border-radius: 8px; -webkit-border-radius: 8px; border: 1px solid #000000; padding: 10px; font-size: 75%&amp;quot; &amp;gt;&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Ship_modifier&amp;diff=6195</id>
		<title>Ship modifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Ship_modifier&amp;diff=6195"/>
		<updated>2018-05-06T03:50:58Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Redirected page to Modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modifiers]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Ship_Modifiers&amp;diff=6194</id>
		<title>Ship Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Ship_Modifiers&amp;diff=6194"/>
		<updated>2018-05-06T03:50:40Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Redirected page to Modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modifiers]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Passive_Modules&amp;diff=6193</id>
		<title>Passive Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Passive_Modules&amp;diff=6193"/>
		<updated>2018-05-06T03:50:20Z</updated>

		<summary type="html">&lt;p&gt;Rolandius: Redirected page to Modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Modifiers]]&lt;/div&gt;</summary>
		<author><name>Rolandius</name></author>
	</entry>
</feed>