<?xml version="1.0"?>
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	<id>https://cruisercommand.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dreadnought</id>
	<title>Cruiser Command - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://cruisercommand.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dreadnought"/>
	<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php/Special:Contributions/Dreadnought"/>
	<updated>2026-09-23T23:34:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Talk:CCI&amp;diff=2636</id>
		<title>Talk:CCI</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Talk:CCI&amp;diff=2636"/>
		<updated>2015-03-11T19:12:41Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: Created page with &amp;quot;Can we change the title? It is supposed to be &amp;#039;CCA&amp;#039; not &amp;#039;CCI&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we change the title? It is supposed to be &#039;CCA&#039; not &#039;CCI&#039;&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Destroyer&amp;diff=596</id>
		<title>Destroyer</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Destroyer&amp;diff=596"/>
		<updated>2014-03-05T15:38:12Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
|Name= Destroyer&lt;br /&gt;
|Picture=Destroyer_Picture.jpg&lt;br /&gt;
|Hull= 1200&lt;br /&gt;
|Energy reg= 15&lt;br /&gt;
|Mass= 250&lt;br /&gt;
|Abilities= [[Quantum Bombardment]], [[Chroniton Torpedoes]], [[Seismic Disturbance]], [[Quantum Leech]]&lt;br /&gt;
|Veldite=75&lt;br /&gt;
|Chalcorium=100&lt;br /&gt;
|Pyromantite=150&lt;br /&gt;
|Kermiculite=75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
Strong anti-capital ship. Good for dealing terrible, terrible damage to the enemy [[Battlecruiser]].&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
~Quantum Bombardment&lt;br /&gt;
&lt;br /&gt;
~Chroniton Torpedoes &lt;br /&gt;
&lt;br /&gt;
~Seismic Disturbance&lt;br /&gt;
&lt;br /&gt;
~Quantum Leech&lt;br /&gt;
&lt;br /&gt;
==Pro tips==&lt;br /&gt;
&lt;br /&gt;
* The Destroyer&#039;s [[Quantum Bombardment]] attack is long ranged, make good use of its range when attacking the enemy [[Battlecruiser]].&lt;br /&gt;
* Use the Destroyer in combination with a [[Predator Heavy Missile]], or frequent navigation pings. This way you can aim your shots from outside the view range of the enemy [[Battlecruiser]].&lt;br /&gt;
* Do not pilot the destroyer unless the team requests you to do so. It is an extremely expensive ship, and losing it needlessly is a sure-fire way to annoy your team-mates and potentially lose the game. In addition, the Destroyer provides valuable energy regeneration to the Battlecruiser while docked, which is lost if you&#039;re flying it out in space for no reason.&lt;br /&gt;
* Make sure you launch on the correct side of the [[Hangar]] if asked to pilot the Destroyer, so that you may use the [[Battlecruiser]] as a shield against enemy fire. Coordinate with your [[Navigation Console|Navigator]] for this.&lt;br /&gt;
&lt;br /&gt;
== ==&lt;br /&gt;
Also referred to as &#039;Dessie&#039; or &#039;Dessy&#039;&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Missiles&amp;diff=595</id>
		<title>Missiles</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Missiles&amp;diff=595"/>
		<updated>2014-03-05T15:36:28Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missiles can be loaded into the six missile bays located on either wing of the [[battlecruiser]] on the upper level. Doing so will load them, visibly creating a projectile in the bay, and make them ready to fire through the [[Weapons Console|weapons console]]. Once launched, missiles are consumed and a new missile must be loaded into the bay. This makes missiles a consumable resource, meaning that upgrades are often touched upon first since they are more permanent. Every missile can be bought in the [[Construction Console]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:PiranhaLightMissile.png|link=Pirahna Light Missile]] Piranha Light Missile ==&lt;br /&gt;
The [[Pirahna Light Missile]] is a light attack missile with an effective tracking ability.&lt;br /&gt;
0/0/1/0&lt;br /&gt;
&lt;br /&gt;
== [[File:ScorpianLightMissile.png|link=Scorpian Light Missile]] Scorpion Light Missile ==&lt;br /&gt;
The [[Scorpion Light Missile]] is a light cluster missile, effective against enemy fighters and mining vessels.&lt;br /&gt;
5/0/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:WaspLightMissile.png|link=Wasp Light Missile]] Wasp Light Missile ==&lt;br /&gt;
The [[Wasp Light Missile]] is a light attack missile with the ability of messing up the enemy cruisers power generator and can slight damage the target&#039;s energy reserves, however the missile has very short range.&lt;br /&gt;
0/5/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:PredatorHeavyMissile.png|link=Predator Heavy Missile]] Predator Heavy Missile ==&lt;br /&gt;
The [[Predator Heavy Missile]] is a heavy assault missile with limited tracking ability but long range. If it hits an enemy BC, it will attach a tracking beacon inside the ship which will reveal the enemy&#039;s position until they find and destroy the beacon.&lt;br /&gt;
15/10/35/0&lt;br /&gt;
&lt;br /&gt;
== [[File:SabretoothHeavyMissile.png|link=Sabretooth Heavy Missile]] Sabretooth Heavy Missile ==&lt;br /&gt;
The [[Sabretooth Heavy Missile]] is a heavy EMP missile; it is very effective against enemy shields and can damage the target&#039;s energy reserves and core.&lt;br /&gt;
10/25/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:HellfireHeavyMissile.png|link=Hellfire Heavy Missile]] Hellfire Heavy Missile ==&lt;br /&gt;
The [[Hellfire Heavy Missile]] emits an incendiary burst making it very effective at causing hull fires.&lt;br /&gt;
10/0/30/0&lt;br /&gt;
&lt;br /&gt;
== [[File:MerculiteHeavyMissile.png|link=Merculite Heavy Missile]] Merculite Heavy Missile ==&lt;br /&gt;
The [[Merculite Heavy Missile]] is the ultimate missile; It has excellent tracking, it causes a great shock upon impact, and it heavily damages the enemy [[Battlecruiser]] upon impact, making it more effective at killing crew members. It is expensive so build it with caution.&lt;br /&gt;
15/0/30/20&lt;br /&gt;
&lt;br /&gt;
== ==&lt;br /&gt;
&#039;Fire Torpedoes, Number 1!&#039; - -&lt;br /&gt;
&#039;Yes cap&#039;n!&#039;&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Missiles&amp;diff=594</id>
		<title>Missiles</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Missiles&amp;diff=594"/>
		<updated>2014-03-05T15:35:55Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missiles can be loaded into the six missile bays located on either wing of the [[battlecruiser]] on the upper level. Doing so will load them, visibly creating a projectile in the bay, and make them ready to fire through the [[Weapons Console|weapons console]]. Once launched, missiles are consumed and a new missile must be loaded into the bay. This makes missiles a consumable resource, meaning that upgrades are often touched upon first since they are more permanent. Every missile can be bought in the [[Construction Console]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:PiranhaLightMissile.png|link=Pirahna Light Missile]] Piranha Light Missile ==&lt;br /&gt;
The [[Pirahna Light Missile]] is a light attack missile with an effective tracking ability.&lt;br /&gt;
0/0/1/0&lt;br /&gt;
&lt;br /&gt;
== [[File:ScorpianLightMissile.png|link=Scorpian Light Missile]] Scorpion Light Missile ==&lt;br /&gt;
The [[Scorpion Light Missile]] is a light cluster missile, effective against enemy fighters and mining vessels.&lt;br /&gt;
5/0/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:WaspLightMissile.png|link=Wasp Light Missile]] Wasp Light Missile ==&lt;br /&gt;
The [[Wasp Light Missile]] is a light attack missile with the ability of messing up the enemy cruisers power generator and can slight damage the target&#039;s energy reserves, however the missile has very short range.&lt;br /&gt;
0/5/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:PredatorHeavyMissile.png|link=Predator Heavy Missile]] Predator Heavy Missile ==&lt;br /&gt;
The [[Predator Heavy Missile]] is a heavy assault missile with limited tracking ability but long range. If it hits an enemy BC, it will attach a tracking beacon inside the ship which will reveal the enemy&#039;s position until they find and destroy the beacon.&lt;br /&gt;
15/10/35/0&lt;br /&gt;
&lt;br /&gt;
== [[File:SabretoothHeavyMissile.png|link=Sabretooth Heavy Missile]] Sabretooth Heavy Missile ==&lt;br /&gt;
The [[Sabretooth Heavy Missile]] is a heavy EMP missile; it is very effective against enemy shields and can damage the target&#039;s energy reserves and core.&lt;br /&gt;
10/25/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:HellfireHeavyMissile.png|link=Hellfire Heavy Missile]] Hellfire Heavy Missile ==&lt;br /&gt;
The [[Hellfire Heavy Missile]] emits an incendiary burst making it very effective at causing hull fires.&lt;br /&gt;
10/0/30/0&lt;br /&gt;
&lt;br /&gt;
== [[File:MerculiteHeavyMissile.png|link=Merculite Heavy Missile]] Merculite Heavy Missile ==&lt;br /&gt;
The [[Merculite Heavy Missile]] is the ultimate missile; It has excellent tracking, it causes a great shock upon impact, and it heavily damages the enemy [[Battlecruiser]] upon impact, making it more effective at killing crew members. It is expensive so build it with caution.&lt;br /&gt;
15/0/30/20&lt;br /&gt;
&lt;br /&gt;
== ==&lt;br /&gt;
Fire Torpedoes, Number 1&lt;br /&gt;
Yes cap&#039;n.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=593</id>
		<title>Power Management</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=593"/>
		<updated>2014-03-05T15:31:56Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Power Management ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power management console is quite possibly the most important console in the game. If you have no engines power, you can&#039;t move. If you have no weapons power, you can&#039;t shoot. If you have no shields power, you will be blasted to pieces within seconds.&lt;br /&gt;
&lt;br /&gt;
So, big responsibility. We&#039;ve got that part over with. Now, how do we use this thing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ONE: Finding the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power console is located right in the back of the ship, on the C&amp;amp;C deck. It&#039;s hard to miss, look for the massive glowing shield core.&lt;br /&gt;
(IMG power console location)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TWO: Using the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before anything, you should note the information panels that tell you everything you need to know about the cruiser&#039;s systems.&lt;br /&gt;
Do not try to attempt to use the power console as it is so vital in engagements.  &lt;br /&gt;
This is the one console that you should stay well away from, because other more experienced players will most likely yell at you, because they worry that you are changing settings that they have already determined as most effective.&lt;br /&gt;
&lt;br /&gt;
How each power settings work -&lt;br /&gt;
&lt;br /&gt;
Engines - Each 5 increases BC top speed by about 0.3 m/s  &lt;br /&gt;
Power in engines will still drain BC core even when the BC itself is not moving, so turn off engines if you are not using the BC to maneuver.&lt;br /&gt;
&lt;br /&gt;
Weapons - Each 5 adds +5 power that the weapons capacitor increases over time (100,000 max) &lt;br /&gt;
This does not affect the weapons themselves, the weapons draw energy from the weapons energy capacitor.&lt;br /&gt;
&lt;br /&gt;
Sheilds - Each 5 adds 100 maximum shields and 1 shield regeneration (or 1% of maximum sheilds).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Need screenie of power interface WITH KEYBINDINGS)&lt;br /&gt;
&lt;br /&gt;
(Vitaliy&#039;s running this one, edit freely if you feel you want to add something [there&#039;s a lot to add, lol &amp;lt;&amp;lt;&amp;lt;lazy person xD ])&lt;br /&gt;
&lt;br /&gt;
==  Beginning Game ==&lt;br /&gt;
&lt;br /&gt;
at the beginning of the game, the Power console starts with settings of -&lt;br /&gt;
Weapons - 20    &lt;br /&gt;
Shields - 20    &lt;br /&gt;
Engines - 100     &lt;br /&gt;
Core stability -  100%     &lt;br /&gt;
&lt;br /&gt;
It is suggested to set the power settings at the beginning of the game to -&lt;br /&gt;
Weapons - 100-120       &lt;br /&gt;
Shields - 10      &lt;br /&gt;
Engines - 0         &lt;br /&gt;
Core Stability - 105%  (as 105% does not drain core stability)      &lt;br /&gt;
&lt;br /&gt;
Note - Some experienced players will vary it like 110% Core stability for extra balance at cost of core stability and 0 shields as they find damage to hull from asteroids and stray ship fire acceptable to have extra power.  But for starters, use settings as suggested above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid-Late Game ==&lt;br /&gt;
&lt;br /&gt;
Once you have a full capacitor of energy reserves and weapons reserves (90,000+), Switch the settings to -&lt;br /&gt;
&lt;br /&gt;
Weapons -  25-50 (or more depending on how often the weapons console is used)       &lt;br /&gt;
Engines -  0 (*25-75)     (*usually because [[Enhanced Stabilisers]] carries the engines for you, if you have it well upgraded. If not, then put some      extra power for some mobility, it is better to be moving a little bit as an enemy BC will have a harder time tracking you and helps avoid long range  weapons)         &lt;br /&gt;
Sheilds -  ++  (Remaining power goes to shields.  But dont drain power, it is suggested to have 5-20+ gain in energy)         &lt;br /&gt;
&lt;br /&gt;
== In Battle ==&lt;br /&gt;
&lt;br /&gt;
If you thought everything else was hard...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throw 300-500  into Shields and use [[shield boost]] and if shields go down use, [[Emergency Shields]] &lt;br /&gt;
(be careful with emergency shields, they drain 0.5% core stability a second!)     &lt;br /&gt;
&lt;br /&gt;
Throw 100-400+ into Engines if you are running away (either low on weapons capacitor or out of shields and unable to get them back to high levels)   &lt;br /&gt;
 &lt;br /&gt;
Set Weapons Capacitor to 0-20 in battle because you need the energy to shields, you are relying on your Weapons Capacitor (pool) to keep your weapons  going.       &lt;br /&gt;
&lt;br /&gt;
If you are being hit by [[Yamato Cannon]], after battle lower core output to 50-75% to get your core stability back up.  In battle rely on [[Purge the Core]] (unless you are out of [[kermiculite]], lower core output in dire circumstances)     &lt;br /&gt;
DO NOT LET THE CORE STABILITY GET BELOW 50%, it starts to disconnect people from consoles, which can be game ending.     &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if you fail at power console in battle, only a handful of people are good at using the power console in battle, it takes a lot of practice to get right.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=592</id>
		<title>Power Management</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=592"/>
		<updated>2014-03-03T21:21:08Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Power Management ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power management console is quite possibly the most important console in the game. If you have no engines power, you can&#039;t move. If you have no weapons power, you can&#039;t shoot. If you have no shields power, you will be blasted to pieces within seconds.&lt;br /&gt;
&lt;br /&gt;
So, big responsibility. We&#039;ve got that part over with. Now, how do we use this thing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ONE: Finding the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power console is located right in the back of the ship, on the C&amp;amp;C deck. It&#039;s hard to miss, look for the massive glowing shield core.&lt;br /&gt;
(IMG power console location)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TWO: Using the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before anything, you should note the information panels that tell you everything you need to know about the cruiser&#039;s systems.&lt;br /&gt;
Do not try to attempt to use the power console as it is so vital in engagements.  &lt;br /&gt;
This is the one console that you should stay well away from, because other more experienced players will most likely yell at you, because they worry that you are changing settings that they have already determined as most effective.&lt;br /&gt;
&lt;br /&gt;
How each power settings work -&lt;br /&gt;
&lt;br /&gt;
Engines - Each 5 increases BC top speed by about 0.3 m/s  &lt;br /&gt;
Power in engines will still drain BC core even when the BC itself is not moving, so turn off engines if you are not using the BC to maneuver.&lt;br /&gt;
&lt;br /&gt;
Weapons - Each 5 adds +5 power that the weapons capacitor increases over time (100,000 max) &lt;br /&gt;
This does not affect the weapons themselves, the weapons draw energy from the weapons energy capacitor.&lt;br /&gt;
&lt;br /&gt;
Sheilds - Each 5 adds 100 maximum shields and 1 shield regeneration (or 1% of maximum sheilds).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Need screenie of power interface WITH KEYBINDINGS)&lt;br /&gt;
&lt;br /&gt;
(Vitaliy&#039;s running this one, edit freely if you feel you want to add something [there&#039;s a lot to add, lol &amp;lt;&amp;lt;&amp;lt;lazy person xD ])&lt;br /&gt;
&lt;br /&gt;
==  Beginning Game ==&lt;br /&gt;
&lt;br /&gt;
at the beginning of the game, the Power console starts with settings of -&lt;br /&gt;
Weapons - 20&lt;br /&gt;
Shields - 20&lt;br /&gt;
Engines - 100&lt;br /&gt;
Core stability -  100%&lt;br /&gt;
&lt;br /&gt;
It is suggested to set the power settings at the beginning of the game to -&lt;br /&gt;
Weapons - 100-120&lt;br /&gt;
Shields - 10&lt;br /&gt;
Engines - 0&lt;br /&gt;
Core Stability - 105%  (as 105% does not drain core stability)&lt;br /&gt;
&lt;br /&gt;
Note - Some experienced players will vary it like 110% Core stability for extra balance at cost of core stability and 0 shields as they find damage to hull from asteroids and stray ship fire acceptable to have extra power.  But for starters, use settings as suggested above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid-Late Game ==&lt;br /&gt;
&lt;br /&gt;
Once you have a full capacitor of energy reserves and weapons reserves (90,000+), Switch the settings to -&lt;br /&gt;
&lt;br /&gt;
Weapons -  25-50 (or more depending on how often the weapons console is used)&lt;br /&gt;
Engines -  0 (*25-75)     (*usually because [[Enhanced Stabilisers]] carries the engines for you, if you have it well upgraded. If not, then put some extra power for some mobility, it is better to be moving a little bit as an enemy BC will have a harder time tracking you and helps avoid long range weapons)&lt;br /&gt;
Sheilds -  ++  (Remaining power goes to shields.  But dont drain power, it is suggested to have 5-20+ gain in energy)&lt;br /&gt;
&lt;br /&gt;
== In Battle ==&lt;br /&gt;
&lt;br /&gt;
If you thought everything else was hard...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throw 300-500  into Shields and use [[shield boost]] and if shields go down use, [[Emergency Shields]] &lt;br /&gt;
(be careful with emergency shields, they drain 0.5% core stability a second!)&lt;br /&gt;
&lt;br /&gt;
Throw 100-400+ into Engines if you are running away (either low on weapons capacitor or out of shields and unable to get them back to high levels)&lt;br /&gt;
 &lt;br /&gt;
Set Weapons Capacitor to 0-20 in battle because you need the energy to shields, you are relying on your Weapons Capacitor (pool) to keep your weapons going.&lt;br /&gt;
&lt;br /&gt;
If you are being hit by [[Yamato Cannon]], after battle lower core output to 50-75% to get your core stability back up.  In battle rely on [[Purge the Core]] (unless you are out of [[kermiculite]], lower core output in dire circumstances)&lt;br /&gt;
DO NOT LET THE CORE STABILITY GET BELOW 50%, it starts to disconnect people from consoles, which can be game ending.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if you fail at power console in battle, only a handful of people are good at using the power console in battle, it takes a lot of practice to get right.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=591</id>
		<title>Power Management</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=591"/>
		<updated>2014-03-03T21:20:32Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Power Management ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power management console is quite possibly the most important console in the game. If you have no engines power, you can&#039;t move. If you have no weapons power, you can&#039;t shoot. If you have no shields power, you will be blasted to pieces within seconds.&lt;br /&gt;
&lt;br /&gt;
So, big responsibility. We&#039;ve got that part over with. Now, how do we use this thing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ONE: Finding the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power console is located right in the back of the ship, on the C&amp;amp;C deck. It&#039;s hard to miss, look for the massive glowing shield core.&lt;br /&gt;
(IMG power console location)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TWO: Using the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before anything, you should note the information panels that tell you everything you need to know about the cruiser&#039;s systems.&lt;br /&gt;
Do not try to attempt to use the power console as it is so vital in engagements.  &lt;br /&gt;
This is the one console that you should stay well away from, because other more experienced players will most likely yell at you, because they worry that you are changing settings that they have already determined as most effective.&lt;br /&gt;
&lt;br /&gt;
How each power settings work -&lt;br /&gt;
&lt;br /&gt;
Engines - Each 5 increases BC top speed by about 0.3 m/s  &lt;br /&gt;
Power in engines will still drain BC core even when the BC itself is not moving, so turn off engines if you are not using the BC to maneuver.&lt;br /&gt;
&lt;br /&gt;
Weapons - Each 5 adds +5 power that the weapons capacitor increases over time (100,000 max) &lt;br /&gt;
This does not affect the weapons themselves, the weapons draw energy from the weapons energy capacitor.&lt;br /&gt;
&lt;br /&gt;
Sheilds - Each 5 adds 100 maximum shields and 1 shield regeneration (or 1% of maximum sheilds).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Need screenie of power interface WITH KEYBINDINGS)&lt;br /&gt;
&lt;br /&gt;
(Vitaliy&#039;s running this one, edit freely if you feel you want to add something [there&#039;s a lot to add, lol &amp;lt;&amp;lt;&amp;lt;lazy person xD ])&lt;br /&gt;
&lt;br /&gt;
==  Beginning Game ==&lt;br /&gt;
&lt;br /&gt;
at the beginning of the game, the Power console starts with settings of -&lt;br /&gt;
Weapons - 20&lt;br /&gt;
Shields - 20&lt;br /&gt;
Engines - 100&lt;br /&gt;
Core stability -  100%&lt;br /&gt;
&lt;br /&gt;
It is suggested to set the power settings at the beginning of the game to -&lt;br /&gt;
Weapons - 100-120&lt;br /&gt;
Shields - 10&lt;br /&gt;
Engines - 0&lt;br /&gt;
Core Stability - 105%  (as 105% does not drain core stability)&lt;br /&gt;
&lt;br /&gt;
Note - Some experienced players will vary it like 110% Core stability for extra balance at cost of core stability and 0 shields as they find damage to hull from asteroids and stray ship fire acceptable to have extra power.  But for starters, use settings as suggested above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid-Late Game ==&lt;br /&gt;
&lt;br /&gt;
Once you have a full capacitor of energy reserves and weapons reserves (90,000+), Switch the settings to -&lt;br /&gt;
&lt;br /&gt;
Weapons -  25-50 (or more depending on how often the weapons console is used)&lt;br /&gt;
Engines -  0 (*25-75)     (*usually because [[Enhanced Stabilisers]] carries the engines for you, if you have it well upgraded. If not, then put some extra power for some mobility, it is better to be moving a little bit as an enemy BC will have a harder time tracking you and helps avoid long range weapons)&lt;br /&gt;
Sheilds -  ++  (Remaining power goes to shields.  But dont drain power, it is suggested to have 5-20+ gain in energy)&lt;br /&gt;
&lt;br /&gt;
== In Battle ==&lt;br /&gt;
&lt;br /&gt;
If you thought everything else was hard...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throw 300-500  into Shields and use [[shield boost]] and if shields go down use, [[Emergency Shields]] &lt;br /&gt;
(be careful with emergency shields, they drain 0.5% core stability a second!)&lt;br /&gt;
&lt;br /&gt;
Throw 100-400+ into Engines if you are running away (either low on weapons capacitor or out of shields and unable to get them back to high levels)&lt;br /&gt;
&lt;br /&gt;
Set Weapons Capacitor to 0-20 in battle because you need the energy to shields, you are relying on your Weapons Capacitor (pool) to keep your weapons going.&lt;br /&gt;
&lt;br /&gt;
If you are being hit by [[Yamato Cannon]], after battle lower core output to 50-75% to get your core stability back up.  In battle rely on [[Purge the Core]] (unless you are out of [[kermiculite]], lower core output in dire circumstances)&lt;br /&gt;
DO NOT LET THE CORE STABILITY GET BELOW 50%, it starts to disconnect people from consoles, which can be game ending.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if you fail at power console in battle, only a handful of people are good at using the power console in battle, it takes a lot of practice to get right.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Energy_Console&amp;diff=590</id>
		<title>Energy Console</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Energy_Console&amp;diff=590"/>
		<updated>2014-03-03T21:10:08Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In a sense one of the most skill based stations, the power console controls the flow of energy in your [[Battlecruiser]] towards your shields, engine power, weapon capacitor, and main capacitor. It is also exceedingly far from all other stations on the ship, making each trip to it cost a large chunk of time. You are able to alter your energy configuration by either increasing or decreasing output into engines, shields, or weapons by 5GW/s with no maximum output and a minimum output of 0GW/s, except for weapons which has a minimum of -20GW/s so long as your weapon capacitor has energy, where all excess energy then flows into your [[Battlecruiser]]&#039;s main capacitor. Both the main and weapon capcitor have a maximum of 100,000GJ storage value.&lt;br /&gt;
&lt;br /&gt;
The [[Battlecruiser]] has a basic energy production value of 145GW/s which can be directed as you wish. It is possible to increase this value by either researching [[Fusion Core]] or by increasing core output, which is also controlled from the power console. Core output can range anywhere from 0% to 200%, where 105% neither increases or decreases your core&#039;s stability. By increasing your core output, your ship&#039;s energy production will increase by 5% from its 100% value rounded down. If your core output exceeds 105%, however, your core stability will begin to lower exponentially based upon how large your core output is. Inversely, lowering your core output below 105% will increase your core stability exponentially as your core output lowers. As your core stability lowers, your [[Battlecruiser]] will begin to malfunction. If your core stability ever hits 0%, your [[Battlecruiser]] will immediately self destruct.&lt;br /&gt;
&lt;br /&gt;
On top of the above, the power console also has two special abilities. Shield boost, which is unlocked by researching [[Hardened Shields]], immediately increases your shields by 750 per level of [[Hardened Shields]], your maximum shields by 50%, and your shield regeneration rate by 50% for 10 seconds. Emergency Shield Energizer (ESE) can only be activated when shields are down and you&#039;re still supplying power into shields. While active, ESE will increase force shields to continue to regenerate even after they&#039;ve been lowered and even increase shield regeneration by 50%. In exchange, ESE drains 0.5% core stability per second of usage.&lt;br /&gt;
&lt;br /&gt;
[[Small Ships]] docked on the [[Battlecruiser]] will also provide the energy regeneration they would normally have out in space to their [[Battlecruiser]] instead. This is also inclusive of the [[Vessel Energy Upgrade]], meaning that it may be useful to completely fill your hanger with various [[Small Ships|small ships]] in order to gain a higher energy production.&lt;br /&gt;
&lt;br /&gt;
== Early Game Power ==&lt;br /&gt;
Most experienced teams will have their captain adjust the initial power settings of their [[Battlecruiser]] - 20GW/s in weapons, 20GW/s in shields, 100GW/s in engines - at the very start of the game, since supplying power to engines is only necessary if there is an intent to move the [[Battlecruiser]] itself. This allows more energy to be stored into the ship&#039;s capacitor such that it can be drawn upon in a time of need, such as to repel a rush or to fire at a nearby harassing [[wraith]]. If the team holds an interest in [[Chomper|chomping]], it may serve to put some power into engines so the [[Battlecruiser]] can move with the bulky, slow mining ship.&lt;br /&gt;
&lt;br /&gt;
== Power in Combat ==&lt;br /&gt;
Likely the most important role during a fight, the power console is responsible for keeping shields up in a fight, providing engines for positioning if required, and making sure the weapons console has sufficient energy to fire at the opposing team throughout the entire engagement. On top of this, enemy [[Missiles]] or [[Yamato Cannon]]s may also fluctuate your core stability, which could call for attention before it sinks to a dangerously low value.&lt;br /&gt;
&lt;br /&gt;
In short, the power console must attend to the needs of the [[Navigation Console]], [[Weapons Console]], and the ship&#039;s general well being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go to - [[Power Management]] - To understand power console itself.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Energy_Console&amp;diff=589</id>
		<title>Energy Console</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Energy_Console&amp;diff=589"/>
		<updated>2014-03-03T21:09:51Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In a sense one of the most skill based stations, the power console controls the flow of energy in your [[Battlecruiser]] towards your shields, engine power, weapon capacitor, and main capacitor. It is also exceedingly far from all other stations on the ship, making each trip to it cost a large chunk of time. You are able to alter your energy configuration by either increasing or decreasing output into engines, shields, or weapons by 5GW/s with no maximum output and a minimum output of 0GW/s, except for weapons which has a minimum of -20GW/s so long as your weapon capacitor has energy, where all excess energy then flows into your [[Battlecruiser]]&#039;s main capacitor. Both the main and weapon capcitor have a maximum of 100,000GJ storage value.&lt;br /&gt;
&lt;br /&gt;
The [[Battlecruiser]] has a basic energy production value of 145GW/s which can be directed as you wish. It is possible to increase this value by either researching [[Fusion Core]] or by increasing core output, which is also controlled from the power console. Core output can range anywhere from 0% to 200%, where 105% neither increases or decreases your core&#039;s stability. By increasing your core output, your ship&#039;s energy production will increase by 5% from its 100% value rounded down. If your core output exceeds 105%, however, your core stability will begin to lower exponentially based upon how large your core output is. Inversely, lowering your core output below 105% will increase your core stability exponentially as your core output lowers. As your core stability lowers, your [[Battlecruiser]] will begin to malfunction. If your core stability ever hits 0%, your [[Battlecruiser]] will immediately self destruct.&lt;br /&gt;
&lt;br /&gt;
On top of the above, the power console also has two special abilities. Shield boost, which is unlocked by researching [[Hardened Shields]], immediately increases your shields by 750 per level of [[Hardened Shields]], your maximum shields by 50%, and your shield regeneration rate by 50% for 10 seconds. Emergency Shield Energizer (ESE) can only be activated when shields are down and you&#039;re still supplying power into shields. While active, ESE will increase force shields to continue to regenerate even after they&#039;ve been lowered and even increase shield regeneration by 50%. In exchange, ESE drains 0.5% core stability per second of usage.&lt;br /&gt;
&lt;br /&gt;
[[Small Ships]] docked on the [[Battlecruiser]] will also provide the energy regeneration they would normally have out in space to their [[Battlecruiser]] instead. This is also inclusive of the [[Vessel Energy Upgrade]], meaning that it may be useful to completely fill your hanger with various [[Small Ships|small ships]] in order to gain a higher energy production.&lt;br /&gt;
&lt;br /&gt;
== Early Game Power ==&lt;br /&gt;
Most experienced teams will have their captain adjust the initial power settings of their [[Battlecruiser]] - 20GW/s in weapons, 20GW/s in shields, 100GW/s in engines - at the very start of the game, since supplying power to engines is only necessary if there is an intent to move the [[Battlecruiser]] itself. This allows more energy to be stored into the ship&#039;s capacitor such that it can be drawn upon in a time of need, such as to repel a rush or to fire at a nearby harassing [[wraith]]. If the team holds an interest in [[Chomper|chomping]], it may serve to put some power into engines so the [[Battlecruiser]] can move with the bulky, slow mining ship.&lt;br /&gt;
&lt;br /&gt;
== Power in Combat ==&lt;br /&gt;
Likely the most important role during a fight, the power console is responsible for keeping shields up in a fight, providing engines for positioning if required, and making sure the weapons console has sufficient energy to fire at the opposing team throughout the entire engagement. On top of this, enemy [[Missiles]] or [[Yamato Cannon]]s may also fluctuate your core stability, which could call for attention before it sinks to a dangerously low value.&lt;br /&gt;
&lt;br /&gt;
In short, the power console must attend to the needs of the [[Navigation Console]], [[Weapons Console]], and the ship&#039;s general well being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power Management]] - To understand power console itself.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=588</id>
		<title>Power Management</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Power_Management&amp;diff=588"/>
		<updated>2014-03-03T16:17:04Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Power Management ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power management console is quite possibly the most important console in the game. If you have no engines power, you can&#039;t move. If you have no weapons power, you can&#039;t shoot. If you have no shields power, you will be blasted to pieces within seconds.&lt;br /&gt;
&lt;br /&gt;
So, big responsibility. We&#039;ve got that part over with. Now, how do we use this thing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ONE: Finding the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power console is located right in the back of the ship, on the C&amp;amp;C deck. It&#039;s hard to miss, look for the massive glowing shield core.&lt;br /&gt;
(IMG power console location)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TWO: Using the power console. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before anything, you should note the information panels that tell you everything you need to know about the cruiser&#039;s systems.&lt;br /&gt;
Do not try to attempt to use the power console as it is so vital in engagements.  This is the one console that you should stay well away from, because other more experienced players will most likely yell at you, because they worry that you are changing settings that they have already determined as most effective.&lt;br /&gt;
&lt;br /&gt;
(Need screenie of power interface WITH KEYBINDINGS)&lt;br /&gt;
&lt;br /&gt;
(Vitaliy&#039;s running this one, edit freely if you feel you want to add something [there&#039;s a lot to add, lol])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The very basics of power console ==&lt;br /&gt;
&lt;br /&gt;
Dont use it&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Attack_Pilot&amp;diff=587</id>
		<title>Attack Pilot</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Attack_Pilot&amp;diff=587"/>
		<updated>2014-03-03T16:02:51Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The attack pilot uses either the [[Wraith]] or the [[Corvette]] to harass enemy miners and attack ships or to defend against such harass. Your captain may recall you back to the [[Battlecruiser]] for different time-critical roles such as [[Power Console|Power Management]] or [[Navigation Console|Navigator]].&lt;br /&gt;
&lt;br /&gt;
As a general rule:  [[Corvette]]s will defend ally [[miner]]s and [[Wraith]]s will harass enemy miners.  (Although the [[Captain]] may call otherwise)&lt;br /&gt;
&lt;br /&gt;
==Pro Tips==&lt;br /&gt;
*When defending miners against harass, make sure you watch the [[Radar Ping]] to see where potential enemy attack ships may be, and plan your defense accordingly.&lt;br /&gt;
*When defending miners against harass, their mining beam can be used as additional damage to the enemy attacking ships.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Attack_Pilot&amp;diff=586</id>
		<title>Attack Pilot</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Attack_Pilot&amp;diff=586"/>
		<updated>2014-03-03T15:59:25Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The attack pilot uses either the [[Wraith]] or the [[Corvette]] to harass enemy miners and attack ships or to defend against such harass. Your captain may recall you back to the [[Battlecruiser]] for different time-critical roles such as [[Power Console|Power Management]] or [[Navigation Console|Navigator]].&lt;br /&gt;
&lt;br /&gt;
As a general rule:  [[Corvette]]s will defend ally [[miner]]s and [[Wraith]]s will harass enemy miners.  (Although the captain may call otherwise)&lt;br /&gt;
&lt;br /&gt;
==Pro Tips==&lt;br /&gt;
*When defending miners against harass, make sure you watch the [[Radar Ping]] to see where potential enemy attack ships may be, and plan your defense accordingly.&lt;br /&gt;
*When defending miners against harass, their mining beam can be used as additional damage to the enemy attacking ships.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Attack_Pilot&amp;diff=585</id>
		<title>Attack Pilot</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Attack_Pilot&amp;diff=585"/>
		<updated>2014-03-03T15:58:45Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The attack pilot uses either the [[Wraith]] or the [[Corvette]] to harass enemy miners and attack ships or to defend against such harass. Your captain may recall you back to the [[Battlecruiser]] for different time-critical roles such as [[Power Console|Power Management]] or [[Navigation Console|Navigator]].&lt;br /&gt;
&lt;br /&gt;
As a general rule:  [[Corvettes]] will defend ally [[miners]] and [[Wraith]]s will harass enemy miners.  (Although the captain may call otherwise)&lt;br /&gt;
&lt;br /&gt;
==Pro Tips==&lt;br /&gt;
*When defending miners against harass, make sure you watch the [[Radar Ping]] to see where potential enemy attack ships may be, and plan your defense accordingly.&lt;br /&gt;
*When defending miners against harass, their mining beam can be used as additional damage to the enemy attacking ships.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Scorpion_Light_Missile&amp;diff=584</id>
		<title>Scorpion Light Missile</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Scorpion_Light_Missile&amp;diff=584"/>
		<updated>2014-03-01T21:53:28Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Missile&lt;br /&gt;
|Name= Scorpion Light Missile&lt;br /&gt;
|Picture= ScorpianLightMissile.png&lt;br /&gt;
|Hull Damage= 100 (x15)&lt;br /&gt;
|Shield Damage= 100 (x15)&lt;br /&gt;
|Abilities= Cluster x15&lt;br /&gt;
|Veldite= 5&lt;br /&gt;
|Chalcorium=&lt;br /&gt;
|Pyromantite= 10&lt;br /&gt;
|Kermiculite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Scorpion Light Missile is unique in the fact that it is the only fragmenting missile in the game. After traveling a short distance, it will explode and evenly send out fifteen projectiles which each strike for considerable hull and shield damage. It is likely the best missile to use against [[Small Ships]] since it is easy to aim at a short distance.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Upgrades_Console&amp;diff=583</id>
		<title>Upgrades Console</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Upgrades_Console&amp;diff=583"/>
		<updated>2014-02-26T15:25:36Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The upgrades console is the source of all research and tech in the game. Through it, you can gain access to a multitude of abilities that will support your [[Small Ships|small ships]] and [[battlecruiser]]. In order to successfully perform research, the console user must remain on the station until the upgrade is fully complete or it will cancel and return the funds spent.&lt;br /&gt;
&lt;br /&gt;
Upgrading costs [[Veldite]], [[Chalcorium]], [[Pyromanite]], and [[Kermiculite]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlecruiser Main Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Tractor Beam]] - Allows you to use the tractor beam in the [[Navigation Console|navigation console]] to exert a pushing or pulling force on the ship you have locked it on.&lt;br /&gt;
&lt;br /&gt;
[[Dielectric Sensor Recovery]] - Decreases the [[Radar Ping]] cooldown by 50%.&lt;br /&gt;
&lt;br /&gt;
[[Enhanced Stabilisers]] - Increases the [[battlecruiser|battlecruiser&#039;s]] turn rate by 10% and the speed by 10%.&lt;br /&gt;
&lt;br /&gt;
[[Hardened Shields]] - Increases the damage resistance of the [[battlecruiser|battlecruiser&#039;s]] shields.&lt;br /&gt;
&lt;br /&gt;
[[Engine Boost]] - Enables the [[battlecruiser|battlecruiser&#039;s]] [[Engine Boost]] ability. The [[Engine Boost]] quickly increases the [[battlecruiser|battlecruiser&#039;s]] speed for a short period of time.&lt;br /&gt;
&lt;br /&gt;
[[Fusion Core]] - Increases the amount of energy created by the power core per second and increases the core recovery rate.&lt;br /&gt;
&lt;br /&gt;
[[Nanobot Miniaturization]] - Increases the amount of hull repaired by the [[Repair Station|repair station]] by 50%.&lt;br /&gt;
&lt;br /&gt;
[[Iron Curtain]] - Enables the [[Iron Curtain|iron curtain]] ability in the [[Science Console|science console]] which can be enabled when the shields are off. Reduces incoming damage by 90% for 6 seconds and all damage taken during this time is converted to energy.&lt;br /&gt;
&lt;br /&gt;
[[Improved Hull]] - Increases the [[battlecruiser|battlecruiser&#039;s]] hull. Each level increases the hull by 500.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ionic Transfer]] - Upgrades the [[Power Transfer|power transfer]] ability to give 350 energy and increase engine speed by 50% for 180 seconds.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
[[Nanite Transfer]] - Upgrades the [[Power Transfer|power transfer]] ability to give 250 energy and repair 3% of a ship&#039;s maximum hull for 180 seconds.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
[[Plasma Transfer]] - Upgrades the [[Power Transfer|power transfer]] ability to give 150 energy and causes the target ship to explode violently on death, dealing 1200 damage to nearby ships.&lt;br /&gt;
&lt;br /&gt;
== Battlecruiser Weapon Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Kinetic Weapons]] - Allows access to the kinetic weapon which is specialized at dealing damage to the enemy hull. However, it deals less damage to shields. The kinetic weapon can be upgraded further to increase damage and other stats.&lt;br /&gt;
&lt;br /&gt;
[[Kinetic Weapons, Quantity]] - Upgrades kinetic weaponry that will lead into more projectiles, and eventually with tracking capability. Excels at hitting high speed targets.&lt;br /&gt;
&lt;br /&gt;
[[Kinetic Weapons, Quality]] - Upgrades kinetic weaponry that will lead into heavier damage, not only to hull and shields but also in terms of debris. Excels at punishing an unmoving target.&lt;br /&gt;
&lt;br /&gt;
[[Upgrade Laser]] - Upgrades the damage of the [[Battlecruiser]]&#039;s Laser Array and [[Broadside Lasers|Broadside]].&lt;br /&gt;
&lt;br /&gt;
[[Broadside Lasers]] - Enables the [[Broadside Lasers]] in the [[Navigation Console]]. The [[Broadside Lasers]] is an array with the laser projectiles that can be fired out of the left or right side.&lt;br /&gt;
&lt;br /&gt;
[[Triple Burst]] - Enables the [[Triple Burst]] mode in the [[Weapons Console]].&lt;br /&gt;
&lt;br /&gt;
[[Penta Burst]] - Enables the [[Penta Burst]] mode in the [[Weapons Console]].&lt;br /&gt;
&lt;br /&gt;
== Miner Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Scanner Sweep]] - Enables the ability to show the mineral colour, when activated. Costs 15/10/0/0 once. &lt;br /&gt;
&lt;br /&gt;
[[Improved Mining Laser]] - Increases the mining speed of the [[Miner]] by 10%/20%/30%/40%/50%/60%. Costs 15/0/20/0 per upgrade.&lt;br /&gt;
&lt;br /&gt;
== Wraith Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Upgrade Plasma Cannon]] - Increases the weapon damage of the [[Wraith]] by 20%/40%/60%/80%/100%, so basicly +3 damage per upgrade. Costs 10/0/30/0 per upgrade.&lt;br /&gt;
&lt;br /&gt;
== Minelayer Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Upgrade Mine Damage]] - Increases the damage of the mines deployed by the [[Minelayer]] by 20%/40%/60%/80%/100%. Costs 25/10/30/0 per upgrade.&lt;br /&gt;
&lt;br /&gt;
== Corvette Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Upgrade Photon Barrage]] - Increases the weapon damage of the corvette by 10%/20%/30%/40%/50%. Costs 10/0/30/0 per upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Photon Condenser]] - Inreases the projectile speed of the Photon Barrage by 75%. Costs 0/25/50/0 once.&lt;br /&gt;
&lt;br /&gt;
== Destroyer Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Upgrade Quantum Bombardment]] - Upgrades the weapons damage of the [[Destroyer]] by 25%/50%/75%/100%. Costs 10/0/90/0 per upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Quantum Leech]] - Lets the Quantum Bombardment drain 200 energy from the target. Scales with [[Upgrade Quantum Bombardment]]. Costs 10/75/0/20 once.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
[[Chroniton Torpedoes]] - Enables the Quantum Bombardment to inflict direct hull damage regardless of enemy shields. Costs 10/75/0/20 once.&lt;br /&gt;
&lt;br /&gt;
== Chomper Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Core Overdrive]] - Reduces the cooldown of the [[Magnetic Pull]] ability of the [[Chomper]] by 50%. Costs 0/30/20/5 once.&lt;br /&gt;
&lt;br /&gt;
[[Gravitic Pulse]] - Increases the radius by 50% and the force by 25% of the [[Magnetic Pull]] ability of the [[Chomper]]. Costs 0/20/30/5 once.&lt;br /&gt;
&lt;br /&gt;
== Small Ship Upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Reinforced Hull]] - Increases all small ship&#039;s hull. Each level increases the hull by 50. Chomper hull is increased by 100 instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Enhanced Thrusters]] - Increases the speed of all small ships by 10% with each level.&lt;br /&gt;
&lt;br /&gt;
[[Vessel Energy Upgrade]] - Upgrades the vessels small energy core making them able to produce more energy so they can use their abilities more often.&lt;br /&gt;
&lt;br /&gt;
== Consoles ==&lt;br /&gt;
&lt;br /&gt;
[[Purchase Mass Replicator]] - Builds the [[Mass Replicator]] in the [[Refinery]], which converts energy to minerals. Costs 120/120/120/60 once.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Construction_Console&amp;diff=582</id>
		<title>Construction Console</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Construction_Console&amp;diff=582"/>
		<updated>2014-02-25T19:09:31Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: /* Pilot Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Construction Console is the only console which activly creates items, unlike the [[Upgrades Console]] which only upgrades various things. Most of the items cost various minerals and are very usefull. All the items appear, after the purchase,  in front of the console and are ready to be collected.&lt;br /&gt;
&lt;br /&gt;
===Purchaseable Items===&lt;br /&gt;
&lt;br /&gt;
* [[Missiles]] - Consumables which can be loaded in the missile bays, above the elevators of the BC.&lt;br /&gt;
&lt;br /&gt;
* [[Pilot Items]] - Various weapons, armors and consumables usefull for [[Boarding]] and to prevent it.&lt;br /&gt;
&lt;br /&gt;
* [[Ship Items]] - Usefull items which can be loaded in [[Small Ships]] to improve them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pilot Items==&lt;br /&gt;
&lt;br /&gt;
* [[C-14 Gauss Rifle]] - A usefull offensive rifle with the stats 6 Damage/0.84 seconds Period/Range 5. The rifle costs 0/0/50/0 per item. The battlecruiser has two of these rifles from the beginning on.&lt;br /&gt;
&lt;br /&gt;
* [[ARC12 Rifle]] - A very strong offensive rifle with 20 Damage/3.44 Period/Range 7.5. It costs 5/0/15/0 per item.&lt;br /&gt;
&lt;br /&gt;
* [[Dust Cannon]] - The strongest rifle, but only usable on [[Debris]] with 25 Damage/0.5 Period/Range 5. It costs 5/0/15/15 per item.&lt;br /&gt;
&lt;br /&gt;
* [[Firesuit]] - An armor which makes the marine immune to fire damage, but reduces [[Sprint]] by 50%. The armor costs 10/0/10/0 per item.&lt;br /&gt;
&lt;br /&gt;
* [[Nanodoc Gloves]] - An accessoir which is not an armor, therefore you can carry it while wearing a different armor. The gloves regenerate 1hp/sec and have an active ability which heals a friendly unit for 25hp. The effect of the gloves does not stack and cost 0/10/0/10 per item.&lt;br /&gt;
&lt;br /&gt;
* [[Adaptive Photo Disguise]] - An armor which makes you harder to see and the enemy has to click directly on your marine to attack it(no A-move possible). It costs 0/15/0/10 per item.&lt;br /&gt;
&lt;br /&gt;
* [[Frequency Nullifier]] - An armor that makes the marine unattackable for turrets and mines, but also drains the marines hp 1/sec. It costs 0/20/50/20 per item.&lt;br /&gt;
&lt;br /&gt;
* [[Revive Kit]] - A consumable which can revive a friendly and fainted marine. It costs no minerals and has no cooldown.&lt;br /&gt;
&lt;br /&gt;
* [[C-4 Charge]] - A consumable that after planted causes a big explosion, 1000 hull damage, many [[Debris]] and fire, after 30 seconds. However the planted charge is easy to destroy (it has only 25hp). The destruction of the charge prevents the explosion. It costs 0/0/50/0 per charge/item.&lt;br /&gt;
&lt;br /&gt;
==Ship Items==&lt;br /&gt;
&lt;br /&gt;
* [[Counter-Missile]] - A cluster-missile that is only usable by [[Small Ships]] and it intercepts enemy projetiles. It costs 10/5/10/0 per missile.&lt;br /&gt;
&lt;br /&gt;
* [[Opposer Proximity Mine]] - This item extends the mine storage of the [[Minelayer]] by 25 mines. It costs 10/0/50/0 and is only usable by the Minelayer.&lt;br /&gt;
&lt;br /&gt;
* [[EMP Mine]] - This item equips the Minelayer with EMP Mines which deal moderate damage and slow the targetted enemy vessel down. It costs 5/5/95/0 and has 10 charges. Only usable by the Minelayer.&lt;br /&gt;
&lt;br /&gt;
* [[Distress Beacon]] - This item equips the Minelayer with Distress Beacons, these beacons appear on every ping as a mining ship. It can confuse the enemy and can buy a lot of time to mine. The item costs 5/5/95/0 and it has 5 charges. It is only usable by the [[Minelayer]].&lt;br /&gt;
&lt;br /&gt;
* [[Frequency Nullifier]] - When this item is equipped or on a Small Ship this ship will become undetectable for every kind ping. The item costs 0/20/50/20 per item and is usable by every ship, except the [[Infiltrator]].&lt;br /&gt;
&lt;br /&gt;
* [[Small Shield Generator]] - This item generates a shield with 100hp, protecting the ship in which it is installed. The effect of the Shield Generator stacks with other ones, so it is possible to have a shield with more than 100hp. It costs 10/50/0/0 and is usable on all [[Small Ships]].&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
&lt;br /&gt;
* [[Repair Station]] - This item repairs the hull of the battlecruiser and removes [[Debris]]. It repairs 3hp/sec this rate is upgradeable with [[Nanobot Miniaturization]]. It has no costs but a cooldown of 20 seconds and a maximum number of charges(20).&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Consoles&amp;diff=581</id>
		<title>Consoles</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Consoles&amp;diff=581"/>
		<updated>2014-02-25T18:52:13Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are eight consoles on each battle-cruiser (BC). Each BC starts with seven and can buy an eighth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Navigation Console|Navigation]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The BC is controlled by the Navigation console (NAV). This console has many tools: Radar Ping, Fire Yamato Cannon, and Engine Boost to name a few.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Weapons Console|Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons are controlled here. Lasers, kinetics, and missiles can be launched from this station. It is the only console that can unlock the camera and provide overwatch support for team members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Drones|Drones [A.I]]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drones can be purchased here, and given certain tasks. Currently drones can refine, mine, and load missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Upgrades Console|Upgrades]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
One of the most important consoles on the BC is the Upgrades console. From here small ships, and the BC can be upgraded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Science Console]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This console is all about supporting team members. It can transfer power from the BC to small ships, stabilize the core, and arm the yamato cannon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Power Console|Power Management]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power levels for weapons, shields, and engines can be managed here. There are also a few other options like Shield Boost and increasing/decreasing core output.&lt;br /&gt;
If you&#039;re new, stay off this console.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Construction Console|Construction]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This console has many useful items that it can build. All items, unlike the Upgrade console can be carried in a player&#039;s inventory.&lt;br /&gt;
Missiles, pilot items, and ship items can be purchased here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mass Replicator]]&#039;&#039;&#039; (Purchasable at the [[Upgrades Console]])&lt;br /&gt;
&lt;br /&gt;
The Mass Replicator allows players to convert power, from the BC&#039;s main power core, to minerals.&lt;br /&gt;
It&#039;s not available in the beginning of the match. The Replicator must be purchased through the Upgrades console. &lt;br /&gt;
If you&#039;re new to the game, stay off this console. You can quickly find yourself on the receiving end of a vote kick for fiddling with it.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Hellfire_Heavy_Missile&amp;diff=580</id>
		<title>Hellfire Heavy Missile</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Hellfire_Heavy_Missile&amp;diff=580"/>
		<updated>2014-02-25T18:45:00Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Missile&lt;br /&gt;
|Name= Hellfire Heavy Missile&lt;br /&gt;
|Picture= HellfireHeavyMissile.png&lt;br /&gt;
|Hull Damage= 250&lt;br /&gt;
|Shield Damage= 250&lt;br /&gt;
|Abilities= Hull Fires&lt;br /&gt;
|Veldite= 10&lt;br /&gt;
|Chalcorium= &lt;br /&gt;
|Pyromantite= 30&lt;br /&gt;
|Kermiculite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The hellfire missile boasts a fair distribution of hull and shield damage. It sees less use due to the heavy cost of [[Pyromanite]], but each cause a large number of hull fires throughout the enemy [[Battlecruiser]]. Several hellfire heavy missiles fired in quick succession could easily lead to the death of most of the crew during an essential fight.&lt;br /&gt;
&lt;br /&gt;
Note that hellfire missiles will cause hull fires even when the enemies&#039; [[shield]] is online which can be a means of disabling an enemy BC.  (Note that fire does not cause a player to disconnect from the console automatically  until the player himself disconnects from the console, but cannot re-enter the console as he is incapacitated.)&lt;br /&gt;
&lt;br /&gt;
An effective counter to an enemy that bombards a [[Battlecruiser]] with hellfire missiles is to equip a [[firesuit]].&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Hellfire_Heavy_Missile&amp;diff=579</id>
		<title>Hellfire Heavy Missile</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Hellfire_Heavy_Missile&amp;diff=579"/>
		<updated>2014-02-25T18:40:46Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Missile&lt;br /&gt;
|Name= Hellfire Heavy Missile&lt;br /&gt;
|Picture= HellfireHeavyMissile.png&lt;br /&gt;
|Hull Damage= 250&lt;br /&gt;
|Shield Damage= 250&lt;br /&gt;
|Abilities= Hull Fires&lt;br /&gt;
|Veldite= 10&lt;br /&gt;
|Chalcorium= &lt;br /&gt;
|Pyromantite= 30&lt;br /&gt;
|Kermiculite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The hellfire missile boasts a fair distribution of hull and shield damage. It sees less use due to the heavy cost of [[Pyromanite]], but each cause a large number of hull fires throughout the enemy [[Battlecruiser]]. Several hellfire heavy missiles fired in quick succession could easily lead to the death of most of the crew during an essential fight.&lt;br /&gt;
&lt;br /&gt;
Note that hellfire missiles will cause hull fires even when the enemies&#039; [[shield]] is online which can be a means of disabling an enemy BC.  (Note that fire does not cause a player to disconnect from the console automatically  until the player himself disconnects from the console, but cannot re-enter the console as he is incapacitated.)&lt;br /&gt;
&lt;br /&gt;
An effective counter to an enemy that bombards a [[Battlecruiser]] with hellfire missiles is to equip a [firesuit]].&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Merculite_Heavy_Missile&amp;diff=578</id>
		<title>Merculite Heavy Missile</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Merculite_Heavy_Missile&amp;diff=578"/>
		<updated>2014-02-17T19:11:00Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Missile&lt;br /&gt;
|Name= Merculite Heavy Missile&lt;br /&gt;
|Picture= MerculiteHeavyMissile.png&lt;br /&gt;
|Hull Damage= 650&lt;br /&gt;
|Shield Damage= 650&lt;br /&gt;
|Abilities= None&lt;br /&gt;
|Veldite= 15&lt;br /&gt;
|Chalcorium= &lt;br /&gt;
|Pyromantite= 30&lt;br /&gt;
|Kermiculite= 20&lt;br /&gt;
}}&lt;br /&gt;
The merculite&#039;s most prominent feature is its exceedingly large damage. Compared to the [[Yamato Cannon]], it deals only 150 less hull damage and 350 less shield damage but only costs two fifths of the [[Kermiculite]]. With several merculite missiles loaded at the same time, it becomes readily possible to easily shred an enemy [[Battlecruiser]] like paper.&lt;br /&gt;
&lt;br /&gt;
Note that this missile costs [[Kermiculite]].  Do not buy these missiles lightly, and when you fire them, DO NOT MISS!!&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Missiles&amp;diff=577</id>
		<title>Missiles</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Missiles&amp;diff=577"/>
		<updated>2014-02-17T19:05:44Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missiles can be loaded into the six missile bays located on either wing of the [[battlecruiser]] on the upper level. Doing so will load them, visibly creating a projectile in the bay, and make them ready to fire through the [[Weapons Console|weapons console]]. Once launched, missiles are consumed and a new missile must be loaded into the bay. This makes missiles a consumable resource, meaning that upgrades are often touched upon first since they are more permanent. Every missile can be bought in the [[Construction Console]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:PiranhaLightMissile.png|link=Pirahna Light Missile]] Piranha Light Missile ==&lt;br /&gt;
The [[Pirahna Light Missile]] is a light attack missile with an effective tracking ability.&lt;br /&gt;
0/0/1/0&lt;br /&gt;
&lt;br /&gt;
== [[File:ScorpianLightMissile.png|link=Scorpian Light Missile]] Scorpion Light Missile ==&lt;br /&gt;
The [[Scorpion Light Missile]] is a light cluster missile, effective against enemy fighters and mining vessels.&lt;br /&gt;
5/0/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:WaspLightMissile.png|link=Wasp Light Missile]] Wasp Light Missile ==&lt;br /&gt;
The [[Wasp Light Missile]] is a light attack missile with the ability of messing up the enemy cruisers power generator and can slight damage the target&#039;s energy reserves, however the missile has very short range.&lt;br /&gt;
0/5/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:PredatorHeavyMissile.png|link=Predator Heavy Missile]] Predator Heavy Missile ==&lt;br /&gt;
The [[Predator Heavy Missile]] is a heavy assault missile with limited tracking ability but long range. If it hits an enemy BC, it will attach a tracking beacon inside the ship which will reveal the enemy&#039;s position until they find and destroy the beacon.&lt;br /&gt;
15/10/35/0&lt;br /&gt;
&lt;br /&gt;
== [[File:SabretoothHeavyMissile.png|link=Sabretooth Heavy Missile]] Sabretooth Heavy Missile ==&lt;br /&gt;
The [[Sabretooth Heavy Missile]] is a heavy EMP missile; it is very effective against enemy shields and can damage the target&#039;s energy reserves and core.&lt;br /&gt;
10/25/10/0&lt;br /&gt;
&lt;br /&gt;
== [[File:HellfireHeavyMissile.png|link=Hellfire Heavy Missile]] Hellfire Heavy Missile ==&lt;br /&gt;
The [[Hellfire Heavy Missile]] emits an incendiary burst making it very effective at causing hull fires.&lt;br /&gt;
10/0/30/0&lt;br /&gt;
&lt;br /&gt;
== [[File:MerculiteHeavyMissile.png|link=Merculite Heavy Missile]] Merculite Heavy Missile ==&lt;br /&gt;
The [[Merculite Heavy Missile]] is the ultimate missile; It has excellent tracking, it causes a great shock upon impact, and it heavily damages the enemy [[Battlecruiser]] upon impact, making it more effective at killing crew members. It is expensive so build it with caution.&lt;br /&gt;
15/0/30/20&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Wasp_Light_Missile&amp;diff=571</id>
		<title>Wasp Light Missile</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Wasp_Light_Missile&amp;diff=571"/>
		<updated>2014-02-14T18:11:14Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Missile&lt;br /&gt;
|Name= Wasp Light Missile&lt;br /&gt;
|Picture= WaspLightMissile.png&lt;br /&gt;
|Hull Damage= 100&lt;br /&gt;
|Shield Damage= 200&lt;br /&gt;
|Abilities= Energy Drain, Power Configuration Shift&lt;br /&gt;
|Veldite= &lt;br /&gt;
|Chalcorium= 5&lt;br /&gt;
|Pyromantite= 10&lt;br /&gt;
|Kermiculite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The wasp missile is a cheap method of quickly sapping the enemy [[Battlecruiser]]&#039;s shields. Additionally, the wasp missile will drain approximately 200 energy and will alter the settings of the enemy&#039;s [[Power Console]] in a random field by 10GW/s.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Talk:Starting_Roles&amp;diff=570</id>
		<title>Talk:Starting Roles</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Talk:Starting_Roles&amp;diff=570"/>
		<updated>2014-02-14T03:41:12Z</updated>

		<summary type="html">&lt;p&gt;Dreadnought: Created page with &amp;quot;Ensign is probably the one that is not used anymore except later stages of 6v6 when the captain is spending a lot of time on upgrades.  Why? because of the 3 starting drones, ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ensign is probably the one that is not used anymore except later stages of 6v6 when the captain is spending a lot of time on upgrades.  Why? because of the 3 starting drones, you got 1 to refining and 1 to science or weps, needing less manpower on BC especially early game.&lt;/div&gt;</summary>
		<author><name>Dreadnought</name></author>
	</entry>
</feed>