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	<id>https://cruisercommand.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Red-rocket</id>
	<title>Cruiser Command - User contributions [en]</title>
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	<updated>2026-09-23T22:19:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=576</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=576"/>
		<updated>2014-02-14T21:28:45Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The drone console can be used to designate tasks to your [[Battlecruiser]]&#039;s drones. Drones either be prepared in the starting lobby by adding an A.I. to the team or by purchasing a drone directly from the console, which will initially cost 150 [[Veldite]] and 30 [[Kermiculite]], increasing by 50 [[Veldite]] and 10 [[Kermiculite]] with every purchased drone. At any given time, you may only have up to 10 drones &#039;&#039;including&#039;&#039; any A.I. set at the start of the match.&lt;br /&gt;
&lt;br /&gt;
Though the current tasks available to drones are limited, it is intended for A.I. to be able to perform all tasks such that the game could be played without ever leaving the drone console.&lt;br /&gt;
&lt;br /&gt;
-Note- As of patch 2.8 each time starts with 3 drones.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&#039;&#039;&#039;Mining Order&#039;&#039;&#039; - A drone following the Mining Order will attempt to launch a [[Miner]] from your [[Battlecruiser]]&#039;s hanger. If there are no available miners, the drone will wait until one becomes available. Once launched, the drone will travel in a seemingly random direction until it finds an asteroid included in the minerals it has been designated to gather and then mine it. Drones tend to send back at a high frequency, and will often turbo boost at even the slightest sign of a [[Wraith]] making them difficult to kill head on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refining Order&#039;&#039;&#039; - A drone following the Refining Order will immediately head to the bottom of the hanger where minerals sent by [[Miner]]s arrive. Upon the arrival of resources, the drone will immediately begin to pick them up until either its inventory is full or there are no more minerals. Following any pick up, it will head to the [[Refinery]] at a walking speed (as opposing to sprinting) and place the minerals in the refining area. The Refining Order is often used due to the tedious nature of refining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading Missiles Order&#039;&#039;&#039; - A drone following the Loading [[Missiles]] Order will wait at the spawn location on the [[Battlecruiser]]. The moment any [[Missiles]] are dropped or created, regardless of location, the drone will attempt to pick them up until there are either no more available [[Missiles]] or its inventory is full. Then, depending on if a  bay or a [[Missiles|Missile]] is closer, it will either attempt to pick up more or load the nearest missile bay. If more [[Missiles]] are made available while the drone is loading, it will attempt to fill its inventory first if the [[Missiles|Missile]] is closer than the loading bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Nearby Order&#039;&#039;&#039; - A drone following the Attack Nearby Order will immediately attempt to move onto the [[Weapons Console]]. While on it, it will attempt to fire at all enemies that are both visible and within firing range at a speed which increases based upon the enemy&#039;s proximity using the weapon type designated on the drone console. If the fire [[Missiles|Missile]] option is enabled, the drone will immediately attempt to fire all missiles that are loaded if aimed at the enemy [[Battlecruiser]] within a close distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Order&#039;&#039;&#039; - A drone following the Science Order will immediately attempt to move onto the [[Science Console]].  While on it, it will attempt to use [[Power Transfer]] and [[Radar Ping]] abilities.  If there is 30 [[Kermiculite]] and the [[Fusion Core]]&#039;s stability is below 90% the drone will use&lt;br /&gt;
the [[Core Purge]] ability.  If the [[Iron Curtain]] ability is researched and the BC is taking hull damage, the drone will use the IRon Curtain ability&lt;br /&gt;
There is an option in the [[Drones [A.I]]] Console to allow the drone to build the [[Yamato Cannon]] if their is 50 [[pyromanite]] and 40 [[Kermiculite]]&lt;br /&gt;
It is suggested to leave this option &#039;off&#039; early game because the kermiculite is very rare early game and important to needed upgrades such as [[Hardened Shields]] and [[Vessel Energy Upgrade]].  But is wise to turn it on later in the game once you have alot of Pyromantite and Kermiculite.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=575</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=575"/>
		<updated>2014-02-14T21:27:00Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The drone console can be used to designate tasks to your [[Battlecruiser]]&#039;s drones. Drones either be prepared in the starting lobby by adding an A.I. to the team or by purchasing a drone directly from the console, which will initially cost 150 [[Veldite]] and 30 [[Kermiculite]], increasing by 50 [[Veldite]] and 10 [[Kermiculite]] with every purchased drone. At any given time, you may only have up to 10 drones &#039;&#039;including&#039;&#039; any A.I. set at the start of the match.&lt;br /&gt;
&lt;br /&gt;
Though the current tasks available to drones are limited, it is intended for A.I. to be able to perform all tasks such that the game could be played without ever leaving the drone console.&lt;br /&gt;
&lt;br /&gt;
-Note- As of patch 2.8 each time starts with 3 drones.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&#039;&#039;&#039;Mining Order&#039;&#039;&#039; - A drone following the Mining Order will attempt to launch a [[Miner]] from your [[Battlecruiser]]&#039;s hanger. If there are no available miners, the drone will wait until one becomes available. Once launched, the drone will travel in a seemingly random direction until it finds an asteroid included in the minerals it has been designated to gather and then mine it. Drones tend to send back at a high frequency, and will often turbo boost at even the slightest sign of a [[Wraith]] making them difficult to kill head on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refining Order&#039;&#039;&#039; - A drone following the Refining Order will immediately head to the bottom of the hanger where minerals sent by [[Miner]]s arrive. Upon the arrival of resources, the drone will immediately begin to pick them up until either its inventory is full or there are no more minerals. Following any pick up, it will head to the [[Refinery]] at a walking speed (as opposing to sprinting) and place the minerals in the refining area. The Refining Order is often used due to the tedious nature of refining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading Missiles Order&#039;&#039;&#039; - A drone following the Loading [[Missiles]] Order will wait at the spawn location on the [[Battlecruiser]]. The moment any [[Missiles]] are dropped or created, regardless of location, the drone will attempt to pick them up until there are either no more available [[Missiles]] or its inventory is full. Then, depending on if a  bay or a [[Missiles|Missile]] is closer, it will either attempt to pick up more or load the nearest missile bay. If more [[Missiles]] are made available while the drone is loading, it will attempt to fill its inventory first if the [[Missiles|Missile]] is closer than the loading bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Nearby Order&#039;&#039;&#039; - A drone following the Attack Nearby Order will immediately attempt to move onto the [[Weapons Console]]. While on it, it will attempt to fire at all enemies that are both visible and within firing range at a speed which increases based upon the enemy&#039;s proximity using the weapon type designated on the drone console. If the fire [[Missiles|Missile]] option is enabled, the drone will immediately attempt to fire all missiles that are loaded if aimed at the enemy [[Battlecruiser]] within a close distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Order&#039;&#039;&#039; - A drone following the Science Order will immediately attempt to move onto the [[Science Console]].  While on it, it will attempt to use [[Power Transfer]] and [[Radar Ping]] abilities.  If there is 30 [[Kermiculite]] and the [[Fusion Core]]&#039;s stability is below 90% the drone will use&lt;br /&gt;
the [[Core Purge]] ability.  If the [[Iron Curtain]] ability is researched and the BC is taking hull damage, the drone will use the IRon Curtain ability&lt;br /&gt;
There is an option in the [[Drones [A.I]]] Console to allow the drone to build the [[Yamato Cannon]] if their is 50 [[Pyromantite]] and 40 [[Kermiculite]]&lt;br /&gt;
It is suggested to leave this option &#039;off&#039; early game because the kermiculite is very rare early game and important to needed upgrades such as [[Hardened Shields]] and [[Vessel Energy Upgrade]].  But is wise to turn it on later in the game once you have alot of Pyromantite and Kermiculite.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=574</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=574"/>
		<updated>2014-02-14T21:26:18Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The drone console can be used to designate tasks to your [[Battlecruiser]]&#039;s drones. Drones either be prepared in the starting lobby by adding an A.I. to the team or by purchasing a drone directly from the console, which will initially cost 150 [[Veldite]] and 30 [[Kermiculite]], increasing by 50 [[Veldite]] and 10 [[Kermiculite]] with every purchased drone. At any given time, you may only have up to 10 drones &#039;&#039;including&#039;&#039; any A.I. set at the start of the match.&lt;br /&gt;
&lt;br /&gt;
Though the current tasks available to drones are limited, it is intended for A.I. to be able to perform all tasks such that the game could be played without ever leaving the drone console.&lt;br /&gt;
&lt;br /&gt;
-Note- As of patch 2.8 each time starts with 3 drones.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&#039;&#039;&#039;Mining Order&#039;&#039;&#039; - A drone following the Mining Order will attempt to launch a [[Miner]] from your [[Battlecruiser]]&#039;s hanger. If there are no available miners, the drone will wait until one becomes available. Once launched, the drone will travel in a seemingly random direction until it finds an asteroid included in the minerals it has been designated to gather and then mine it. Drones tend to send back at a high frequency, and will often turbo boost at even the slightest sign of a [[Wraith]] making them difficult to kill head on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refining Order&#039;&#039;&#039; - A drone following the Refining Order will immediately head to the bottom of the hanger where minerals sent by [[Miner]]s arrive. Upon the arrival of resources, the drone will immediately begin to pick them up until either its inventory is full or there are no more minerals. Following any pick up, it will head to the [[Refinery]] at a walking speed (as opposing to sprinting) and place the minerals in the refining area. The Refining Order is often used due to the tedious nature of refining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading Missiles Order&#039;&#039;&#039; - A drone following the Loading [[Missiles]] Order will wait at the spawn location on the [[Battlecruiser]]. The moment any [[Missiles]] are dropped or created, regardless of location, the drone will attempt to pick them up until there are either no more available [[Missiles]] or its inventory is full. Then, depending on if a  bay or a [[Missiles|Missile]] is closer, it will either attempt to pick up more or load the nearest missile bay. If more [[Missiles]] are made available while the drone is loading, it will attempt to fill its inventory first if the [[Missiles|Missile]] is closer than the loading bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Nearby Order&#039;&#039;&#039; - A drone following the Attack Nearby Order will immediately attempt to move onto the [[Weapons Console]]. While on it, it will attempt to fire at all enemies that are both visible and within firing range at a speed which increases based upon the enemy&#039;s proximity using the weapon type designated on the drone console. If the fire [[Missiles|Missile]] option is enabled, the drone will immediately attempt to fire all missiles that are loaded if aimed at the enemy [[Battlecruiser]] within a close distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Order&#039;&#039;&#039; - A drone following the Science Order will immediately attempt to move onto the [[Science Console]].  While on it, it will attempt to use [[Power Transfer]] and [[Radar Ping]] abilities.  If there is 30 [[Kermiculite]] and the [[Fusion Core]]&#039;s stability is below 90% the drone will use&lt;br /&gt;
the [[Core Purge]] ability.  If the [[Iron Curtain]] ability is researched and the BC is taking hull damage, the drone will use the IRon Curtain ability&lt;br /&gt;
There is an option in the [[Drones [A.I]]] Console to allow the drone to build the [[Yamato Cannon]] if their is 50 [[Pyromantite]] and 40 [[Kermiculite]]&lt;br /&gt;
It is suggested to leave this option &#039;off&#039; early game because the kermiculite is very rare early game and important to needed upgrades such as [[Hardened shields]] and [[Vessel Energy Upgrade]].  But is wise to turn it on later in the game once you have alot of Pyromantite and Kermiculite.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=573</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=573"/>
		<updated>2014-02-14T21:25:33Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The drone console can be used to designate tasks to your [[Battlecruiser]]&#039;s drones. Drones either be prepared in the starting lobby by adding an A.I. to the team or by purchasing a drone directly from the console, which will initially cost 150 [[Veldite]] and 30 [[Kermiculite]], increasing by 50 [[Veldite]] and 10 [[Kermiculite]] with every purchased drone. At any given time, you may only have up to 10 drones &#039;&#039;including&#039;&#039; any A.I. set at the start of the match.&lt;br /&gt;
&lt;br /&gt;
Though the current tasks available to drones are limited, it is intended for A.I. to be able to perform all tasks such that the game could be played without ever leaving the drone console.&lt;br /&gt;
&lt;br /&gt;
-Note- As of patch 2.8 each time starts with 3 drones.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&#039;&#039;&#039;Mining Order&#039;&#039;&#039; - A drone following the Mining Order will attempt to launch a [[Miner]] from your [[Battlecruiser]]&#039;s hanger. If there are no available miners, the drone will wait until one becomes available. Once launched, the drone will travel in a seemingly random direction until it finds an asteroid included in the minerals it has been designated to gather and then mine it. Drones tend to send back at a high frequency, and will often turbo boost at even the slightest sign of a [[Wraith]] making them difficult to kill head on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refining Order&#039;&#039;&#039; - A drone following the Refining Order will immediately head to the bottom of the hanger where minerals sent by [[Miner]]s arrive. Upon the arrival of resources, the drone will immediately begin to pick them up until either its inventory is full or there are no more minerals. Following any pick up, it will head to the [[Refinery]] at a walking speed (as opposing to sprinting) and place the minerals in the refining area. The Refining Order is often used due to the tedious nature of refining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading Missiles Order&#039;&#039;&#039; - A drone following the Loading [[Missiles]] Order will wait at the spawn location on the [[Battlecruiser]]. The moment any [[Missiles]] are dropped or created, regardless of location, the drone will attempt to pick them up until there are either no more available [[Missiles]] or its inventory is full. Then, depending on if a  bay or a [[Missiles|Missile]] is closer, it will either attempt to pick up more or load the nearest missile bay. If more [[Missiles]] are made available while the drone is loading, it will attempt to fill its inventory first if the [[Missiles|Missile]] is closer than the loading bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Nearby Order&#039;&#039;&#039; - A drone following the Attack Nearby Order will immediately attempt to move onto the [[Weapons Console]]. While on it, it will attempt to fire at all enemies that are both visible and within firing range at a speed which increases based upon the enemy&#039;s proximity using the weapon type designated on the drone console. If the fire [[Missiles|Missile]] option is enabled, the drone will immediately attempt to fire all missiles that are loaded if aimed at the enemy [[Battlecruiser]] within a close distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Order&#039;&#039;&#039; - A drone following the Science Order will immediately attempt to move onto the [[Science Console]].  While on it, it will attempt to use [[Power Transfer]] and [[Radar Ping]] abilities.  If there is 30 [[Kermiculite]] and the [[Fusion Core]]&#039;s stability is below 90% the drone will use&lt;br /&gt;
the [[Core Purge]] ability.  If the [[Iron Curtain]] ability is researched and the BC is taking hull damage, the drone will use the IRon Curtain ability&lt;br /&gt;
There is an option in the [[Drones [A.I]]] Console to allow the drone to build the [[Yamato Cannon]] if their is 50 [[Pyromantite]] and 40 [[Kermiculite]]&lt;br /&gt;
It is suggested to leave this option &#039;off&#039; early game because the kermiculite is very rare early game and important to needed upgrades such as [[Hardened sheilds]] and [[Vessel Energy Upgrade]].  But is wise to turn it on later in the game once you have alot of Pyromantite and Kermiculite.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=572</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Drones&amp;diff=572"/>
		<updated>2014-02-14T21:24:19Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The drone console can be used to designate tasks to your [[Battlecruiser]]&#039;s drones. Drones either be prepared in the starting lobby by adding an A.I. to the team or by purchasing a drone directly from the console, which will initially cost 150 [[Veldite]] and 30 [[Kermiculite]], increasing by 50 [[Veldite]] and 10 [[Kermiculite]] with every purchased drone. At any given time, you may only have up to 10 drones &#039;&#039;including&#039;&#039; any A.I. set at the start of the match.&lt;br /&gt;
&lt;br /&gt;
Though the current tasks available to drones are limited, it is intended for A.I. to be able to perform all tasks such that the game could be played without ever leaving the drone console.&lt;br /&gt;
&lt;br /&gt;
-Note- As of patch 2.8 each time starts with 3 drones.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
&#039;&#039;&#039;Mining Order&#039;&#039;&#039; - A drone following the Mining Order will attempt to launch a [[Miner]] from your [[Battlecruiser]]&#039;s hanger. If there are no available miners, the drone will wait until one becomes available. Once launched, the drone will travel in a seemingly random direction until it finds an asteroid included in the minerals it has been designated to gather and then mine it. Drones tend to send back at a high frequency, and will often turbo boost at even the slightest sign of a [[Wraith]] making them difficult to kill head on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refining Order&#039;&#039;&#039; - A drone following the Refining Order will immediately head to the bottom of the hanger where minerals sent by [[Miner]]s arrive. Upon the arrival of resources, the drone will immediately begin to pick them up until either its inventory is full or there are no more minerals. Following any pick up, it will head to the [[Refinery]] at a walking speed (as opposing to sprinting) and place the minerals in the refining area. The Refining Order is often used due to the tedious nature of refining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading Missiles Order&#039;&#039;&#039; - A drone following the Loading [[Missiles]] Order will wait at the spawn location on the [[Battlecruiser]]. The moment any [[Missiles]] are dropped or created, regardless of location, the drone will attempt to pick them up until there are either no more available [[Missiles]] or its inventory is full. Then, depending on if a  bay or a [[Missiles|Missile]] is closer, it will either attempt to pick up more or load the nearest missile bay. If more [[Missiles]] are made available while the drone is loading, it will attempt to fill its inventory first if the [[Missiles|Missile]] is closer than the loading bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Nearby Order&#039;&#039;&#039; - A drone following the Attack Nearby Order will immediately attempt to move onto the [[Weapons Console]]. While on it, it will attempt to fire at all enemies that are both visible and within firing range at a speed which increases based upon the enemy&#039;s proximity using the weapon type designated on the drone console. If the fire [[Missiles|Missile]] option is enabled, the drone will immediately attempt to fire all missiles that are loaded if aimed at the enemy [[Battlecruiser]] within a close distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Order&#039;&#039;&#039; - A drone following the Science Order will immediately attempt to move onto the [[Science Console]].  While on it, it will attempt to use [[Power Transfer]] and [[Radar Ping]] abilities.  If there is 30 [[Kermiculite]] and the [[Fusion Core]]&#039;s stability is below 90% the drone will use&lt;br /&gt;
the [[Core Purge]] ability.  If the [[Iron Curtain]] ability is researched and the BC is taking hull damage, the drone will use the IRon Curtain ability&lt;br /&gt;
There is an option in the [[Drones [A.I]]] Console to allow the drone to build the [[Yamato Cannon]] if their is 50 [[Pyromantite]] and 40 [[Kermiculite]]&lt;br /&gt;
It is suggested to leave this option &#039;off&#039; early game because the kermiculite is very rare early game and important to needed upgrades such as [[Hardened sheilds]] and [[Vessal Energy Upgrade]].  But is wise to turn it on later in the game once you have alot of Pyromantite and Kermiculite.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Chomp_Asteroid&amp;diff=481</id>
		<title>Chomp Asteroid</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Chomp_Asteroid&amp;diff=481"/>
		<updated>2013-05-20T22:21:12Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: Created page with &amp;quot;Cannot be casted while moving.   Allows you to *consume* an asteroid which instantly extracts all ore from the asteroid and transfers the ore to the chomper&amp;#039;s cargo hold. This...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cannot be casted while moving.  &lt;br /&gt;
Allows you to *consume* an asteroid which instantly extracts all ore from the asteroid and transfers the ore to the chomper&#039;s cargo hold.&lt;br /&gt;
This ability can also be used on small ships (does not affect destroyer, BattleCruiser and allied ships) which instantly destroys small ships.  It has very little range so it is suggested to stay out of range of an enemy Chomper and destroy it from a distance.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Quantum_Leech&amp;diff=244</id>
		<title>Quantum Leech</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Quantum_Leech&amp;diff=244"/>
		<updated>2013-05-15T22:10:30Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: Created page with &amp;quot;(as of Patch 2.3) Costs 10Y 70B 20G Augments Quantum Bombardment projectiles with an ability to drain energy from an enemy BattleCruiser and enemy Small ships.  Also chang...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(as of Patch 2.3) Costs 10Y 70B 20G&lt;br /&gt;
Augments [[Quantum Bombardment]] projectiles with an ability to drain energy from an enemy BattleCruiser and enemy Small ships.  Also changes projectile&#039;s color to light blue.  &lt;br /&gt;
You have the ability to turn on and off the quantum leech ability.&lt;br /&gt;
quantum leach drains 200 energy from the target. Each damage upgrade for the Destroyer will increase the drain by 150 (650/800/950/1100).  &lt;br /&gt;
&lt;br /&gt;
Uses of quantum leech ability.  It is very good against both small ships and the enemy BC.  Against a small ship the Destroyer will drain it of all energy (except maybe other destroyers) and force the enemy ship to cut engines due to lack of power, it will generally make small ships unable to fire back.  this is especially devastating to miners and wraiths as they require a lot of energy to escape but do not have a lot of energy reserves so even 1 projectile can render them vulnerable.&lt;br /&gt;
Against an enemy BattleCruiser it is generally best to use in a BattleCruiser V BattleCruiser Fight.  As BattleCruisers are usually dumping a lot of energy for the fight,it helps when energy is drained and gives your battlecruiser durability to survive longer and ultimately win the fight!&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=238</id>
		<title>Quantum Bombardment</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=238"/>
		<updated>2013-05-15T21:49:23Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main and Currently (as of Patch 2.3) the only weapon of the Destroyer.  &lt;br /&gt;
launches 5 projectiles that do a base damage of 100/100 damage to hull/shields (1 projectile equals 100 damage, a full &amp;quot;volley&amp;quot; *as known to most* does 500 damage without upgrades.&lt;br /&gt;
&lt;br /&gt;
It has a slight homing mechanism that allows it to curve and hit objects.  &lt;br /&gt;
Quantum Bombardment Can be upgraded for a cost of 10Y 90R with 25% more damage for 4 upgrades (25%/125 50%/150 75%/175 100%/200) per projectile. &lt;br /&gt;
[[Quantum Leech]] and [[Chroniton Torpedoes]] can also be additions to augment Quantum Bombardment.&lt;br /&gt;
Another passive ability of the Quantum Bombardment that is automatically applied is called [[Seismic Disturbance]].&lt;br /&gt;
&lt;br /&gt;
== Relevant upgrades == &lt;br /&gt;
[[Quantum Bombardment (Upgrade)]]&lt;br /&gt;
&lt;br /&gt;
[[Quantum Leech]]&lt;br /&gt;
&lt;br /&gt;
[[Chroniton Torpedoes]]&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Caladbolg&amp;diff=237</id>
		<title>Caladbolg</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Caladbolg&amp;diff=237"/>
		<updated>2013-05-15T21:43:48Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Emperess Caladbolg, his weakness has been proven to be rarely equaled, never to be beaten.&lt;br /&gt;
&lt;br /&gt;
He has shown major signs of being needed to be institutionalized. He is rumored to have froglike features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- There are decimals to power production&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Chroniton_Torpedoes&amp;diff=236</id>
		<title>Chroniton Torpedoes</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Chroniton_Torpedoes&amp;diff=236"/>
		<updated>2013-05-15T21:42:01Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(as of patch 2.3) &lt;br /&gt;
Costs 10Y 70B 10G&lt;br /&gt;
Once upgraded and selected, augments [[Quantum Bombardment]] projectiles to ignore shields and damage hull, it also changes color of projectiles to the color orange. &lt;br /&gt;
Works better with more upgrades so that it can do more up-front damage&lt;br /&gt;
Very good against player captains who rely heavily on shields.  &lt;br /&gt;
a BattleCruiser without any [[hull upgrades]] will get destroyed in 20 direct quantum bombardment hits and a fully upgraded damage quantum bombardment will destroy a battlecruiser in 10 hits without the BattleCruiser receiving any repairs.&lt;br /&gt;
It is prefered to use this upgrade for long range combat with multiple destroyers.&lt;br /&gt;
Destroyers should stay out of view range of BattleCruiser And carry [[Frequency Nullifiers]]&lt;br /&gt;
A person on [[Navigation]] who constantly pings the enemy BC will help destroyers in making successful hits to the enemy BC.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Chroniton_Torpedoes&amp;diff=235</id>
		<title>Chroniton Torpedoes</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Chroniton_Torpedoes&amp;diff=235"/>
		<updated>2013-05-15T21:37:25Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: Created page with &amp;quot;Once upgraded and selected, augments Quantum Bombardment projectiles to ignore shields and damage hull.  Works better with more upgrades so that it can do more up-front damage...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once upgraded and selected, augments Quantum Bombardment projectiles to ignore shields and damage hull. &lt;br /&gt;
Works better with more upgrades so that it can do more up-front damage&lt;br /&gt;
Very good against player captains who rely heavily on shields.  &lt;br /&gt;
a BattleCruiser without any [[hull upgrades]] will get destroyed in 20 direct quantum bombardment hits and a fully upgraded damage quantum bombardment will destroy a battlecruiser in 10 hits without the BattleCruiser receiving any repairs.&lt;br /&gt;
It is prefered to use this upgrade for long range combat with multiple destroyers.&lt;br /&gt;
Destroyers should stay out of view range of BattleCruiser And carry [[Frequency Nullifiers]]&lt;br /&gt;
A person on [[Navigation]] who constantly pings the enemy BC will help destroyers in making successful hits to the enemy BC.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=233</id>
		<title>Quantum Bombardment</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=233"/>
		<updated>2013-05-15T21:25:38Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main and Currently (as of Patch 2.3) the only weapon of the Destroyer.  &lt;br /&gt;
launches 5 projectiles that do a base damage of 100/100 damage to hull/shields (1 projectile equals 100 damage, a full &amp;quot;volley&amp;quot; *as known to most* does 500 damage without upgrades.&lt;br /&gt;
&lt;br /&gt;
It has a slight homing mechanism that allows it to curve and hit objects.  &lt;br /&gt;
Quantum Bombardment Can be upgraded for a cost of 10Y 90R with 25% more damage for 4 upgrades (25%/125 50%/150 75%/175 100%/200) per projectile. &lt;br /&gt;
[[Quantum Leech]] and [[Chroniton Torpedoes]] can also be additions to augment Quantum Bombardment.&lt;br /&gt;
Another passive ability of the Quantum Bombardment that is automatically applied is called [[Seismic Disturbance]].&lt;br /&gt;
&lt;br /&gt;
== Relevant upgrades == &lt;br /&gt;
[[Quantum Bombardment (Upgrade)]]&lt;br /&gt;
&lt;br /&gt;
[[Quantum Leech]]&lt;br /&gt;
&lt;br /&gt;
[[Chroniton Torpedoes]]&lt;br /&gt;
&lt;br /&gt;
[[Seismic Disturbance.]]&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=232</id>
		<title>Quantum Bombardment</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=232"/>
		<updated>2013-05-15T21:25:04Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main and Currently (as of Patch 2.3) the only weapon of the Destroyer.  &lt;br /&gt;
launches 5 projectiles that do a base damage of 100/100 damage to hull/shields (1 projectile equals 100 damage, a full &amp;quot;volley&amp;quot; *as known to most* does 500 damage without upgrades.&lt;br /&gt;
&lt;br /&gt;
It has a slight homing mechanism that allows it to curve and hit objects.  &lt;br /&gt;
Quantum Bombardment Can be upgraded for a cost of 10Y 90R with 25% more damage for 4 upgrades (25%/125 50%/150 75%/175 100%/200) per projectile. &lt;br /&gt;
[[Quantum Leech]] and [[Chroniton Torpedoes]] can also be additions to augment Quantum Bombardment.&lt;br /&gt;
Another passive ability of the Quantum Bombardment that is automatically applied is called Seismic Disturbance.&lt;br /&gt;
&lt;br /&gt;
== Relevant upgrades == &lt;br /&gt;
[[Quantum Bombardment (Upgrade)]]&lt;br /&gt;
&lt;br /&gt;
[[Quantum Leech]]&lt;br /&gt;
&lt;br /&gt;
[[Chroniton Torpedoes]]&lt;br /&gt;
&lt;br /&gt;
[[Seismic Disturbance.]]&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Seismic_Disturbance&amp;diff=231</id>
		<title>Seismic Disturbance</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Seismic_Disturbance&amp;diff=231"/>
		<updated>2013-05-15T21:22:49Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: Created page with &amp;quot;Passive ability that automatically comes with the destroyer. Automatically Augments the destroyer Quantum Bombardment. If a projectile from Quantum Bombardment hits an enemy B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Passive ability that automatically comes with the destroyer.&lt;br /&gt;
Automatically Augments the destroyer Quantum Bombardment.&lt;br /&gt;
If a projectile from Quantum Bombardment hits an enemy BattleCruiser, it will cause all units inside of the BattleCruiser to decrease in speed by 70% for 2 seconds.&lt;br /&gt;
It also causes enemy screens that have been hit by quantum bombardment inside the BattleCruiser to *shake* for 2 seconds&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=228</id>
		<title>Quantum Bombardment</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=228"/>
		<updated>2013-05-15T21:13:02Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main and Currently (as of Patch 2.3) the only weapon of the Destroyer.  &lt;br /&gt;
launches 5 projectiles that do a base damage of 100/100 damage to hull/shields (1 projectile equals 100 damage, a full &amp;quot;volley&amp;quot; *as known to most* does 500 damage without upgrades.  &lt;br /&gt;
It has a slight homing mechanism that allows it to curve and hit objects.  &lt;br /&gt;
Quantum Bombardment Can be upgraded for a cost of 10Y 90R with 25% more damage for 4 upgrades (25%/125 50%/150 75%/175 100%/200) per projectile. &lt;br /&gt;
Quantum Leech and Chroniton Torpedoes can also be additions to augment Quantum Bombardment.&lt;br /&gt;
Another passive ability of the Quantum Bombardment is that if it hits an enemy BattleCruiser it will slow all units on board the BattleCruiser by 75% and will *shake* the enemy screens.&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
	<entry>
		<id>https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=227</id>
		<title>Quantum Bombardment</title>
		<link rel="alternate" type="text/html" href="https://cruisercommand.com/wiki/index.php?title=Quantum_Bombardment&amp;diff=227"/>
		<updated>2013-05-15T21:10:11Z</updated>

		<summary type="html">&lt;p&gt;Red-rocket: Created page with &amp;quot;Main and Currently (as of Patch 2.3)only weapon of the Destroyer.  launches 5 projectiles that do a base damage of 100/100 damage to hull/shields (1 projectile equals 100 dama...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main and Currently (as of Patch 2.3)only weapon of the Destroyer.  launches 5 projectiles that do a base damage of 100/100 damage to hull/shields (1 projectile equals 100 damage, a full &amp;quot;volley&amp;quot; *as known to most* does 500 damage without upgrades.  It has a slight homing mechanism that allows it to curve and hit objects.  Quantum Bombardment Can be upgraded for a cost of 10Y 90R with 25% more damage for 4 upgrades (25%/125 50%/150 75%/175 100%/200) per projectile.  Quantum Leech and Chroniton Torpedoes can also be additions to augment Quantum Bombardment&lt;/div&gt;</summary>
		<author><name>Red-rocket</name></author>
	</entry>
</feed>