<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://www.mushpedia.com/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.mushpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Drzachary</id>
		<title>Mushpedia - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.mushpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Drzachary"/>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Special:Contributions/Drzachary"/>
		<updated>2026-04-27T02:33:24Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.23.6</generator>

	<entry>
		<id>http://www.mushpedia.com/wiki/Trading</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Trading"/>
				<updated>2016-09-19T23:20:57Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;­{{TOC right}}[[File:Trading.PNG|left]]&lt;br /&gt;
&lt;br /&gt;
'''Trading''' is a feature introduced in {{Episode|3}} which allows the {{Title|Comms Officer}} to trade [[Inventory|objects]], [[resources]], [[NERON Projects]] and even [[Characters|crew members]] to passing alien transporter ships via the [[Communications|Comms Center]].&lt;br /&gt;
&lt;br /&gt;
To partake in trading, the '''Shortwave Radio''' feature must be accessed on the [[Comms Center]]. While the entire crew may view the ''Shortwave Radio'' screen, only the {{Title|Comms Officer}} can perform the trades. Even the {{Item|Hacker Kit}} cannot override this.&lt;br /&gt;
&lt;br /&gt;
== Transporters ==&lt;br /&gt;
[[File:Transporter.PNG|left|Transporter]] To make a trade, an alien '''Transporter''' ship must be present outside the Daedalus, and space must be free of [[Hunters]] or asteroids. Its arrival and departure are [[NERON Announcements|announced by NERON]] in the general chat tab.&lt;br /&gt;
&lt;br /&gt;
[[File:piracy.png|thumb|right|Plenty o' booty! Yarr!]]&lt;br /&gt;
Alternatively, ''Transporters'' can be targeted and destroyed by [[Hunters#Fighting_the_Hunters|turrets and patrollers]], potentially leaving useful salvageable items in the wreckage.&lt;br /&gt;
&lt;br /&gt;
Confirmed drops include:&lt;br /&gt;
&lt;br /&gt;
*{{Item|Blasters}}&lt;br /&gt;
*{{Item|Grenades}}&lt;br /&gt;
*{{Item|Bandages}}&lt;br /&gt;
*{{Item|Standard Rations}}&lt;br /&gt;
*{{Item|Lunchboxes}}&lt;br /&gt;
*{{Item|Hydropots}}&lt;br /&gt;
&lt;br /&gt;
Damaging the ''Transporter'' or declining one of its trade offers will prompt it to leave on the following cycle change.&lt;br /&gt;
&lt;br /&gt;
{{Warn|If no target has been specified, the actions '''Fire''' (Turret) and '''Fire on a Hunter''' (Patroller) may randomly target the ''Transporter''.&amp;lt;br&amp;gt;Always select your targets before shooting, to make sure you do not accidentally damage one!}}&lt;br /&gt;
&lt;br /&gt;
{{Confirm|Can [[research|Meridon Scrambler]] cause Hunters to fire at the ''Transporter''?}}&lt;br /&gt;
&lt;br /&gt;
== Completing a trade ==&lt;br /&gt;
&lt;br /&gt;
[[File:Trade.JPG|thumb|right|The '''Shortwave Radio''' in action]]&lt;br /&gt;
&lt;br /&gt;
When called via the ''Shortwave Radio'', the aliens will offer one or several '''randomized transactions''' which can only be ''accepted'' or ''declined''. Accepting or declining an offer costs '''2''' {{AP}}. If you accept an offer without having the goods ready, it is automatically declined.&lt;br /&gt;
&lt;br /&gt;
* You can only trade [[Inventory|items]] or {{status|inactive}} (but not yet {{status|highly inactive}}) [[characters]] that are currently located in the ship's '''storage rooms'''!&lt;br /&gt;
** Other requested goods can include [[Resources]] from the tanks and [[NERON Projects]], see below.&lt;br /&gt;
** Any items ''recieved'', however, including [[Oxygen Capsule|Oxygen and]] [[Fuel Capsule|Fuel Capsules]], will appear on the Bridge and may have to be moved to the appropriate storage.&lt;br /&gt;
&lt;br /&gt;
If a character on the bridge is a {{skill|Diplomat}} (or {{skill|Polyvalent}}), there will be more trade options than usual, like exchanging higher amounts, a discount, or the option to pay with different goods. Other skills, reportedly {{skill|botanist}}, can unlock such options as well, depending on the subject.&lt;br /&gt;
&lt;br /&gt;
==== Items and Resources ====&lt;br /&gt;
&lt;br /&gt;
Any [[Inventory|items]] located in the ship's '''storage rooms''', as well as ship resources such as {{O2}} [[Resources#Oxygen|Oxygen]] and {{Fuel}} [[Resources#Fuel|Fuel]] may be traded.&lt;br /&gt;
&lt;br /&gt;
As a side-effect, the &amp;quot;Objects present for exchange&amp;quot; list allows everyone on the bridge to see all items in the storage rooms.&lt;br /&gt;
&lt;br /&gt;
{{Bug|Even [[Image:Hidden.png|class=margin-small|Icon]] '''Hidden''' objects are being listed and may be traded at will.}}&lt;br /&gt;
&lt;br /&gt;
==== NERON Projects ====&lt;br /&gt;
&lt;br /&gt;
You can trade one of your completed [[NERON Projects|projects]] for another project that has not been completed yet. The exchanged projects, both sold and bought, are random and cannot be chosen.&lt;br /&gt;
&lt;br /&gt;
It ''is'' possible to trade away [[Vending Machine#Gold Projects|Gold Projects]] bought from the [[Vending Machine]] this way.&lt;br /&gt;
&lt;br /&gt;
{{Note|As of Episode VI, certain gold projects are appearing through trades. Whether this is a bug is unknown.}}&lt;br /&gt;
&lt;br /&gt;
==== Characters ====&lt;br /&gt;
&lt;br /&gt;
Trading permits the exchange of a random {{Status|Inactive}} crew member located in the ship's '''storage rooms''', and a random {{Status|Highly Inactive}} crew member located '''anywhere''' on the ship. Any items the exchanged character was carrying at the time of trading will remain on the storage shelf.&lt;br /&gt;
&lt;br /&gt;
Reported [[Characters|character]] exchange goods include {{Oxygen}}, {{Fuel}}, Hydropots, random [[NERON Projects]], random [[Vending Machine#Gold Projects|Gold Projects]] and even a finished [[PILGRED Reactor]].&lt;br /&gt;
&lt;br /&gt;
{{warning| Beware! If the Comms Officer happens to be a Mush, they can trade even ''active'' people from storage rooms!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|To get ''inactive'' (but not yet ''highly inactive'') characters in position for trading, characters with the {{Skill|Solid}} and {{Skill|Wrestler}} skills are useful, as they may kick characters from room to room using their '''Kick them out !''' action, which costs 1 {{AP}} less for inactive targets. For probabilities of achieving this task, see [[Moving Inactives to Storage‎]].}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Paola]] [[Category:Episode III]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Hunters</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Hunters"/>
				<updated>2016-09-17T17:00:15Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hunters are attack ships sent by the infected Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared. &lt;br /&gt;
&lt;br /&gt;
They will be announced when they appear, and their numbers (but not their types) will be shown on the '''Alert Bar'''.&lt;br /&gt;
&lt;br /&gt;
New waves of hunters will not arrive on cycles 2 or 3.&lt;br /&gt;
&lt;br /&gt;
Each new wave will take 1 cycle to adjust, after which they will fire at the Daedalus at the end of every cycle for a random amount of damage (~2 on average, including hit chances). They may also fire at patrol craft, or even at each other (after researching [[Research#Meridon_Scrambler|Meridon Scrambler]]), but mostly target the Daedalus.&lt;br /&gt;
&lt;br /&gt;
To get rid of them, you either have to kill them, or move the Daedalus to avoid/delay them.&lt;br /&gt;
&lt;br /&gt;
{{Note|Hunters catching up to the Deadalus right after moving are announced again, but will resume firing at the end of the cycle as they are not new. Watch the numbers to judge whether new ones have appeared along with the expected followers, because they will wait.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting the Hunters ==&lt;br /&gt;
&lt;br /&gt;
Generally you should ''select'' the Hunter you want to aim at before firing, to avoid spreading out your damage or hitting a [[Trading|Transporter]] by accident. Also the display shows them in a specific order from oldest to newest (up to 17, but always at least one of every type present), so all things being equal you usually want to gun for the old ones in the top right corner first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Hunter Order.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
{{Main|Piloting}}&lt;br /&gt;
&lt;br /&gt;
Patrollers, when used with enough {{AP}}, are by far the '''most effective''' way to kill hunters. You will have a hard time if you have no characters with {{Skill|Pilot}} skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&lt;br /&gt;
{{Main|Turret}}&lt;br /&gt;
&lt;br /&gt;
You can enter any of the 6 turrets and fire at the hunters, but they are less effective than patrol ships. Being a {{skill|Gunner}} or {{skill|Shooter}} helps. It costs 1 {{AP}} to fire, with only 30% base accuracy to hit, and low base damage.&lt;br /&gt;
&lt;br /&gt;
== Moving the Daedalus ==&lt;br /&gt;
You may move the Daedalus to try and outrun the hunters. This will delay '''~50%''' of the standard hunters for a while (more with [[NERON Projects|Trail Minimizer]]), escape from all asteroids, and all d1000 cubes. Only Trax cannot be shaken this way, and have to be fought when they appear (as do Aracks, so you can move in the first place).&lt;br /&gt;
&lt;br /&gt;
While the Deadalus is moving, even the Hunters that follow you to the destination do not inflict damage that cycle, unless they are Trax. &lt;br /&gt;
{{Caution|To be confirmed: The standard Hunters that lose your trail will reappear at a later point in time.}} &lt;br /&gt;
&lt;br /&gt;
This means that a ship with an active {{Title|Commander}} could in theory avoid damage indefinitely, as long as it has [[Resources#Fuel|Fuel]] to move and is able to take care of Aracks and Trax. In practice, however, moving mostly serves to break up large hunter waves into more manageable bits, or delay them to be dealt with at more opportune times.&lt;br /&gt;
&lt;br /&gt;
On longer voyages, shooting Aracks/Trax and then moving at least once in this way should be the #1 response to hunter/asteroid/cube waves, mostly to get rid of the asteroids and cubes. Keep in mind, however, that the standard hunters have to be fought eventually. &lt;br /&gt;
&lt;br /&gt;
{{Note|The distance or direction of movement does not affect the result.}}&lt;br /&gt;
&lt;br /&gt;
== List of Hunters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Day&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Strength&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enemy&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Details&lt;br /&gt;
|-&lt;br /&gt;
| 1+&lt;br /&gt;
| [[Image:hunter.png]]&lt;br /&gt;
| [[Image:hunter-display.png]]&lt;br /&gt;
| '''Hunter'''&lt;br /&gt;
| 1-3 &lt;br /&gt;
| &lt;br /&gt;
* Standard Hunter.&lt;br /&gt;
* 50% of standard hunters will follow when you run. This is reduced by 25% with [[NERON_Projects|Trail Minimizer]], but it's unclear whether it reduces it to 25% of the original count, or by a relative 25% (to 37.5%).&lt;br /&gt;
|-&lt;br /&gt;
| 5+&lt;br /&gt;
| [[Image:trax.png]]&lt;br /&gt;
| [[Image:trax-display.png]]&lt;br /&gt;
| '''Trax'''&lt;br /&gt;
| 1-3&lt;br /&gt;
| &lt;br /&gt;
* Cannot be outrun. Trax will always follow the Daedalus, and even fire while it moves. Not affected by Trail Minimizer.&lt;br /&gt;
|-&lt;br /&gt;
| 5+&lt;br /&gt;
| [[Image:arack.png]]&lt;br /&gt;
| [[Image:arack-display.png]]&lt;br /&gt;
| '''Arack'''&lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
* Prevents the Daedalus from moving. (Does not apply to [[PILGRED Reactor]] - you can still [[Ending the Game|jump to Sol or Eden]].)&lt;br /&gt;
|-&lt;br /&gt;
| 5+&lt;br /&gt;
| [[Image:asteroid.png]]&lt;br /&gt;
| [[Image:asteroid-display.png]]&lt;br /&gt;
| '''Asteroid'''&lt;br /&gt;
| ≤20&lt;br /&gt;
| &lt;br /&gt;
* Will collide with Daedalus 6 cycles after it initially appears (5 cycles if they appear after the Daedalus moves) and will cause as much damage as strength that it has left.&lt;br /&gt;
** Asteroids will ignore the plasma shield.&lt;br /&gt;
* Does not follow the Daedalus. You should simply move away from them. &lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| [[Image:d1000.png]]&lt;br /&gt;
| [[Image:d1000-display.png]]&lt;br /&gt;
| '''d1000'''&lt;br /&gt;
| 1-? x3&lt;br /&gt;
| &lt;br /&gt;
* Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
* Does not follow the Daedalus. You should simply move away from them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Myco-Alarm</id>
		<title>Myco-Alarm</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Myco-Alarm"/>
				<updated>2015-09-05T12:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;onlyinclude&amp;gt;{{Item Attributes|Myco-Alarm|&lt;br /&gt;
Icon =&lt;br /&gt;
Myco_alarm.jpg&lt;br /&gt;
| Summary =&lt;br /&gt;
Displays a &amp;quot;''BRIIIIING!''&amp;quot; alert in the room logs if a {{Character|Mush}} directly [[Infect|infects]] somebody in that room. Also works when hidden.&lt;br /&gt;
| In-game Flavor =&lt;br /&gt;
The Myco goes off when a Mush tries to get in on the action&lt;br /&gt;
| In-game Examine Text =&lt;br /&gt;
The myco-alarm detects high concentrations of mycotoxine. If the Mush decides to attack, the alarm will sound.&lt;br /&gt;
| Origin 1 =&lt;br /&gt;
Researching {{Research|MycoAlarm}}&lt;br /&gt;
| Origin Amount 1 =&lt;br /&gt;
5&lt;br /&gt;
| Has Passive Effect in Room =&lt;br /&gt;
yes&lt;br /&gt;
| Repair Chance =&lt;br /&gt;
25%&lt;br /&gt;
| Dismantle Chance =&lt;br /&gt;
25%&lt;br /&gt;
| Dismantle Result 1 =&lt;br /&gt;
Scrap Metal&lt;br /&gt;
| Dismantle Result Amount 1 =&lt;br /&gt;
1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Item Tooltip}}&lt;br /&gt;
The '''Myco-Alarm''' is an item which becomes available in a pack of 5 via the {{Research|MycoAlarm}} research project.&lt;br /&gt;
&lt;br /&gt;
When dropped in a room's shelf, it will display a {{Privacy|Public}} '''&amp;quot;''BRIIIIING!''&amp;quot;''' alert in the room log if a {{Character|Mush}} performs certain Mush actions. It will work if hidden, but will have no effect if held in a [[Characters|character]]'s inventory.&lt;br /&gt;
&lt;br /&gt;
As of [[Episodes|Episode IV]], the ''Myco-Alarm'' detects the following actions:  regular spiking, {{Skill|Fungal Kitchen}}, {{Skill|Trapper}}, {{Skill|Radio Pirate}}, {{Skill|Nightmarish}}, {{Skill|Bacterophile}} and {{Skill|Transfer}}, as well as ''Infectious Caress'' (on {{Item|Schrödinger}}) and the act of mutating into a {{Status|Berserker}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Log-MycoAlarm.gif|thumb|right|A ''Myco-Alarm'' detects an infection.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Todo|Add strategy regarding Myco-Alarm usage; recommended rooms, etc.}}&lt;br /&gt;
&lt;br /&gt;
The {{Research|Pheromodem}} research reduces the necessity for ''Myco-Alarms'', as the {{Character|Mush}} communication channel will immediately display any sporing that occurs, and the obscured names might be guessed by the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of research project is ''MycoAlarm'', while the item itself is called ''Myco-Alarm'' (note the hyphen).&lt;br /&gt;
&lt;br /&gt;
{{Item Attribute List}}&lt;br /&gt;
{{Item Categories}}&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Myco-Alarm</id>
		<title>Myco-Alarm</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Myco-Alarm"/>
				<updated>2015-09-05T12:16:31Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;onlyinclude&amp;gt;{{Item Attributes|Myco-Alarm|&lt;br /&gt;
Icon =&lt;br /&gt;
Myco_alarm.jpg&lt;br /&gt;
| Summary =&lt;br /&gt;
Displays a &amp;quot;''BRIIIIING!''&amp;quot; alert in the room logs if a {{Character|Mush}} directly [[Infect|infects]] somebody in that room. Also works when hidden.&lt;br /&gt;
| In-game Flavor =&lt;br /&gt;
The Myco goes off when a Mush tries to get in on the action&lt;br /&gt;
| In-game Examine Text =&lt;br /&gt;
The myco-alarm detects high concentrations of mycotoxine. If the Mush decides to attack, the alarm will sound.&lt;br /&gt;
| Origin 1 =&lt;br /&gt;
Researching {{Research|MycoAlarm}}&lt;br /&gt;
| Origin Amount 1 =&lt;br /&gt;
5&lt;br /&gt;
| Has Passive Effect in Room =&lt;br /&gt;
yes&lt;br /&gt;
| Repair Chance =&lt;br /&gt;
25%&lt;br /&gt;
| Dismantle Chance =&lt;br /&gt;
25%&lt;br /&gt;
| Dismantle Result 1 =&lt;br /&gt;
Scrap Metal&lt;br /&gt;
| Dismantle Result Amount 1 =&lt;br /&gt;
1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Item Tooltip}}&lt;br /&gt;
The '''Myco-Alarm''' is an item which becomes available in a pack of 5 via the {{Research|MycoAlarm}} research project.&lt;br /&gt;
&lt;br /&gt;
When dropped in a room's shelf, it will display a {{Privacy|Public}} '''&amp;quot;''BRIIIIING!''&amp;quot;''' alert in the room log if a {{Character|Mush}} performs certain Mush actions. It will work if hidden, but will have no effect if held in a [[Characters|character]]'s inventory.&lt;br /&gt;
&lt;br /&gt;
As of [[Episodes|Episode IV]], the ''Myco-Alarm'' detects the following actions only:  regular spiking, {{Skill|Fungal Kitchen}}, {{Skill|Trapper}}, {{Skill|Radio Pirate}}, {{Skill|Nightmarish}}, {{Skill|Bacterophile}} and {{Skill|Transfer}}, as well as ''Infectious Caress'' (on {{Item|Schrödinger}}) and the act of mutating into a {{Status|Berserker}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Log-MycoAlarm.gif|thumb|right|A ''Myco-Alarm'' detects an infection.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Todo|Add strategy regarding Myco-Alarm usage; recommended rooms, etc.}}&lt;br /&gt;
&lt;br /&gt;
The {{Research|Pheromodem}} research reduces the necessity for ''Myco-Alarms'', as the {{Character|Mush}} communication channel will immediately display any sporing that occurs, and the obscured names might be guessed by the time it happened.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of research project is ''MycoAlarm'', while the item itself is called ''Myco-Alarm'' (note the hyphen).&lt;br /&gt;
&lt;br /&gt;
{{Item Attribute List}}&lt;br /&gt;
{{Item Categories}}&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Neutral_Play</id>
		<title>Neutral Play</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Neutral_Play"/>
				<updated>2014-09-18T22:13:16Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: /* General Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Neutral Play''' refers to the rules instated during pre-game (the period of time before the 16th player joins a given ship and the {{Character|Mush}} are selected), the general idea of which is to ensure that both teams (Human and Mush) begin the journey on balanced terms.&lt;br /&gt;
&lt;br /&gt;
Due to the blurriness of the concept, the severity and resulting punishment of a rule violation are decided upon by the [[SDF]] judges on a case-to-case basis, and '''there is no exhaustive list of sanctionable offenses'''.&lt;br /&gt;
&lt;br /&gt;
Before the game begins, players are expected not to stack the deck unfairly against either side of the upcoming conflict. It is very rare that ships take long enough to fill that this becomes an issue, but it's important to note that it '''is''' enforced by the SDF. &lt;br /&gt;
&lt;br /&gt;
== General Advice ==&lt;br /&gt;
&lt;br /&gt;
*;If [[Research|researching]], focus on neutral researches that do not directly disadvantage the {{Character|Mush}}.&lt;br /&gt;
::Examples include [[Ultra-Healing Pomade]], [[Anabolics]] and [[Narcotics Distiller]].&lt;br /&gt;
&lt;br /&gt;
*;Do not indefinitely hold onto ANY ship [[Inventory|items]].&lt;br /&gt;
::Do not withhold any equipment from the crew until the {{Character|Mush}} are decided.  (You do not have to drop your Tracker, Walkie or iTrackie.)  You may, of course, begin gathering inventory and moving items to their right places (Weapons, Ropes, Spacesuits to Icarus Bay, etc.).&lt;br /&gt;
&lt;br /&gt;
*;Apply common sense and play fairly and honorably.&lt;br /&gt;
::Simply don't do things that you think would advantage either team before the ship fills up. It's not all that hard.  If you are in doubt, refer to the [http://mush.twinoid.com/tid/forum#!view/112222|thread/40359056/0 Ask The SDF thread on the forums.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[SDF]]&lt;br /&gt;
*[http://twd.io/e/0MDL0g Ask the SDF!] forum thread&lt;br /&gt;
*[http://twd.io/e/qLXA0g SDF Rules, Explanation, Quarantine!] forum thread&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Tutorial]] [[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Neutral_Play</id>
		<title>Neutral Play</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Neutral_Play"/>
				<updated>2014-09-18T22:10:29Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: /* General Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Neutral Play''' refers to the rules instated during pre-game (the period of time before the 16th player joins a given ship and the {{Character|Mush}} are selected), the general idea of which is to ensure that both teams (Human and Mush) begin the journey on balanced terms.&lt;br /&gt;
&lt;br /&gt;
Due to the blurriness of the concept, the severity and resulting punishment of a rule violation are decided upon by the [[SDF]] judges on a case-to-case basis, and '''there is no exhaustive list of sanctionable offenses'''.&lt;br /&gt;
&lt;br /&gt;
Before the game begins, players are expected not to stack the deck unfairly against either side of the upcoming conflict. It is very rare that ships take long enough to fill that this becomes an issue, but it's important to note that it '''is''' enforced by the SDF. &lt;br /&gt;
&lt;br /&gt;
== General Advice ==&lt;br /&gt;
&lt;br /&gt;
*;If [[Research|researching]], focus on neutral researches that do not directly disadvantage the {{Character|Mush}}.&lt;br /&gt;
::Examples include [[Ultra-Healing Pomade]], [[Anabolics]] and [[Narcotics Distiller]].&lt;br /&gt;
&lt;br /&gt;
*;Do not indefinitely hold onto ANY ship [[Inventory|items]].&lt;br /&gt;
::Do not withhold any equipment from the crew until the {{Character|Mush}} are decided.  You do not have to drop your Tracker, Walkie or iTrackie.  You may, of course, begin gathering inventory and moving items to their right places (Weapons, Ropes, Spacesuits to Icarus Bay, etc.).&lt;br /&gt;
&lt;br /&gt;
*;Apply common sense and play fairly and honorably.&lt;br /&gt;
::Simply don't do things that you think would advantage either team before the ship fills up. It's not all that hard.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[SDF]]&lt;br /&gt;
*[http://twd.io/e/0MDL0g Ask the SDF!] forum thread&lt;br /&gt;
*[http://twd.io/e/qLXA0g SDF Rules, Explanation, Quarantine!] forum thread&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Tutorial]] [[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Neutral_Play</id>
		<title>Neutral Play</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Neutral_Play"/>
				<updated>2014-09-18T22:09:53Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: /* General Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Neutral Play''' refers to the rules instated during pre-game (the period of time before the 16th player joins a given ship and the {{Character|Mush}} are selected), the general idea of which is to ensure that both teams (Human and Mush) begin the journey on balanced terms.&lt;br /&gt;
&lt;br /&gt;
Due to the blurriness of the concept, the severity and resulting punishment of a rule violation are decided upon by the [[SDF]] judges on a case-to-case basis, and '''there is no exhaustive list of sanctionable offenses'''.&lt;br /&gt;
&lt;br /&gt;
Before the game begins, players are expected not to stack the deck unfairly against either side of the upcoming conflict. It is very rare that ships take long enough to fill that this becomes an issue, but it's important to note that it '''is''' enforced by the SDF. &lt;br /&gt;
&lt;br /&gt;
== General Advice ==&lt;br /&gt;
&lt;br /&gt;
*;If [[Research|researching]], focus on neutral researches that do not directly disadvantage the {{Character|Mush}}.&lt;br /&gt;
::Examples include [[Ultra-Healing Pomade]], [[Anabolics]] and [[Narcotics Distiller]].&lt;br /&gt;
&lt;br /&gt;
*;Do not indefinitely hold onto ANY [[Inventory|items]].&lt;br /&gt;
::Do not withhold any equipment from the crew until the {{Character|Mush}} are decided.  You do not have to drop your Tracker, Walkie or iTrackie.  You may, of course, begin gathering inventory and moving items to their right places (Weapons, Ropes, Spacesuits to Icarus Bay, etc.).&lt;br /&gt;
&lt;br /&gt;
*;Apply common sense and play fairly and honorably.&lt;br /&gt;
::Simply don't do things that you think would advantage either team before the ship fills up. It's not all that hard.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[SDF]]&lt;br /&gt;
*[http://twd.io/e/0MDL0g Ask the SDF!] forum thread&lt;br /&gt;
*[http://twd.io/e/qLXA0g SDF Rules, Explanation, Quarantine!] forum thread&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Tutorial]] [[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Piloting</id>
		<title>Piloting</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Piloting"/>
				<updated>2014-05-02T20:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pilot skills ==&lt;br /&gt;
By default, the [[Pilot]] skill is needed to launch the various craft in the Daedalus bays. People without the pilot skill can also launch ships if the NERON admin turns off the [[NERON BIOS|pilot lock]] off. However, non-pilots piloting have big drawbacks and are usually not recommended.&lt;br /&gt;
&lt;br /&gt;
== Patrol Ships ==&lt;br /&gt;
[[image:spacedance.gif|frame|right|An ejected character &amp;quot;space dancing&amp;quot;]]&lt;br /&gt;
Patrol ships are the most effective way to deal with the hunter threat. These are small piloted fighters with powerful cannons that can take out hunters with ease, should your character knows how to operate the ship ({{skill|pilot}} skills). There are 3 patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2. &lt;br /&gt;
&lt;br /&gt;
It costs 2 {{AP}} to launch and land the patrol ship, for a total of 4 {{AP}}. Be careful, if you are not a {{skill|pilot}}, you will damage yourself, your patrol ship, and the {{armor}} of the Daedalus when taking off and landing. The damage is taken directly from the Daedalus {{armor}}, regardless of the presence of [[Plasma Shield]] {{todo|Add the range of damage, chance of accidents}}. They can only pilot patrol ships if the piloting lock is off in the [[BIOS Terminal]]. &lt;br /&gt;
&lt;br /&gt;
Once launched, you can shoot your ship's weapon for 1 {{AP}} per shot, 3-6 damage, 80% accuracy for pilots (40% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit the target. A patrol ship has 10 shots before it has to dock and reload. The [[NERON Projects|Teslatron Reservoir]] project increases this to 16. &lt;br /&gt;
&lt;br /&gt;
Because of the costs inherent in launching and landing a patrol ship, it is recommended to save up at least 10 {{ap}} before piloting one, barring emergencies. &lt;br /&gt;
&lt;br /&gt;
If you are outside when a hunter fires at cycle changeovers, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 {{hp}}. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. For this reason it is not usually recommended to stay outside in a patrol ship beyond the amount of time it takes to use your current AP/shots. A {{skill|pilot}} can affect how often they are hit by spending 1 {{ap}} to change flying stance.&lt;br /&gt;
* Stance: '''Bait''' - Seems to indicate that hunters will be more likely to fire at you instead, but there does not seem to be a consensus that this stance works as advertised.&lt;br /&gt;
* Stance: '''Neutral''' - Standard flight stance. Offers no benefit or downside. Everyone flying a ship starts out in this stance.&lt;br /&gt;
* Stance: '''Retreat''' - You will no longer be hit by hunters, but you cannot fire back either. Perfect if you run out of ammo/action points and there are still plenty of hunters alive.&lt;br /&gt;
&lt;br /&gt;
If the Daedalus jumps between planets while you are in a ship, you will be left behind, essentially killing you (unless you have the [[NERON Project]] [[Magnetic Net]]).&lt;br /&gt;
&lt;br /&gt;
If you wear a space suit while piloting a patrol ship, you will have an option (useless though). It costs 1 {{AP}} to eject from your craft, abandoning it in space. You will not be able to re-board the patrol ship and it will be lost, but you can be rescued by the Pasiphae. When you do this, the game shows you flailing in space in a fashion that people have described as &amp;quot;space dancing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Pasiphae ==&lt;br /&gt;
The Pasiphae is located in '''Alpha Bay 2'''. It costs 2 {{AP}} to launch and land, for a total of 4 {{AP}}. As with patrol ships, non-pilots will do damage to themselves, the Pasiphae and the {{armor}} of the Daedalus when launching and landing. The damage is taken directly from the Daedalus {{armor}}, regardless of the presence of [[Plasma Shield]]. They can only pilot Pasiphae to collect scrap if the piloting lock is off in the [[BIOS Terminal]]. &lt;br /&gt;
&lt;br /&gt;
If hunters have been killed at the current location, the Pasiphae can be used to collect scrap for 2 {{AP}} per collection, yielding varying amounts of {{Item|Scrap Metal}}, {{Item|Plastic Scraps}} and {{Item|Space Capsules}}. &lt;br /&gt;
&lt;br /&gt;
It cannot fire on hunters, and should not be launched when there are threats to the ship (including asteroids), else it will take immediate damage on each attempt to gather something. After all scrap from a particular round of hunters has been collected, the pilot will receive a message saying that there is nothing left to collect. &lt;br /&gt;
&lt;br /&gt;
It is recommended to have at least 10 {{AP}} before launching, and more is better. &lt;br /&gt;
&lt;br /&gt;
If Daedalus moves, all potential scrap from dead hunters at the current location will be lost.&lt;br /&gt;
&lt;br /&gt;
== Icarus ==&lt;br /&gt;
The Icarus is located in Icarus bay and used only for expeditions. When the Daedalus is orbiting a planet, an [[Exploration|Expedition]] can be launched. The only cost is 4 {{AP}} for launching, from the person who launches. Everyone else in the bay is brought along automatically, and more {{AP}} is not needed to return. If the pilot lock is off, anyone can launch an expedition. As long as there is a pilot on the expedition, the team will not take damage regardless of who launches. If there is no pilot in the expedition team, negative events can occur. See [[Zones#Landing|Landing]]. By default the Icarus has space for 4 crew members, with Large Bay Upgrade [[NERON_Projects|NERON Project]] completed it increases to 6.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Hua]]&lt;br /&gt;
[[Category:Roland]]&lt;br /&gt;
[[Category:Jin Su]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Hunters</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Hunters"/>
				<updated>2014-04-04T13:01:54Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hunters are attack ships sent by the (infected) Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared. &lt;br /&gt;
&lt;br /&gt;
To get rid of them, either you fire to kill them, or move the Daedalus to outrun them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
Patrol ships are the most effective way to deal with the hunter threat if you have characters with [[Pilot]] skills. See [[Piloting]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&lt;br /&gt;
You can enter these turrets and fire back at the hunters, but they are ineffective. It costs 1 AP to fire, with only 30% base accuracy to hit, and low base damage points. {{todo|Minimum 2. Maximum 4?}}&lt;br /&gt;
&lt;br /&gt;
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&lt;br /&gt;
&lt;br /&gt;
There are six turrets located on the Daedalus: Two in the front, next to the bridge, two in the middle, connected to the front ship bays, and two in the rear, connected to the engine room. Arranged visually from top to bottom in a column: Rear Bravo, Center Bravo, Front Bravo, Rear Alpha, Center Alpha, Front Alpha.&lt;br /&gt;
&lt;br /&gt;
== Moving Daedalus ==&lt;br /&gt;
You may simply move the Daedalus to outrun them. Some kinds of hunters will not follow, some do.&lt;br /&gt;
&lt;br /&gt;
The direction of movement does not affect the result.&lt;br /&gt;
&lt;br /&gt;
== List of Hunters ==&lt;br /&gt;
&amp;quot;Follow&amp;quot; means the percentage of the number of hunters which will follow the Daedalus after moving. For those which not followed or got overrun, you have got rid of them and essentially clear the threat.&lt;br /&gt;
Hunters can also miss instead of doing damage at all!  It is entirely possible for a group of 7 hunters to do 0 damage, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Day&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enemy&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Strength&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Details&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| [[Image:hunter.png]]&lt;br /&gt;
| [[Image:hunter-display.png]]&lt;br /&gt;
| '''Hunter'''&lt;br /&gt;
| 6&lt;br /&gt;
| 1-3 &lt;br /&gt;
| &lt;br /&gt;
* Standard Hunter. They will not do damage during the cycle in which they arrive. There is a very small chance that hunters will not do damage during a cycle regardless of prior arrival, but this is very rare.&lt;br /&gt;
* 50% of standard hunters will follow when you run. This is reduced by 25% with [[Trail minimizer]], but it's unclear whether it reduces 25% of original count of 25% of reduced count that would actually follow.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:trax.png]]&lt;br /&gt;
| [[Image:trax-display.png]]&lt;br /&gt;
| '''Trax'''&lt;br /&gt;
| 10&lt;br /&gt;
| 1-3&lt;br /&gt;
| &lt;br /&gt;
* Can not be outrun. Trax will always follow the Daedalus.  Not affected by Trail Minimizer.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:arack.png]]&lt;br /&gt;
| [[Image:arack-display.png]]&lt;br /&gt;
| '''Arack'''&lt;br /&gt;
| 6&lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
* Prevents the Daedalus from moving. (Does not apply to [[PILGRED Reactor]], you can still travel to [[Sol]] or [[Eden]])&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:asteroid.png]]&lt;br /&gt;
| [[Image:asteroid-display.png]]&lt;br /&gt;
| '''Asteroid'''&lt;br /&gt;
| 20&lt;br /&gt;
| ≤20&lt;br /&gt;
| &lt;br /&gt;
* Will collide with Daedalus 6 cycles after it initially appears (5 cycles if they appear after the Daedalus moves) and will cause as much damage as strength that it has left.&lt;br /&gt;
** Asteroids will ignore the plasma shield. [[Pasiphae]] also get damage from asteroid.&lt;br /&gt;
* Does not follow the Daedalus. You may simply get rid of them after moving. &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| [[Image:d1000.png]]&lt;br /&gt;
| [[Image:d1000-display.png]]&lt;br /&gt;
| '''d1000'''&lt;br /&gt;
| 30&lt;br /&gt;
| 1-? x3&lt;br /&gt;
| &lt;br /&gt;
* Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
* Does not follow the Daedalus. You may simply get rid of them after moving. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Hua]] [[Category:Roland]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Hunters</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Hunters"/>
				<updated>2014-04-04T13:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: added best guess of 1-3 damage for Trax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hunters are attack ships sent by the (infected) Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared. &lt;br /&gt;
&lt;br /&gt;
To get rid of them, either you fire to kill them, or move the Daedalus to outrun them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
Patrol ships are the most effective way to deal with the hunter threat if you have characters with [[Pilot]] skills. See [[Piloting]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&lt;br /&gt;
You can enter these turrets and fire back at the hunters, but they are ineffective. It costs 1 AP to fire, with only 30% base accuracy to hit, and low base damage points. {{todo|Minimum 2. Maximum 4?}}&lt;br /&gt;
&lt;br /&gt;
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&lt;br /&gt;
&lt;br /&gt;
There are six turrets located on the Daedalus: Two in the front, next to the bridge, two in the middle, connected to the front ship bays, and two in the rear, connected to the engine room. Arranged visually from top to bottom in a column: Rear Bravo, Center Bravo, Front Bravo, Rear Alpha, Center Alpha, Front Alpha.&lt;br /&gt;
&lt;br /&gt;
== Moving Daedalus ==&lt;br /&gt;
You may simply move the Daedalus to outrun them. Some kinds of hunters will not follow, some do.&lt;br /&gt;
&lt;br /&gt;
The direction of movement does not affect the result.&lt;br /&gt;
&lt;br /&gt;
== List of Hunters ==&lt;br /&gt;
&amp;quot;Follow&amp;quot; means the percentage of the number of hunters which will follow the Daedalus after moving. For those which not followed or got overrun, you have got rid of them and essentially clear the threat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Day&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enemy&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Strength&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Details&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| [[Image:hunter.png]]&lt;br /&gt;
| [[Image:hunter-display.png]]&lt;br /&gt;
| '''Hunter'''&lt;br /&gt;
| 6&lt;br /&gt;
| 1-3 &lt;br /&gt;
| &lt;br /&gt;
* Standard Hunter. They will not do damage during the cycle in which they arrive. There is a very small chance that hunters will not do damage during a cycle regardless of prior arrival, but this is very rare.&lt;br /&gt;
* 50% of standard hunters will follow when you run. This is reduced by 25% with [[Trail minimizer]], but it's unclear whether it reduces 25% of original count of 25% of reduced count that would actually follow.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:trax.png]]&lt;br /&gt;
| [[Image:trax-display.png]]&lt;br /&gt;
| '''Trax'''&lt;br /&gt;
| 10&lt;br /&gt;
| 1-3&lt;br /&gt;
| &lt;br /&gt;
* Can not be outrun. Trax will always follow the Daedalus.  Not affected by Trail Minimizer.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:arack.png]]&lt;br /&gt;
| [[Image:arack-display.png]]&lt;br /&gt;
| '''Arack'''&lt;br /&gt;
| 6&lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
* Prevents the Daedalus from moving. (Does not apply to [[PILGRED Reactor]], you can still travel to [[Sol]] or [[Eden]])&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:asteroid.png]]&lt;br /&gt;
| [[Image:asteroid-display.png]]&lt;br /&gt;
| '''Asteroid'''&lt;br /&gt;
| 20&lt;br /&gt;
| ≤20&lt;br /&gt;
| &lt;br /&gt;
* Will collide with Daedalus 6 cycles after it initially appears (5 cycles if they appear after the Daedalus moves) and will cause as much damage as strength that it has left.&lt;br /&gt;
** Asteroids will ignore the plasma shield. [[Pasiphae]] also get damage from asteroid.&lt;br /&gt;
* Does not follow the Daedalus. You may simply get rid of them after moving. &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| [[Image:d1000.png]]&lt;br /&gt;
| [[Image:d1000-display.png]]&lt;br /&gt;
| '''d1000'''&lt;br /&gt;
| 30&lt;br /&gt;
| 1-? x3&lt;br /&gt;
| &lt;br /&gt;
* Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
* Does not follow the Daedalus. You may simply get rid of them after moving. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Hua]] [[Category:Roland]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Hunters</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Hunters"/>
				<updated>2014-03-29T17:27:25Z</updated>
		
		<summary type="html">&lt;p&gt;Drzachary: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hunters are attack ships sent by the (infected) Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared. &lt;br /&gt;
&lt;br /&gt;
To get rid of them, either you fire to kill them, or move the Daedalus to outrun them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
Patrol ships are the most effective way to deal with the hunter threat if you have characters with [[Pilot]] skills. See [[Piloting]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&lt;br /&gt;
You can enter these turrets and fire back at the hunters, but they are ineffective. It costs 1 AP to fire, with only 30% base accuracy to hit, and low base damage points. {{todo|Minimum 2. Maximum 4?}}&lt;br /&gt;
&lt;br /&gt;
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&lt;br /&gt;
&lt;br /&gt;
There are six turrets located on the Daedalus: Two in the front, next to the bridge, two in the middle, connected to the front ship bays, and two in the rear, connected to the engine room. Arranged visually from top to bottom in a column: Rear Bravo, Center Bravo, Front Bravo, Rear Alpha, Center Alpha, Front Alpha.&lt;br /&gt;
&lt;br /&gt;
== Moving Daedalus ==&lt;br /&gt;
You may simply move the Daedalus to outrun them. Some kinds of hunters will not follow, some do.&lt;br /&gt;
&lt;br /&gt;
The direction of movement does not affect the result.&lt;br /&gt;
&lt;br /&gt;
== List of Hunters ==&lt;br /&gt;
&amp;quot;Follow&amp;quot; means the percentage of the number of hunters which will follow the Daedalus after moving. For those which not followed or got overrun, you have got rid of them and essentially clear the threat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Day&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enemy&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Strength&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Details&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| [[Image:hunter.png]]&lt;br /&gt;
| [[Image:hunter-display.png]]&lt;br /&gt;
| '''Hunter'''&lt;br /&gt;
| 6&lt;br /&gt;
| 1-3 &lt;br /&gt;
| &lt;br /&gt;
* Standard Hunter. They will not do damage during the cycle in which they arrive. There is a very small chance that hunters will not do damage during a cycle regardless of prior arrival, but this is very rare.&lt;br /&gt;
* 50% of standard hunters will follow when you run. This is reduced by 25% with [[Trail minimizer]], but it's unclear whether it reduces 25% of original count of 25% of reduced count that would actually follow.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:trax.png]]&lt;br /&gt;
| [[Image:trax-display.png]]&lt;br /&gt;
| '''Trax'''&lt;br /&gt;
| 10&lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
* Can not be outrun. Trax will always follow the Daedalus.  Not affected by Trail Minimizer.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:arack.png]]&lt;br /&gt;
| [[Image:arack-display.png]]&lt;br /&gt;
| '''Arack'''&lt;br /&gt;
| 6&lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
* Prevents the Daedalus from moving. (Does not apply to [[PILGRED Reactor]], you can still travel to [[Sol]] or [[Eden]])&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| [[Image:asteroid.png]]&lt;br /&gt;
| [[Image:asteroid-display.png]]&lt;br /&gt;
| '''Asteroid'''&lt;br /&gt;
| 20&lt;br /&gt;
| ≤20&lt;br /&gt;
| &lt;br /&gt;
* Will collide with Daedalus 6 cycles after it initially appears (5 cycles if they appear after the Daedalus moves) and will cause as much damage as strength that it has left.&lt;br /&gt;
** Asteroids will ignore the plasma shield. [[Pasiphae]] also get damage from asteroid.&lt;br /&gt;
* Does not follow the Daedalus. You may simply get rid of them after moving. &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| [[Image:d1000.png]]&lt;br /&gt;
| [[Image:d1000-display.png]]&lt;br /&gt;
| '''d1000'''&lt;br /&gt;
| 30&lt;br /&gt;
| 1-? x3&lt;br /&gt;
| &lt;br /&gt;
* Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
* Does not follow the Daedalus. You may simply get rid of them after moving. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Hua]] [[Category:Roland]]&lt;/div&gt;</summary>
		<author><name>Drzachary</name></author>	</entry>

	</feed>