<?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=TradeFederation</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=TradeFederation"/>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Special:Contributions/TradeFederation"/>
		<updated>2026-05-31T01:20:21Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.23.6</generator>

	<entry>
		<id>http://www.mushpedia.com/wiki/Communications</id>
		<title>Communications</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Communications"/>
				<updated>2013-12-25T08:19:34Z</updated>
		
		<summary type="html">&lt;p&gt;TradeFederation: /* Link */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}[[Image:Com.jpg|left]]  Communications with Sol provide rich and powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
The Communications Panel is located on the bridge and accessible by everyone. Anyone may help establish the link to Sol, but everything else is reserved to Communications Officer.&lt;br /&gt;
&lt;br /&gt;
The [[hacker kit]] does not override these settings.&lt;br /&gt;
&lt;br /&gt;
The [[antenna]] in the Engine Room influences communications:&lt;br /&gt;
&lt;br /&gt;
* If it is down, actions cost 1 {{AP}} more.&lt;br /&gt;
* If it is enhanced by the spatial wave radar, the chances of making a connection with Sol are doubled. &lt;br /&gt;
&lt;br /&gt;
{{Info|All communication begins with establishing a connection.}} &lt;br /&gt;
This simple action can be performed by any member of the crewn and should be attempted by everyone at the start of the ship (but only once everyone has joined). The link provides {{morale}} to the team and unlocks new abilities for Comms Officer.&lt;br /&gt;
&lt;br /&gt;
If the contact fails,it will improve signal quality and increase the chances of contact at the next attempt.&lt;br /&gt;
&lt;br /&gt;
== Link ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sensor.gif|left]]  Establishing contact with Sol is the prerequisite for everything else.&lt;br /&gt;
&lt;br /&gt;
The first time this succeeds, every already awoken crew member is granted +3 {{Morale}}. (NERON will announce:  Rebel networks: connection established… Health implication: team morale boost.)&lt;br /&gt;
&lt;br /&gt;
The signal starts at 0% at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
2 {{AP}} or 1 {{AP|IT}} increases the signal strength by 4%, 6% in the presence of a [[Image: Radio expert.png]]Radio Expert or 8% if you are a [[Image: Radio expert.png]]Radio Expert. The stronger the signal strength, the more likely you will get a successful connection with Sol. As long as the contact is established, this button is replaced by &amp;quot;connection established&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The signal may drop:&lt;br /&gt;
&lt;br /&gt;
* If you use the microwave&lt;br /&gt;
* By random chance. When the signal strength is low, this is more likely to happen. &lt;br /&gt;
* If the Daedalus hits debris or hunters while moving (rumored, no confirmation)&lt;br /&gt;
* If the communications panel is broken for any reason.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
&lt;br /&gt;
[[Image:neron_large.png|left]]  {{note|Updating NERON allows you to take advantage of the morale that NERON could have been in the Magellan project.&amp;lt;br&amp;gt;'''Once the update is complete, a project can be completed.'''}}&lt;br /&gt;
&lt;br /&gt;
NERON Version upgrades from the Communications Panel allows the Comms Officer to complete some random NERON projects before they appear a projects in the Heart of NERON.&lt;br /&gt;
&lt;br /&gt;
The Version number starts at '''NERON v1.00''' and increases from there. &amp;lt;br&amp;gt;&lt;br /&gt;
1 is the version number and indicates which project number you are currently working on.&amp;lt;br&amp;gt;&lt;br /&gt;
00 is the percentage of completion toward the current project number.&lt;br /&gt;
&lt;br /&gt;
After completing the first nine projects, the version number goes from v9.xx to v1.0xx to v1.1xx and so on.&lt;br /&gt;
&lt;br /&gt;
2 {{AP}} or 1 {{AP|IT}} increases the completion percentage by a random amount, though the amount decreases with higher version numbers.&lt;br /&gt;
&lt;br /&gt;
Once the project reaches 100% completion, it completes a randomly selected project among those that have never appeared as options in Heart of NERON.&lt;br /&gt;
&lt;br /&gt;
If all projects have appeared in Heart of NERON, the version upgrade will not complete any project.&lt;br /&gt;
&lt;br /&gt;
== Xyloph DB ==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:xyloph.png|left]][[Image:xyloph complete.png]]  &lt;br /&gt;
|Allows you to contact the home port of the Daedalus, whatever is left of it...&amp;lt;br&amp;gt;'''Every time contact is made, a new advantage is unlocked (workshop plans, information on Mush, etc.).'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
2 {{AP}} or 1 {{AP|IT}} decodes one Xyloph DB entry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100px&amp;quot;  | Name&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Nickname&amp;lt;/small&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Effect&lt;br /&gt;
|-&lt;br /&gt;
| Access the Lost NERON Database&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Version&amp;lt;/small&amp;gt;&lt;br /&gt;
| Some of Janice's research findings from Xyloph-17 are added to NERON's memory.&amp;lt;br&amp;gt;'''Advances the NERON update progress by 25%'''&lt;br /&gt;
|-&lt;br /&gt;
| Corrupted Data&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Nothing&amp;lt;/small&amp;gt;&lt;br /&gt;
| There's nothing there... The data has been corrupted by a rhizomal virus.&amp;lt;br&amp;gt;'''Useless'''&lt;br /&gt;
|-&lt;br /&gt;
| Wireless Infidelity&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Magnetite&amp;lt;/small&amp;gt;&lt;br /&gt;
| The connection is bad... really bad, no doubt due to the massive magnetite cloud you're currently crossing.&amp;lt;br&amp;gt;'''Causes com link failure and a significant decrease in signal quality.''' {{note|20% decrease in signal strength}}&lt;br /&gt;
|-&lt;br /&gt;
| Zhong Chun's Genome Codex&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ghost Chun&amp;lt;/small&amp;gt;&lt;br /&gt;
| Zhong Chun is the only human who has proved immune to the Mush infection, and the analysis of her genome is the key to developing and anti-Mush vaccine as well as several other pieces of research.&amp;lt;br&amp;gt;'''Adds a &amp;quot;ghost&amp;quot; to Zhong Chun's laboratory interface which is the equivalent of her being there in person.'''&lt;br /&gt;
|-&lt;br /&gt;
| Workshop Manuals&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Blueprints&amp;lt;/small&amp;gt;&lt;br /&gt;
| Here are multiple plans for basic tools aboard the Daedalus if we dismantle one or two surplus pieces of kit we should have enough materials to build them.&amp;lt;br&amp;gt;'''Prints 3x Plans'''&amp;lt;br&amp;gt; {{note|Exact blueprints vary.}}&lt;br /&gt;
|-&lt;br /&gt;
| Contact established with Kivanç Terzi!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Kivanc&amp;lt;/small&amp;gt;&lt;br /&gt;
| You have established contact with Kivanç Terzi, who united a large part of the rebellion in the Sol system. His help will be vital in decoding messages from rebel bases.&amp;lt;br&amp;gt;'''Gives a 100% bonus on decoding rebel base transmissions. Paola earns 8 {{glory}}'''&amp;lt;br&amp;gt;{{note|Despite in game description, the current Comms Officer will earn the glory if it's not Paola.}}&lt;br /&gt;
|-&lt;br /&gt;
| Contact made with Nils Carlsson!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Ghost Sample&amp;lt;/small&amp;gt;&lt;br /&gt;
| You have re-established contact with Nils Carlsson, whose help with your lab research will be invaluable.&amp;lt;br&amp;gt;'''Communication with Nils will replace a Test Sample in the research module.'''&lt;br /&gt;
|-&lt;br /&gt;
| Finola's Lost Research&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;List&amp;lt;/small&amp;gt;&lt;br /&gt;
| The anti-Mush research carried out by Finola was completed after the departure of the Daedalus. The findings were sent to the tabulatrix, and by reading them, you'll know the status of infection aboard the Daedalus from day 1!&amp;lt;br&amp;gt;'''Prints the current crew infection status report'''&amp;lt;br&amp;gt;{{note|Note that this will often provide &amp;quot;insufficient&amp;quot; results.}}&lt;br /&gt;
|-&lt;br /&gt;
| Roger's Kitchenary 2830&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Cook&amp;lt;/small&amp;gt;&lt;br /&gt;
| You find a file containing dozens of recipes. Lots of recipes. Lots and lots of recipes.&amp;lt;br&amp;gt;'''Gives the impression of being an apprentice chef'''&amp;lt;br&amp;gt;{{note|Prints a chef mage book at the bridge}}&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard Documentary...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Snow&amp;lt;/small&amp;gt;&lt;br /&gt;
| Your screen is covered in greyish snow, it's giving you a headache, so you give up...&amp;lt;br&amp;gt;'''Causes com link failure.'''&lt;br /&gt;
|-&lt;br /&gt;
| School Workbooks&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mage Books&amp;lt;/small&amp;gt;&lt;br /&gt;
| You've managed to get your hands on the Teaching centre archive from Xyloph! This intellectual treasure should help you educate your dumbwitted crewmates.&amp;lt;br&amp;gt;'''Prints 2x Workbooks'''&amp;lt;br&amp;gt;{{note|Mage books printed will vary}}&lt;br /&gt;
|-&lt;br /&gt;
| Genome Data&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Disk&amp;lt;/small&amp;gt;&lt;br /&gt;
| This disk contains a wealth of information on the Mush genome collected by Ian Soulton just before the departure of the Daedalus.&amp;lt;br&amp;gt;'''Supplies the disk containing data on the Mush genome'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The DB entries appear in the comms panel in the following locations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Nothing&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Snow&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Magnetite&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | Disk&lt;br /&gt;
|-&lt;br /&gt;
| List&lt;br /&gt;
| Ghost Sample&lt;br /&gt;
| Version&lt;br /&gt;
| Kivanc&lt;br /&gt;
|-&lt;br /&gt;
| Cook&lt;br /&gt;
| Ghost Chun&lt;br /&gt;
| Mage Books&lt;br /&gt;
| Blueprints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rebel Bases ==&lt;br /&gt;
&lt;br /&gt;
Decoding rebel bases generally give large bonuses to the ship.&lt;br /&gt;
&lt;br /&gt;
Once per day, a rebel base will attempt to contact the Daedalus. This will happen randomly between cycles 2 and 7 (inclusive) and will remain the same for the course of the ship. As long as contact with Sol has been established, NERON will announce when the rebel bases attempt to make contact.&lt;br /&gt;
&lt;br /&gt;
2 {{AP}} or 1 {{AP|IT}} makes progress toward decoding the rebel base signal. Once the signal is 100% decoded, it will provide the bonus to the ship. The amount of AP required will vary based on whether Kivanc has been contacted through the Xyloph DB and/or the Rebel skill.&lt;br /&gt;
&lt;br /&gt;
If the base is not fully decoded within a certain period of time, or if the Daedalus moves before the signal is decoded, the base will be lost forever and you will not receive that bonus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;50px&amp;quot;  | Day&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100px&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Bonus&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | [[Image:Base01.png]]&lt;br /&gt;
| '''WOLF'''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Lost Children of Wolf&amp;lt;/small&amp;gt;&lt;br /&gt;
| The Lost Children of Wolf installed many antennae on Earth along with a broadcasting station in Mumbai. We will be able to broadcast the news of your odyssey on terrestrial radio. You are heroes.&lt;br /&gt;
* ''+ a {{glory}} for the whole crew.''&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | [[Image:Base02.png]]&lt;br /&gt;
| '''SIRIUS'''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Message from the Black Mages of Sirius&amp;lt;/small&amp;gt;&lt;br /&gt;
| We thank you for all the Mush information you have brought to the table. In exchange, we have sent you the plans to the Shkunz molecule. By administering a homeopathic dose to your rations, you should be able to increase your crew's productivity.&lt;br /&gt;
* ''Rations give an extra 1 {{AP}}.''&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | [[Image:Base03.png]]&lt;br /&gt;
| '''CENTAURI'''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Message from Centauri Lovers&amp;lt;/small&amp;gt;&lt;br /&gt;
| It was a pleasure to meet the heroes of the anti-Mush war. In our sector, the war to control the colonies is raging. We have sent you the plans for the PL80-Blaster, a powerful plasma cannon which should be handled with care, to facilitate your surface exploration expeditions. Fight to the end!&lt;br /&gt;
* ''Each Blaster gives 1 extra power point on expeditions.''&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | [[Image:Base04.png]]&lt;br /&gt;
| '''KALADAAN '''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;???&amp;lt;/small&amp;gt;&lt;br /&gt;
| Kaladaan here! We thank all members of the Daedalus for giving the hope of a promising future to the people of Sol. Since you left, the resistance has mobilized and we have already managed to infiltrate several Mush administrations. The Federation will soon be overthrown and we will retake control of Sol!&lt;br /&gt;
*''Provides 6 {{Morale}} for all crew members.''&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | [[Image:Base05.png]]&lt;br /&gt;
| '''LUYTEN-CETI'''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;???&amp;lt;/small&amp;gt;&lt;br /&gt;
| Crew receives status [[Image:thinklinked.png]] Brainsync and allows everyone to communicate without the use of Walky Talkies of iTrackies. Does not replace the tracker functionality.&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
|  style=&amp;quot;text-align: center;&amp;quot; | [[Image:Base06.png]]&lt;br /&gt;
| '''CYGNI'''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Aurora Cygni&amp;lt;/small&amp;gt;&lt;br /&gt;
| Message from Auroras of Cygni&amp;lt;br&amp;gt;&lt;br /&gt;
We salute the crew of the Daedalus. 61 Cygni was explored during your voyage. The Federation is unaware that the majority of our information came from human sources. We are simulating the transmission of regular information using an adapted Pheromodem. By circumventing the Mush surveillance using this system we are preparing the rebel counter attack, Plans for our SP2SP-230 missile have been transferred to NERON.&amp;lt;br&amp;gt;&lt;br /&gt;
Patrol ships' damage is increased by one point&amp;lt;br&amp;gt; Provides 3 {{Morale}} for all crew members. (Possibly bugged)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:To Do]]&lt;/div&gt;</summary>
		<author><name>TradeFederation</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>2013-12-14T07:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;TradeFederation: /* Ship Turrets */&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, and it's up to you and the rest of the crew to get rid of them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
&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 you know how to fly one.&lt;br /&gt;
&lt;br /&gt;
There are three patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2 (along with the [[Pasiphae]]). They are initially locked, stopping anyone without the [[File:Pilot.png]][[Pilot]] [[skill]] from flying them, but a NERON Admin can unlock the ships from the [[Nexus]].&lt;br /&gt;
&lt;br /&gt;
To use a patrol ship, go to one of the bays and take off (costs 2 [[File:Pa_slot1.png]]). Be careful, if you are not a [[File:Pilot.png]]Pilot there are large odds of causing accidents when taking off or landing. Once launched, you can shoot your ship's weapon, accuracy depending on whether you have the Pilot skill or not (80% for pilots, 40% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit something for 3-6 damage. A patrol ship has 10 shots before it has to dock and reload.&lt;br /&gt;
&lt;br /&gt;
Flying a patrol ship is not without risks. When a hunter fires, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 [[File:Lp.png]]. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. A [[File:Pilot.png]]Pilot can affect how often they are hit by spending 1 [[File:Pa_slot1.png]] to change flying stance.&lt;br /&gt;
* Stance: Bait - Every shot from an enemy is almost guaranteed to hit you instead. This will effectively protect the Daedalus, but keeping this up for even one cycle could mean your downfall.&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;
Lastly, if the Daedalus jumps between planets while you are in a ship, you will be left behind, effectively killing you. Coordination is key.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&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. You can enter these turrets and fire back at the hunters, albeit with low accuracy, 30% base to hit, 1 AP to fire. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&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;| &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;
| Standard Hunter&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;
| Cannot be outrun and will follow the Daedalus when moving.&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;
| Prevents the Daedalus from moving. (Does not apply to [[PILGRED]] enabled 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;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Asteroids will ignore the plasma shield.&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;
| ? x3&lt;br /&gt;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TradeFederation</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>2013-12-14T03:37:10Z</updated>
		
		<summary type="html">&lt;p&gt;TradeFederation: /* Patrol Ships */&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, and it's up to you and the rest of the crew to get rid of them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
&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 you know how to fly one.&lt;br /&gt;
&lt;br /&gt;
There are three patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2 (along with the [[Pasiphae]]). They are initially locked, stopping anyone without the [[File:Pilot.png]][[Pilot]] [[skill]] from flying them, but a NERON Admin can unlock the ships from the [[Nexus]].&lt;br /&gt;
&lt;br /&gt;
To use a patrol ship, go to one of the bays and take off (costs 2 [[File:Pa_slot1.png]]). Be careful, if you are not a [[File:Pilot.png]]Pilot there are large odds of causing accidents when taking off or landing. Once launched, you can shoot your ship's weapon, accuracy depending on whether you have the Pilot skill or not (80% for pilots, 40% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit something for 3-6 damage. A patrol ship has 10 shots before it has to dock and reload.&lt;br /&gt;
&lt;br /&gt;
Flying a patrol ship is not without risks. When a hunter fires, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 [[File:Lp.png]]. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. A [[File:Pilot.png]]Pilot can affect how often they are hit by spending 1 [[File:Pa_slot1.png]] to change flying stance.&lt;br /&gt;
* Stance: Bait - Every shot from an enemy is almost guaranteed to hit you instead. This will effectively protect the Daedalus, but keeping this up for even one cycle could mean your downfall.&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;
Lastly, if the Daedalus jumps between planets while you are in a ship, you will be left behind, effectively killing you. Coordination is key.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&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. You can enter these turrets and fire back at the hunters, albeit with low accuracy, 40% base to hit, 1 AP to fire. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&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;| &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;
| Standard Hunter&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;
| Cannot be outrun and will follow the Daedalus when moving.&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;
| Prevents the Daedalus from moving. (Does not apply to [[PILGRED]] enabled 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;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Asteroids will ignore the plasma shield.&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;
| ? x3&lt;br /&gt;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TradeFederation</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>2013-12-14T03:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;TradeFederation: /* Ship Turrets */&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, and it's up to you and the rest of the crew to get rid of them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
&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 you know how to fly one.&lt;br /&gt;
&lt;br /&gt;
There are three patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2 (along with the [[Pasiphae]]). They are initially locked, stopping anyone without the [[File:Pilot.png]][[Pilot]] [[skill]] from flying them, but a NERON Admin can unlock the ships from the [[Nexus]].&lt;br /&gt;
&lt;br /&gt;
To use a patrol ship, go to one of the bays and take off (costs 2 [[File:Pa_slot1.png]]). Be careful, if you are not a [[File:Pilot.png]]Pilot there are large odds of causing accidents when taking off or landing. Once launched, you can shoot your ship's weapon, accuracy depending on whether you have the Pilot skill or not (80% for pilots, ??% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit something for 3-6 damage. A patrol ship has 10 shots before it has to dock and reload.&lt;br /&gt;
&lt;br /&gt;
Flying a patrol ship is not without risks. When a hunter fires, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 [[File:Lp.png]]. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. A [[File:Pilot.png]]Pilot can affect how often they are hit by spending 1 [[File:Pa_slot1.png]] to change flying stance.&lt;br /&gt;
* Stance: Bait - Every shot from an enemy is almost guaranteed to hit you instead. This will effectively protect the Daedalus, but keeping this up for even one cycle could mean your downfall.&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;
Lastly, if the Daedalus jumps between planets while you are in a ship, you will be left behind, effectively killing you. Coordination is key.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&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. You can enter these turrets and fire back at the hunters, albeit with low accuracy, 40% base to hit, 1 AP to fire. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&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;| &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;
| Standard Hunter&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;
| Cannot be outrun and will follow the Daedalus when moving.&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;
| Prevents the Daedalus from moving. (Does not apply to [[PILGRED]] enabled 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;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Asteroids will ignore the plasma shield.&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;
| ? x3&lt;br /&gt;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TradeFederation</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>2013-12-05T23:26:10Z</updated>
		
		<summary type="html">&lt;p&gt;TradeFederation: /* Ship Turrets */&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, and it's up to you and the rest of the crew to get rid of them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
&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 you know how to fly one.&lt;br /&gt;
&lt;br /&gt;
There are three patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2 (along with the [[Pasiphae]]). They are initially locked, stopping anyone without the [[File:Pilot.png]][[Pilot]] [[skill]] from flying them, but a NERON Admin can unlock the ships from the [[Nexus]].&lt;br /&gt;
&lt;br /&gt;
To use a patrol ship, go to one of the bays and take off (costs 2 [[File:Pa_slot1.png]]). Be careful, if you are not a [[File:Pilot.png]]Pilot there are large odds of causing accidents when taking off or landing. Once launched, you can shoot your ship's weapon, accuracy depending on whether you have the Pilot skill or not (80% for pilots, ??% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit something for 3-6 damage. A patrol ship has 10 shots before it has to dock and reload.&lt;br /&gt;
&lt;br /&gt;
Flying a patrol ship is not without risks. When a hunter fires, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 [[File:Lp.png]]. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. A [[File:Pilot.png]]Pilot can affect how often they are hit by spending 1 [[File:Pa_slot1.png]] to change flying stance.&lt;br /&gt;
* Stance: Bait - Every shot from an enemy is almost guaranteed to hit you instead. This will effectively protect the Daedalus, but keeping this up for even one cycle could mean your downfall.&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;
Lastly, if the Daedalus jumps between planets while you are in a ship, you will be left behind, effectively killing you. Coordination is key.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&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. You can enter these turrets and fire back at the hunters, albeit with low accuracy, 40% base to hit, 1 AP to fire. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&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;| &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;
| Standard Hunter&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;
| Cannot be outrun and will follow the Daedalus when moving.&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;
| Prevents the Daedalus from moving. (Does not apply to [[PILGRED]] enabled 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;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Asteroids will ignore the plasma shield.&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;
| ? x3&lt;br /&gt;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TradeFederation</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>2013-12-05T23:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;TradeFederation: /* Ship Turrets */&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, and it's up to you and the rest of the crew to get rid of them.&lt;br /&gt;
&lt;br /&gt;
== Fighting the hunters ==&lt;br /&gt;
&lt;br /&gt;
=== Patrol Ships ===&lt;br /&gt;
&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 you know how to fly one.&lt;br /&gt;
&lt;br /&gt;
There are three patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2 (along with the [[Pasiphae]]). They are initially locked, stopping anyone without the [[File:Pilot.png]][[Pilot]] [[skill]] from flying them, but a NERON Admin can unlock the ships from the [[Nexus]].&lt;br /&gt;
&lt;br /&gt;
To use a patrol ship, go to one of the bays and take off (costs 2 [[File:Pa_slot1.png]]). Be careful, if you are not a [[File:Pilot.png]]Pilot there are large odds of causing accidents when taking off or landing. Once launched, you can shoot your ship's weapon, accuracy depending on whether you have the Pilot skill or not (80% for pilots, ??% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit something for 3-6 damage. A patrol ship has 10 shots before it has to dock and reload.&lt;br /&gt;
&lt;br /&gt;
Flying a patrol ship is not without risks. When a hunter fires, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 [[File:Lp.png]]. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. A [[File:Pilot.png]]Pilot can affect how often they are hit by spending 1 [[File:Pa_slot1.png]] to change flying stance.&lt;br /&gt;
* Stance: Bait - Every shot from an enemy is almost guaranteed to hit you instead. This will effectively protect the Daedalus, but keeping this up for even one cycle could mean your downfall.&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;
Lastly, if the Daedalus jumps between planets while you are in a ship, you will be left behind, effectively killing you. Coordination is key.&lt;br /&gt;
&lt;br /&gt;
=== Ship Turrets ===&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. You can enter these turrets and fire back at the hunters, albeit with low accuracy, 40% base to hit. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.&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;| &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;
| Standard Hunter&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;
| Cannot be outrun and will follow the Daedalus when moving.&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;
| Prevents the Daedalus from moving. (Does not apply to [[PILGRED]] enabled 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;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Asteroids will ignore the plasma shield.&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;
| ? x3&lt;br /&gt;
| Does not follow the Daedalus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Attacks the Daedalus 3 times per cycle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TradeFederation</name></author>	</entry>

	</feed>