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	<id>https://staging-wiki.unvanquished.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kharnov</id>
	<title>Unvanquished - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://staging-wiki.unvanquished.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kharnov"/>
	<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/wiki/Special:Contributions/Kharnov"/>
	<updated>2026-04-04T19:58:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.8</generator>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Template:Current&amp;diff=3750</id>
		<title>Template:Current</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Template:Current&amp;diff=3750"/>
		<updated>2015-03-29T15:26:59Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch: {{{1}}}&lt;br /&gt;
| BlogPost = http://www.unvanquished.net/news/116-alpha-24-download-at-your-peril&lt;br /&gt;
| Date = February 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; 2014&lt;br /&gt;
| Image = File:Release_v0.24.png&lt;br /&gt;
| NextDate = March 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; 2014&lt;br /&gt;
| FullName = Alpha 37&lt;br /&gt;
| MD5HashFile = md5sums0.37&lt;br /&gt;
| Number = 37&lt;br /&gt;
| PakFiles = (PLACEHOLDER: new filesystem)&lt;br /&gt;
| Tag = v0.37.0&lt;br /&gt;
| Type = Alpha&lt;br /&gt;
| Version = v0.37.0&lt;br /&gt;
| VMPk3 = vms-0.37.0.pk3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Chat&amp;diff=3210</id>
		<title>Chat</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Chat&amp;diff=3210"/>
		<updated>2015-02-08T04:29:13Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: /* Ideology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IRC stands for Internet Relay Chat. While we, the Unvanquished developers, use the forums for more formal communication and more in-depth discussions on topics, IRC provides a means of everyone on the team communicating at once in real time. While a stand-alone [http://en.wikipedia.org/wiki/Comparison_of_Internet_Relay_Chat_clients client] offers many advantages, if you intend on using IRC infrequently or do not wish to download a client, there is a [http://webchat.freenode.net/?channels=unvanquished web interface] that runs right in your browser with no extensions.&lt;br /&gt;
&lt;br /&gt;
==Ideology==&lt;br /&gt;
&lt;br /&gt;
We rely on IRC (Internet Relay Chat) for our day-to-day operations and talks between players, developers, and artists. For many things, this is a fast and efficient way for us to keep in touch, and in an effort to provide a healthy environment for development, we strive to adhere to [http://freenode.net/channel_guidelines.shtml Freenode’s channel guidelines].&lt;br /&gt;
&lt;br /&gt;
IRC is tantamount to a multiplayer version of Notepad; where ideas are exchanged fast and furiously, words are taken out of context, people misinterpret them, and feelings get hurt. In most cases, we trust people to be kind, helpful, responsible and mature individuals. For everyone else, we have these rules. Remember that access to our channel(s) is a privilege that we provide, not a right. We reserve the right to revoke your privileges.&lt;br /&gt;
&lt;br /&gt;
* [irc://freenode.net/#unvanquished #unvanquished] ([http://webchat.freenode.net/?channels=unvanquished web interface]): the general channel. Discussions preferably should revolve around the game itself, along with tech support. Off-topic material is tolerated and light banter is perfectly fine.&lt;br /&gt;
* [irc://freenode.net/#unvanquished-dev #unvanquished-dev] ([http://webchat.freenode.net/?channels=unvanquished-dev web interface]): the development channel. Discussions here should be targeted towards coding and asset production. It is essential that we keep conversation on-topic as much as possible to remain productive. Members of the public are allowed to comment on things and voice concerns. While you can be friendly and social, try to remain on-topic.&lt;br /&gt;
&lt;br /&gt;
== Backup IRC ==&lt;br /&gt;
Freenode occasionally goes down due to attacks.  We have a quakenet IRC channel setup for use when the main channels are down:&lt;br /&gt;
&lt;br /&gt;
* irc://quakenet.org/#unvanquished ([https://webchat.quakenet.org/?channels=unvanquished web interface])&lt;br /&gt;
&lt;br /&gt;
==Channel Rules==&lt;br /&gt;
&lt;br /&gt;
===Global rules===&lt;br /&gt;
&lt;br /&gt;
* Do not post links to illegal material or pornography. No exceptions. This is a bannable offense.&lt;br /&gt;
* Do not spam the channel. This means repeatedly posting meaningless material, or the same thing several times in a row.&lt;br /&gt;
* Do not abuse bots. Bot spam is not entertaining to anyone that isn’t the direct participant. If you have to spam bot commands, use them via &amp;lt;code&amp;gt;/msg&amp;lt;/code&amp;gt; to keep them to yourself.&lt;br /&gt;
* Do not flame each other. Keep it to private messages. If it gets out of hand, both sides of the conflict will take a short break.&lt;br /&gt;
&lt;br /&gt;
===Development channel rules===&lt;br /&gt;
&lt;br /&gt;
* Stay on-topic! Try to keep discussions going about coding or assets. Offering constructive feedback whenever possible is encouraging and speeds up production.&lt;br /&gt;
* NO personal attacks are allowed (flaming someone beyond what would potentially be considered &amp;quot;tongue-in-cheek&amp;quot; criticism). We have NO TOLERANCE for this and you WILL be banned!&lt;br /&gt;
* Contact a developer if there’s a problem in the channel. Developers and others who can help will have a  plus (+) symbol next to their nickname. &lt;br /&gt;
&lt;br /&gt;
These rules will be enforced after either a private or public warning to the offender to give them a chance to stop, followed by a quiet (+q) in the channel, which will be removed when we feel you are ready to participate in the conversation again.&lt;br /&gt;
&lt;br /&gt;
If you have an issue with another developer that cannot be resolved by a channel operator, please contact `Ishq, kharnov, or Viech directly (use memoserv if needed).&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Chat&amp;diff=3209</id>
		<title>Chat</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Chat&amp;diff=3209"/>
		<updated>2015-02-08T04:24:29Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: /* Ideology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IRC stands for Internet Relay Chat. While we, the Unvanquished developers, use the forums for more formal communication and more in-depth discussions on topics, IRC provides a means of everyone on the team communicating at once in real time. While a stand-alone [http://en.wikipedia.org/wiki/Comparison_of_Internet_Relay_Chat_clients client] offers many advantages, if you intend on using IRC infrequently or do not wish to download a client, there is a [http://webchat.freenode.net/?channels=unvanquished web interface] that runs right in your browser with no extensions.&lt;br /&gt;
&lt;br /&gt;
==Ideology==&lt;br /&gt;
&lt;br /&gt;
We rely on IRC (Internet Relay Chat) for our day-to-day operations and talks between players, developers, and artists. For many things, this is a fast and efficient way for us to keep in touch, and in an effort to provide a healthy environment for development, we strive to adhere to [http://freenode.net/channel_guidelines.shtml Freenode’s channel guidelines].&lt;br /&gt;
&lt;br /&gt;
IRC is tantamount to a multiplayer version of Notepad; where ideas are exchanged fast and furiously, words are taken out of context, people misinterpret them, and feelings get hurt. In most cases, we trust people to be kind, helpful, responsible and mature individuals. For everyone else, we have these rules. Remember that access to our channel(s) is a privilege that we provide, not a right. We reserve the right to revoke your privileges.&lt;br /&gt;
&lt;br /&gt;
* [irc://freenode.net/#unvanquished #unvanquished] ([http://webchat.freenode.net/?channels=unvanquished web interface]): the general channel. Discussions preferably should revolve around the game itself, along with tech support. Off-topic material is tolerated and light banter is perfectly fine.&lt;br /&gt;
* [irc://freenode.net/#unvanquished-dev #unvanquished-dev] ([http://webchat.freenode.net/?channels=unvanquished-dev web interface]): the development channel. Discussions here should be targeted towards coding and asset production. It is essential that we keep conversation on-topic as much as possible to remain productive. Members of the public are allowed to comment on things and voice concerns. While you can be friendly and social, off-topic material is not tolerated.&lt;br /&gt;
&lt;br /&gt;
== Backup IRC ==&lt;br /&gt;
Freenode occasionally goes down due to attacks.  We have a quakenet IRC channel setup for use when the main channels are down:&lt;br /&gt;
&lt;br /&gt;
* irc://quakenet.org/#unvanquished ([https://webchat.quakenet.org/?channels=unvanquished web interface])&lt;br /&gt;
&lt;br /&gt;
==Channel Rules==&lt;br /&gt;
&lt;br /&gt;
===Global rules===&lt;br /&gt;
&lt;br /&gt;
* Do not post links to illegal material or pornography. No exceptions. This is a bannable offense.&lt;br /&gt;
* Do not spam the channel. This means repeatedly posting meaningless material, or the same thing several times in a row.&lt;br /&gt;
* Do not abuse bots. Bot spam is not entertaining to anyone that isn’t the direct participant. If you have to spam bot commands, use them via &amp;lt;code&amp;gt;/msg&amp;lt;/code&amp;gt; to keep them to yourself.&lt;br /&gt;
* Do not flame each other. Keep it to private messages. If it gets out of hand, both sides of the conflict will take a short break.&lt;br /&gt;
&lt;br /&gt;
===Development channel rules===&lt;br /&gt;
&lt;br /&gt;
* Stay on-topic! Try to keep discussions going about coding or assets. Offering constructive feedback whenever possible is encouraging and speeds up production.&lt;br /&gt;
* NO personal attacks are allowed (flaming someone beyond what would potentially be considered &amp;quot;tongue-in-cheek&amp;quot; criticism). We have NO TOLERANCE for this and you WILL be banned!&lt;br /&gt;
* Contact a developer if there’s a problem in the channel. Developers and others who can help will have a  plus (+) symbol next to their nickname. &lt;br /&gt;
&lt;br /&gt;
These rules will be enforced after either a private or public warning to the offender to give them a chance to stop, followed by a quiet (+q) in the channel, which will be removed when we feel you are ready to participate in the conversation again.&lt;br /&gt;
&lt;br /&gt;
If you have an issue with another developer that cannot be resolved by a channel operator, please contact `Ishq, kharnov, or Viech directly (use memoserv if needed).&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Chat&amp;diff=3208</id>
		<title>Chat</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Chat&amp;diff=3208"/>
		<updated>2015-02-08T04:22:54Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: /* Development channel rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IRC stands for Internet Relay Chat. While we, the Unvanquished developers, use the forums for more formal communication and more in-depth discussions on topics, IRC provides a means of everyone on the team communicating at once in real time. While a stand-alone [http://en.wikipedia.org/wiki/Comparison_of_Internet_Relay_Chat_clients client] offers many advantages, if you intend on using IRC infrequently or do not wish to download a client, there is a [http://webchat.freenode.net/?channels=unvanquished web interface] that runs right in your browser with no extensions.&lt;br /&gt;
&lt;br /&gt;
==Ideology==&lt;br /&gt;
&lt;br /&gt;
We rely on IRC (Internet Relay Chat) for our day-to-day operations and talks between players, developers, and artists. For many things, this is a fast and efficient way for us to keep in touch, and in an effort to provide a healthy environment for development, we strive to adhere to [http://freenode.net/channel_guidelines.shtml Freenode’s channel guidelines].&lt;br /&gt;
&lt;br /&gt;
IRC is tantamount to a multiplayer version of Notepad; where ideas are exchanged fast and furiously, words are taken out of context, people misinterpret them, and feelings get hurt. In most cases, we trust people to be kind, helpful, responsible and mature individuals. For everyone else, we have these rules. Remember that access to our channel(s) is a privilege that we provide, not a right. We reserve the right to revoke your privileges.&lt;br /&gt;
&lt;br /&gt;
* [irc://freenode.net/#unvanquished #unvanquished] ([http://webchat.freenode.net/?channels=unvanquished web interface]): the general channel. Discussions preferably should revolve around the game itself, along with tech support. Off-topic material is tolerated and light banter is perfectly fine.&lt;br /&gt;
* [irc://freenode.net/#unvanquished-dev #unvanquished-dev] ([http://webchat.freenode.net/?channels=unvanquished-dev web interface]): the development channel. Discussions here should be targeted towards coding and asset production. It is essential that we keep conversation on-topic as much as possible to remain productive. Members of the public are allowed to comment on things and voice concerns. While you can be friendly and social, off-topic material is not tolerated.&lt;br /&gt;
* [irc://freenode.net/#unv-lobby #unv-lobby] ([http://webchat.freenode.net/?channels=unv-lobby web interface]): the in-game chat channel. Users of the Unvanquished game client who connect to the Freenode network will join here. Generally, the language of players while in-game can be very crude and will still be tolerated, however the rules for this channel are the same for chat on the official game servers.&lt;br /&gt;
&lt;br /&gt;
== Backup IRC ==&lt;br /&gt;
Freenode occasionally goes down due to attacks.  We have a quakenet IRC channel setup for use when the main channels are down:&lt;br /&gt;
&lt;br /&gt;
* irc://quakenet.org/#unvanquished ([https://webchat.quakenet.org/?channels=unvanquished web interface])&lt;br /&gt;
&lt;br /&gt;
==Channel Rules==&lt;br /&gt;
&lt;br /&gt;
===Global rules===&lt;br /&gt;
&lt;br /&gt;
* Do not post links to illegal material or pornography. No exceptions. This is a bannable offense.&lt;br /&gt;
* Do not spam the channel. This means repeatedly posting meaningless material, or the same thing several times in a row.&lt;br /&gt;
* Do not abuse bots. Bot spam is not entertaining to anyone that isn’t the direct participant. If you have to spam bot commands, use them via &amp;lt;code&amp;gt;/msg&amp;lt;/code&amp;gt; to keep them to yourself.&lt;br /&gt;
* Do not flame each other. Keep it to private messages. If it gets out of hand, both sides of the conflict will take a short break.&lt;br /&gt;
&lt;br /&gt;
===Development channel rules===&lt;br /&gt;
&lt;br /&gt;
* Stay on-topic! Try to keep discussions going about coding or assets. Offering constructive feedback whenever possible is encouraging and speeds up production.&lt;br /&gt;
* NO personal attacks are allowed (flaming someone beyond what would potentially be considered &amp;quot;tongue-in-cheek&amp;quot; criticism). We have NO TOLERANCE for this and you WILL be banned!&lt;br /&gt;
* Contact a developer if there’s a problem in the channel. Developers and others who can help will have a  plus (+) symbol next to their nickname. &lt;br /&gt;
&lt;br /&gt;
These rules will be enforced after either a private or public warning to the offender to give them a chance to stop, followed by a quiet (+q) in the channel, which will be removed when we feel you are ready to participate in the conversation again.&lt;br /&gt;
&lt;br /&gt;
If you have an issue with another developer that cannot be resolved by a channel operator, please contact `Ishq, kharnov, or Viech directly (use memoserv if needed).&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=2258</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=2258"/>
		<updated>2013-11-30T07:26:30Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Removed protection from &amp;quot;Main Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Please see http://www.mediawiki.org/wiki/Help:Magic_words for information on what these do. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align:center;margin:0px 0px 30px 0px;border-bottom-style:none;&amp;quot;&amp;gt;Welcome to the Unvanquished Wiki!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot; style=&amp;quot;margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;What is Unvanquished?&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a free and open-source first-person shooter and strategy game created by [[Developers|Unvanquished Development]]. Players fight online in team based combat in a war of [[aliens]] against [[humans]]. The game is available for most major platforms (Linux, Mac and Windows). Support for other platforms (e.g., BSD) is partially completed but not officially supported.&lt;br /&gt;
&lt;br /&gt;
While the humans are equipped with conventional weapons&amp;amp;mdash;ranging from the standard-issue [[Rifle|rifle]] to the powerful [[Lucifer Cannon]]&amp;amp;mdash;the aliens fight with pincers, mandibles, electrical, and projectile attacks. The game has a high emphasis on team-play: lone players are easy pickings for an opposing team who travels in groups. RTS-like strategy comes into play in the form of base-building: each map has a default base for both teams, but players are free to expand or move however they please. Similarly, a team wins by destroying the opposing team's spawn points and killing any remaining members of that team before they are able to rebuild.&lt;br /&gt;
&lt;br /&gt;
While Unvanquished traces its roots to [http://tremulous.net Tremulous], it is under very active development and is quickly becoming a very different game. We aim to provide a transparent development process that is open to the community, and make a new release every month. We use the [[Engine features|Daemon engine]] which provides a host of new features over Tremulous' engine.&lt;br /&gt;
&lt;br /&gt;
===Is it done?===&lt;br /&gt;
&lt;br /&gt;
Nope, we're still in alpha! However, alpha releases are public and you can download the latest release right now! Upstream development is typically very stable as are the monthly alpha releases. Each release brings new artwork and new features, as well as new gameplay elements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot; style=&amp;quot;margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contributors==&lt;br /&gt;
&lt;br /&gt;
There are a number of ways you can help. If you would like to contribute to the project, contact a [[Developers|team member]] on the [http://unvanquished.net/forum/ forums] or on [[IRC]]. We have two channels, [irc://freenode.net/#unvanquished #unvanquished] and [irc://freenode.net/#unvanquished-dev #unvanquished-dev] on [http://freenode.net// Freenode]. The former is for general discussion, while the latter is strictly for development-related discussion, so while members of the public are welcome at either, please keep the discussion on #unvanquished-dev on topic.&lt;br /&gt;
&lt;br /&gt;
If you do not have an IRC client, you can use the [http://webchat.freenode.net/?channels=unvanquished web chat] directly in your browser.&lt;br /&gt;
&lt;br /&gt;
Newly recruited artists, please read [[Contributing/Artists|these guidelines]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                              PLAYERS                              #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&amp;lt;!-- If you would like to update the release information, please edit Template:CurrentVersion. --&amp;gt;&lt;br /&gt;
The current release is {{CurrentVersion|FullName}} ({{CurrentVersion|Version}}), released {{CurrentVersion|Date}}.&lt;br /&gt;
&lt;br /&gt;
You can read about it [{{CurrentVersion|BlogPost}} on the official blog].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Getting the Game&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Downloading &amp;amp; Installing|Installation instructions]]&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/ All downloads]&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Assets/ Maps &amp;amp; Game Data]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Compiling&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Windows&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Windows/ Official Installer]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Mac OS X&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Mac%20OS%20X/ Official Installer]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Linux&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Linux/ (''Official'') All platforms]&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [http://www.unvanquished.net/download#debian (''Official'') Debian &amp;amp; Ubuntu]&lt;br /&gt;
* [https://aur.archlinux.org/packages.php?ID=61163 (''Semi-official'') Arch Linux]&lt;br /&gt;
* [http://www.playdeb.net/software/Unvanquished (''Unofficial'') PlayDeb]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Lore&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Aliens]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Playing the Game&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Running the game]]&lt;br /&gt;
* [[Troubleshooting]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Get Competitive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.unvanquished.net/stats/NA1/ Gameplay stats]&lt;br /&gt;
* [[Creating custom keybinds|Create custom keybinds]]&lt;br /&gt;
** [[Running_the_game#Advanced_options|Advanced game options]]&lt;br /&gt;
** [[New Cvars]]&lt;br /&gt;
** [[Renderer Status|Renderer Cvars]]&lt;br /&gt;
** [[Testing|Cvars and Commands for Testing]]&lt;br /&gt;
* [[Running_the_game#Advanced_options|Tweak settings]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Server Administration&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Running a server]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| class=&amp;quot;top&amp;quot; | &amp;amp;dagger;&lt;br /&gt;
| Please be aware that official Linux builds have not been available since Alpha 9 due to technical issues. Sorry for the inconvenience!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                              ARTISTS                              #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Artists==&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Overview&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Tech overview]]&lt;br /&gt;
* [[Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Texture Artists&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[UI Design]]&lt;br /&gt;
* [[Texture creation]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Audio Engineers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Music and sounds]] ([[Sound_Progress|Progress]])&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Modelers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Modeling]] ([[Modeling_progress|Progress]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Mappers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Particle effects]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                            META-PROJECT                           #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
==Meta Project==&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Discuss&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://unvanquished.net/forum/ Forums]&lt;br /&gt;
* [[IRC]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Quality Assurance&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Testing]]&lt;br /&gt;
* [[Bug reporting]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Documentation &amp;amp; Translation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wiki Project Task List]]&lt;br /&gt;
* [[Wiki Editing Guidelines]]&lt;br /&gt;
* [http://unvanquished.net/translate Translations]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Around the Web&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.moddb.com/games/unvanquished ModDB page]&lt;br /&gt;
* [http://www.lgdb.org/game/unvanquished Linux Game Database page]&lt;br /&gt;
* [http://www.happypenguin.org/show?Unvanquished Linux Game Tome page]&lt;br /&gt;
* [http://macgamescout.org/tremz-unvanquished/ Macgamescout page]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Project Status&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Sound_Progress|Sound Project Progress]]&lt;br /&gt;
* [[Modeling_progress|Modeling Project Progress]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Design&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Singleplayer Brainstorming]]&lt;br /&gt;
* [[Design Document]]&lt;br /&gt;
* [[Game design proposals]]&lt;br /&gt;
* [[Feature Proposals]]&lt;br /&gt;
* [http://unvanquished.net/ideas/ideatorrent Project IdeaTorrent]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Development News&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.unvanquished.net/news Development Blog]&lt;br /&gt;
* [https://picasaweb.google.com/104009985595164250961 Development screenshots]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                            PROGRAMMERS                            #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Programmers==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Getting Started&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
** [https://github.com/Unvanquished/Unvanquished Game/engine source] ([https://github.com/Unvanquished/Unvanquished/issues bug tracker])&lt;br /&gt;
** [https://github.com/Unvanquished/Osavul Osavul server browser source] ([https://github.com/Unvanquished/Osavul/issues bug tracker])&lt;br /&gt;
** [https://github.com/Unvanquished/unvanquished-master Master server source] ([https://github.com/Unvanquished/unvanquished-master/issues bug tracker])&lt;br /&gt;
** [https://github.com/harmonise/BitRock Installer source] ([https://github.com/harmonise/BitRock/issues bug tracker])&lt;br /&gt;
** [[Tools/Chameleon|Chameleon]] [https://github.com/Unvanquished/Chameleon source]&lt;br /&gt;
** [[Tools/Archipelago|Archipelago]] [https://github.com/velociostrich/remapper source] ([https://github.com/velociostrich/remapper/issues bug tracker])&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Documentation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Engine features]]&lt;br /&gt;
** [[Feature Proposals]]&lt;br /&gt;
* [[Technical Documentation]]&lt;br /&gt;
* [[Renderer Status]]&lt;br /&gt;
* [[UI Implementation]]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Contributing&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Coding convention]]&lt;br /&gt;
* [[Contributing/Code|Contributing code]]&lt;br /&gt;
* [[Contributor Quickies]]&lt;br /&gt;
* [[Programming Task List]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=2257</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=2257"/>
		<updated>2013-11-30T07:26:18Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Changed protection level for &amp;quot;Main Page&amp;quot; (‎[edit=sysop] (expires 07:26, 1 December 2013 (UTC)) ‎[move=sysop] (expires 07:26, 1 December 2013 (UTC)))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Please see http://www.mediawiki.org/wiki/Help:Magic_words for information on what these do. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align:center;margin:0px 0px 30px 0px;border-bottom-style:none;&amp;quot;&amp;gt;Welcome to the Unvanquished Wiki!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot; style=&amp;quot;margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;What is Unvanquished?&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a free and open-source first-person shooter and strategy game created by [[Developers|Unvanquished Development]]. Players fight online in team based combat in a war of [[aliens]] against [[humans]]. The game is available for most major platforms (Linux, Mac and Windows). Support for other platforms (e.g., BSD) is partially completed but not officially supported.&lt;br /&gt;
&lt;br /&gt;
While the humans are equipped with conventional weapons&amp;amp;mdash;ranging from the standard-issue [[Rifle|rifle]] to the powerful [[Lucifer Cannon]]&amp;amp;mdash;the aliens fight with pincers, mandibles, electrical, and projectile attacks. The game has a high emphasis on team-play: lone players are easy pickings for an opposing team who travels in groups. RTS-like strategy comes into play in the form of base-building: each map has a default base for both teams, but players are free to expand or move however they please. Similarly, a team wins by destroying the opposing team's spawn points and killing any remaining members of that team before they are able to rebuild.&lt;br /&gt;
&lt;br /&gt;
While Unvanquished traces its roots to [http://tremulous.net Tremulous], it is under very active development and is quickly becoming a very different game. We aim to provide a transparent development process that is open to the community, and make a new release every month. We use the [[Engine features|Daemon engine]] which provides a host of new features over Tremulous' engine.&lt;br /&gt;
&lt;br /&gt;
===Is it done?===&lt;br /&gt;
&lt;br /&gt;
Nope, we're still in alpha! However, alpha releases are public and you can download the latest release right now! Upstream development is typically very stable as are the monthly alpha releases. Each release brings new artwork and new features, as well as new gameplay elements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot; style=&amp;quot;margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contributors==&lt;br /&gt;
&lt;br /&gt;
There are a number of ways you can help. If you would like to contribute to the project, contact a [[Developers|team member]] on the [http://unvanquished.net/forum/ forums] or on [[IRC]]. We have two channels, [irc://freenode.net/#unvanquished #unvanquished] and [irc://freenode.net/#unvanquished-dev #unvanquished-dev] on [http://freenode.net// Freenode]. The former is for general discussion, while the latter is strictly for development-related discussion, so while members of the public are welcome at either, please keep the discussion on #unvanquished-dev on topic.&lt;br /&gt;
&lt;br /&gt;
If you do not have an IRC client, you can use the [http://webchat.freenode.net/?channels=unvanquished web chat] directly in your browser.&lt;br /&gt;
&lt;br /&gt;
Newly recruited artists, please read [[Contributing/Artists|these guidelines]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                              PLAYERS                              #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&amp;lt;!-- If you would like to update the release information, please edit Template:CurrentVersion. --&amp;gt;&lt;br /&gt;
The current release is {{CurrentVersion|FullName}} ({{CurrentVersion|Version}}), released {{CurrentVersion|Date}}.&lt;br /&gt;
&lt;br /&gt;
You can read about it [{{CurrentVersion|BlogPost}} on the official blog].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Getting the Game&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Downloading &amp;amp; Installing|Installation instructions]]&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/ All downloads]&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Assets/ Maps &amp;amp; Game Data]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Compiling&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Windows&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Windows/ Official Installer]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Mac OS X&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Mac%20OS%20X/ Official Installer]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h4&amp;quot;&amp;gt;Linux&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/Linux/ (''Official'') All platforms]&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [http://www.unvanquished.net/download#debian (''Official'') Debian &amp;amp; Ubuntu]&lt;br /&gt;
* [https://aur.archlinux.org/packages.php?ID=61163 (''Semi-official'') Arch Linux]&lt;br /&gt;
* [http://www.playdeb.net/software/Unvanquished (''Unofficial'') PlayDeb]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Lore&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Aliens]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Playing the Game&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Running the game]]&lt;br /&gt;
* [[Troubleshooting]]&lt;br /&gt;
* [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Get Competitive&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.unvanquished.net/stats/NA1/ Gameplay stats]&lt;br /&gt;
* [[Creating custom keybinds|Create custom keybinds]]&lt;br /&gt;
** [[Running_the_game#Advanced_options|Advanced game options]]&lt;br /&gt;
** [[New Cvars]]&lt;br /&gt;
** [[Renderer Status|Renderer Cvars]]&lt;br /&gt;
** [[Testing|Cvars and Commands for Testing]]&lt;br /&gt;
* [[Running_the_game#Advanced_options|Tweak settings]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Server Administration&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Running a server]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| class=&amp;quot;top&amp;quot; | &amp;amp;dagger;&lt;br /&gt;
| Please be aware that official Linux builds have not been available since Alpha 9 due to technical issues. Sorry for the inconvenience!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                              ARTISTS                              #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Artists==&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Overview&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Tech overview]]&lt;br /&gt;
* [[Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Texture Artists&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[UI Design]]&lt;br /&gt;
* [[Texture creation]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Audio Engineers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Music and sounds]] ([[Sound_Progress|Progress]])&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Modelers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Modeling]] ([[Modeling_progress|Progress]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Mappers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Particle effects]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                            META-PROJECT                           #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
==Meta Project==&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Discuss&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://unvanquished.net/forum/ Forums]&lt;br /&gt;
* [[IRC]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Quality Assurance&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Testing]]&lt;br /&gt;
* [[Bug reporting]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Documentation &amp;amp; Translation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wiki Project Task List]]&lt;br /&gt;
* [[Wiki Editing Guidelines]]&lt;br /&gt;
* [http://unvanquished.net/translate Translations]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Around the Web&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.moddb.com/games/unvanquished ModDB page]&lt;br /&gt;
* [http://www.lgdb.org/game/unvanquished Linux Game Database page]&lt;br /&gt;
* [http://www.happypenguin.org/show?Unvanquished Linux Game Tome page]&lt;br /&gt;
* [http://macgamescout.org/tremz-unvanquished/ Macgamescout page]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Project Status&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Sound_Progress|Sound Project Progress]]&lt;br /&gt;
* [[Modeling_progress|Modeling Project Progress]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Design&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Singleplayer Brainstorming]]&lt;br /&gt;
* [[Design Document]]&lt;br /&gt;
* [[Game design proposals]]&lt;br /&gt;
* [[Feature Proposals]]&lt;br /&gt;
* [http://unvanquished.net/ideas/ideatorrent Project IdeaTorrent]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Development News&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.unvanquished.net/news Development Blog]&lt;br /&gt;
* [https://picasaweb.google.com/104009985595164250961 Development screenshots]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     #####################################################################&lt;br /&gt;
     #                            PROGRAMMERS                            #&lt;br /&gt;
     #####################################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainPageLinkBox&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Programmers==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Getting Started&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
** [https://github.com/Unvanquished/Unvanquished Game/engine source] ([https://github.com/Unvanquished/Unvanquished/issues bug tracker])&lt;br /&gt;
** [https://github.com/Unvanquished/Osavul Osavul server browser source] ([https://github.com/Unvanquished/Osavul/issues bug tracker])&lt;br /&gt;
** [https://github.com/Unvanquished/unvanquished-master Master server source] ([https://github.com/Unvanquished/unvanquished-master/issues bug tracker])&lt;br /&gt;
** [https://github.com/harmonise/BitRock Installer source] ([https://github.com/harmonise/BitRock/issues bug tracker])&lt;br /&gt;
** [[Tools/Chameleon|Chameleon]] [https://github.com/Unvanquished/Chameleon source]&lt;br /&gt;
** [[Tools/Archipelago|Archipelago]] [https://github.com/velociostrich/remapper source] ([https://github.com/velociostrich/remapper/issues bug tracker])&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Documentation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Engine features]]&lt;br /&gt;
** [[Feature Proposals]]&lt;br /&gt;
* [[Technical Documentation]]&lt;br /&gt;
* [[Renderer Status]]&lt;br /&gt;
* [[UI Implementation]]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;h3&amp;quot;&amp;gt;Contributing&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Coding convention]]&lt;br /&gt;
* [[Contributing/Code|Contributing code]]&lt;br /&gt;
* [[Contributor Quickies]]&lt;br /&gt;
* [[Programming Task List]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Egg&amp;diff=2050</id>
		<title>Egg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Egg&amp;diff=2050"/>
		<updated>2013-05-25T05:02:23Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MPBuildable&lt;br /&gt;
| name = Egg&lt;br /&gt;
| image = egg.png&lt;br /&gt;
| caption = The king of alien structures.&lt;br /&gt;
| health = 250&lt;br /&gt;
| cost = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The alien spawning structure. Eggs are as crucial as telenodes, and without them your team is likely about to lose. Unlike nodes, these can be built on ceilings, and will also allow for buildings around them at any distance from the overmind, much like a repeater. It should be noted that only the base of the egg is solid, so you can walk through and shoot through the rest of the egg without any effect.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
* '''Do''' consider moving to the roof in stage two. Eggs are prime targets, and leaving them on the floor is asking for a human to throw a grenade, and is only recommended if spots on the roof are too vulnerable to other weapons. Build them on ceilings in obstructed corners. If placing an egg on a ceiling is too impractical, placing them on a sloped surface can be a substitute so long as they are protected and not in the direct view of rushing humans.&lt;br /&gt;
* '''Do''' build these over boosters, so that spawning aliens will fall onto them and immediately receive poison, as long as you are not compromising on your ability to protect them or the booster.&lt;br /&gt;
* '''Don't''' spam eggs around the map. A few in hidden spots around the human base, to shorten the amount of time aliens need to travel after spawning. This also helps regeneration. However, this uses up buildpoints and can be turned against you.&lt;br /&gt;
* '''Do''' consider having a &amp;quot;panic egg&amp;quot;. A panic egg is an egg placed on the ceiling of a hidden and rarely used part of the map (for example the the lava room on geothermal). This egg can be a fallback if your main base is destroyed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Dretch&amp;diff=2049</id>
		<title>Dretch</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Dretch&amp;diff=2049"/>
		<updated>2013-05-25T05:00:38Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: /* General Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MPCharacterClass&lt;br /&gt;
| name = Dretch&lt;br /&gt;
| image = Dretch.png&lt;br /&gt;
| caption = Tiny, but deadly.&lt;br /&gt;
| health = 25&lt;br /&gt;
| primary attack = Poisonous bite (auto-attack)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first alien form, selectable for free at spawning. Dretches are the smallest, fastest, and deadliest things in the game, but suffer from an extremely low amount of health. They are able to wall-walk, which combined with their natural stealth can make them exceedingly difficult to detect. Keep in mind that they are silent only while they are moving, not jumping.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
*'''Do''' wall-walk, and constantly. Although it may be disorienting at first, it's crucial if you want to surprise radar-less humans and evade their shots.&lt;br /&gt;
*'''Don't''' move in straight lines. You may be the fastest thing in the game, but your low health ensures that you'll never be able to charge at humans.&lt;br /&gt;
*'''Do''' aim at the head, and remember locational damage! As the dretch relies primarily on stealth, your leg and chest bites won't kill fast enough for you to avoid detection. You only need two head bites to kill.&lt;br /&gt;
*'''Do''' attack humans stealthily.  Use the advantage to close the distance and nibble on their noses.  &lt;br /&gt;
*'''Do''' use poison.  As a dretch, poison is your best friend.  A clever dretch can run into a crowd of humans, and tag multiple humans with poison, forcing them to either use their valuable medkits or sustain heavy damage.  It is also an easy way to gather evos when your buddies kill the humans.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
It is unknown just where the dretch originated, for few aspects of the toxic arachnoid suggest an independent lifestyle. The few internal organs it possesses are vastly shrunken in comparison to its enormous poison glands, which fill up the bulk of its thoracic cavity. Of the dretches left behind after alien retreats, all die within hours, making it exceedingly difficult to examine a living one in detail.&lt;br /&gt;
&lt;br /&gt;
With its ability to climb any surface, the dretch is able to cling to anything, patiently awaiting a passing human to deliver a poisonous bite to. Once a dretch’s fangs pierce skin, a sudden reflex delivers a spray of venom into the wound, immediately causing necrosis of the flesh, with several bites being lethal. In addition, a dretch is capable of moving at great speed with utter silence, surprising those unfortunate humans without radar equipment.&lt;br /&gt;
&lt;br /&gt;
In its capacity as a mass-produced scout and assassin, the dretch can be fielded in enormous quantities, absorbing minuscule amounts of nutrients from the creep. While completely powerless against human structures, poorly equipped humans are no match for its stealth and lethality. Even armor is no foolproof protection against a swarm of dretches, for the dozens of oozing fangs eventually find some hole to sink themselves into.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Defense_Computer&amp;diff=2048</id>
		<title>Defense Computer</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Defense_Computer&amp;diff=2048"/>
		<updated>2013-05-25T04:58:00Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Humans]]&lt;br /&gt;
{{MPBuildable&lt;br /&gt;
| name = Defense Computer&lt;br /&gt;
| image = Defcom.png&lt;br /&gt;
| caption = &lt;br /&gt;
| health = 190&lt;br /&gt;
| cost = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These buildings auto-repair all structures in the area around them. The rate of repair is very slight, at 4 per second, but this can be extremely useful if your dedicated builder is having trouble repairing multiple structures. Another useful feature is that the repair rate stacks from multiple defense computers.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
* '''Do''' place them in corners of your base, alcoves, or anywhere they can't be seen. They do not require line of sight to repair structures, and they'll be better defended this way.&lt;br /&gt;
* '''Don't''' spread them too far out, as they have a limited auto-repair range and won't reach distant structures or forward bases. Conversely, don't put them too close, or they'll be prime zapping bait.&lt;br /&gt;
* '''Don't''' build more than two. Remember that for every defense computer built, you could have made a turret, or two forward bases.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Chaingun&amp;diff=2047</id>
		<title>Chaingun</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Chaingun&amp;diff=2047"/>
		<updated>2013-05-25T04:31:54Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MPHumanWeapon&lt;br /&gt;
| name = Chaingun&lt;br /&gt;
| image = Chaingun.png&lt;br /&gt;
| caption = Death comes in turns.&lt;br /&gt;
| cost = 400 credits&lt;br /&gt;
| damage = 6 HP&lt;br /&gt;
| primary attack = Automatic fire&lt;br /&gt;
}}&lt;br /&gt;
The chaingun provides a high rate of fire, moderate damage per shot, and a large ammo capacity. It fires many weak shots at a rapid pace, and causes enough knockback to send your view flying all over the place if you're not crouching or wearing a battlesuit. Absolutely fantastic against tyrants and opponents that keep moving around.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
*'''Don't''' use this solo unless you're in a battlesuit or have friends with you. The view disruption and inaccuracy make it not that worth it, especially at its cost.&lt;br /&gt;
*'''Do''' stay close to your opponent, to ensure that the constantly-spraying shots will hopefully hit on average.&lt;br /&gt;
*'''Don't''' bother using this against dretches, since the rifle does the same thing in much less time. You're also a lot more likely to get the dretches with a rifle and won't be called out for feeding.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Basilisk&amp;diff=2046</id>
		<title>Basilisk</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Basilisk&amp;diff=2046"/>
		<updated>2013-05-25T04:17:10Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MPCharacterClass&lt;br /&gt;
| name = Basilisk&lt;br /&gt;
| image = Basilisk.jpg&lt;br /&gt;
| caption = Grabbing is killing.&lt;br /&gt;
| health = 60 (80 for advanced)&lt;br /&gt;
| cost = 2 (3 for advanced)&lt;br /&gt;
| primary attack = Close-range claw&lt;br /&gt;
| secondary attack = Gas (advanced)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A natural continuation of the dretch, at least in mechanical terms. It trades speed for increased survivability, and gains a grabbing ability that allows it to hold humans in place for easier consumption. The basilisk also emits a healing aura, allowing it to be useful in groups as well. Like the dretch, they too have silent footsteps. At stage 2, the advanced basilisk becomes available. It gains improved health and a better healing aura, as well as a gas attack that disorients and slows down humans, even those in armor.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
* '''Do''' try to grab humans from behind, especially if he is alone. You'll be able to kill them while they won't be able to hurt you.&lt;br /&gt;
* '''Do''' use wall-walk when you are forced to close a distance between you and a human to sustain minimal damage.&lt;br /&gt;
* '''Don't''' expect to charge in like the higher alien classes and expect to kill anything. The basilisk is meant to be used much like the dretch, and while it does have increased health it is also much easier to hit. Half of a rifle clip is sufficient to kill either basilisk form.&lt;br /&gt;
* '''Do''' keep an eye out for injured teammates, as you're likely going to be used as a temporary booster. If your teammates are all rushing, lurk in a safe place near human base and wait for either chasing humans or hurt aliens. If humans are camping, stay outside their base to heal returning teammates.&lt;br /&gt;
* '''Don't''' grab while in line of sight to the grabbed human's weapon. If you happen to, hold shift key and circle around to a angle which they can not shoot you.&lt;br /&gt;
* '''Do''' single out humans that are particularly vulnerable, unless you have prefected the Basilisk if is recommend you do not try to attack more than two humans at a time, also note that you will have a hard time sneaking up on a human wearing a helmet.&lt;br /&gt;
* '''Do''' use hit and run tactics. If you can't hold onto a human long enough and they start firing at you or their friends come in, run away to heal at your accelerated healing rate. The basilisk won't live long enough to sustain fire.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Armory&amp;diff=2045</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Armory&amp;diff=2045"/>
		<updated>2013-05-25T04:15:24Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The armory is a human structure that allows for players to purchase and sell equipment, assuming that the building is powered. Ammunition can be refilled for free, as well.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
* '''Do''' build defenses near these. During sudden death, every single attack will be aimed at them. Turrets are better than teslas for defending these.&lt;br /&gt;
* '''Don't''' ever build more than one. Unlike medistations, multiple teammates can use one at once. You can, however, make these at forward bases to allow teammates without energy weapons to reload.&lt;br /&gt;
* '''Don't''' allow any space behind an armory. They are big and bulky, and it's wholly possible for an alien to sneak behind and destroy it before anyone notices.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=2043</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Aliens&amp;diff=2043"/>
		<updated>2013-05-25T03:53:29Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Composed of a variety of monstrous lifeforms, the alien team places emphasis on high mobility and brutal short-range attacks. Unlike the [[Humans|human]] team, the aliens do not use technology, but rather their own physical capabilities. As such, they possess a strikingly organic appearance. In addition, the aliens are not bound to their base to the same extent as the human team, and can function independently of it, due to their ability to regenerate and the lack of an ammunition requirement. It is advisable for alien players to make good usage of cover and stealth, considering the lack of long-range capability.&lt;br /&gt;
&lt;br /&gt;
==Classes and Buildables==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Classes&lt;br /&gt;
! Buildables&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:top;&amp;quot; | [[Aliens#Stage_One|1]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;nobullets&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Granger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Dretch]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Basilisk]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Marauder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Dragoon]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;nobullets&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Acid Tube]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Barricade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Egg]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Overmind]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:top;&amp;quot; | [[Aliens#Stage_Two|2]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;nobullets&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Advanced Granger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Advanced Basilisk]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Advanced Marauder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Advanced Dragoon]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;nobullets&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Trapper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Booster]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:top;&amp;quot; | [[Aliens#Stage_Three|3]]&lt;br /&gt;
| [[Tyrant]]&lt;br /&gt;
| [[Hive]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stage One==&lt;br /&gt;
Aliens in their first and most basic stage.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
It is widely agreed that in an early game (with both teams on stage one), Aliens hold a slight advantage over the humans due to their vulnerability to [[Dretch#Tactics|head-bites]] their lack of [[Helmet|helmets]]. Therefore it is often advantageous for aliens to try to maximize their [[Glossary#F|frags]], and capitalize on human shortcomings. One should not, however, underestimate the lowly-staged humans; it is always important to attack with caution and premeditation. Never rush into a cluster of humans without observing their environment or planning an assault. If possible, attack from behind and aim for the head.&lt;br /&gt;
&lt;br /&gt;
==Stage Two==&lt;br /&gt;
Stage two escalates the complexity of both building and hunting more than any other stage. Upon reaching stage two, aliens receive components key for survival in the remaining game, many of which manifest in evolved versions of previous species. &lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
In this stage, building is key. Other than the essentials, the [[booster]] is considered to be the most valuable alien structure. From experience, the [[trapper]], though generally underrated, is actually very effective when placed in proper positions. In addition, the ability for advanced grangers to crawl and build on walls and ceilings can lend a huge advantage.  Stage two also introduces many advanced versions of the alien classes. Each of these advanced aliens inherit special abilities that lend themselves to specific situations, such as the mind-boggling gas exhaled from an [[Advanced_Basilisk|advanced basilisk]], or the sharp and explosive barbs fired from an [[Advanced_Dragoon|advanced dragoon]].&lt;br /&gt;
&lt;br /&gt;
==Stage Three==&lt;br /&gt;
The third and final stage of alien evolution introduces one of the most debatably powerful classes.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
While gaining only a few new components, stage three is still a very impacting achievement in alien gameplay. The presence of hives, particularly mounted out of immediate [[grenade]] range can mean that aliens can feel slightly more comfortable when rushing or engaging humans away from their base. When used properly, the tyrant can induce mass carnage in the humans ranks. However, tyrants can also be devastatingly hindering when they inadvertently block doorways or structures. When using a tyrant, a good sense of special awareness is usually required.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=1071</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=1071"/>
		<updated>2012-11-04T23:18:38Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: /* Downloading &amp;amp; Installing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This tells MediaWiki to not generate a table of contents for this page. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align:center;margin:0px 0px 30px 0px;border-bottom-style:none;&amp;quot;&amp;gt;Welcome to the Unvanquished Wiki!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What is this all about?===&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a free open-source first-person shooter and strategy game created by [[Developers|Unvanquished Development]]. Players fight online in team based combat in a war of [[aliens]] against [[humans]]. The game is available for most major platforms (Linux, Mac and Windows). Support for other platforms (BSD derivatives, iPhone, etc.) is partially completed but not officially supported.&lt;br /&gt;
&lt;br /&gt;
While the humans are equipped with a variety of weapons ranging from standard-issue [[Rifle|assault rifles]] to [[Pulse_Rifle|plasma guns]] that they use to exterminate the alien presence, the aliens have only their pincers and a few special attacks, such as poison gas, and ranged electrical and projectile attacks. Players do not spawn at random points in the map; instead, each map has default spawn points and both teams are capable of moving them wherever they please. Both teams have other buildings that round out their base, such as [[Machinegun_turret|machinegun turrets]] for the humans and [[Barricade|barricades]] for the aliens. Either team wins by destroying the opposing team's spawn points and killing any remaining members of that team before they are able to build any more spawn points or the game timer ends.&lt;br /&gt;
&lt;br /&gt;
Earlier versions of play were based on a port of [http://tremulous.net Tremulous], however Unvanquished is under heavy development and is quickly becoming a very different game. We aim to provide a transparent development process that is open to the community, and frequently publish releases. We use the [[Engine features|Daemon engine]], which is a fork of the [http://www.splashdamage.com/wolfet Wolfenstein: Enemy Territory] engine (combining features from both ET:Xreal and OpenWolf), and provides a number of modern graphics and features over Tremulous' ioQuake3-based engine.&lt;br /&gt;
&lt;br /&gt;
===Is it done?===&lt;br /&gt;
&lt;br /&gt;
While the game is currently in an alpha (unfinished) state, because we've inherited from Tremulous, it is entirely playable. Upstream development is typically very stable as are the monthly alpha releases. With each release, we intend to replace outdated art assets with new and introduce new features. Longer term, gameplay is expected to begin to deviate further and further from Tremulous.&lt;br /&gt;
&lt;br /&gt;
==Downloading &amp;amp; Installing==&lt;br /&gt;
&lt;br /&gt;
The current release is Alpha 9, released November 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, and is available from [http://sourceforge.net/projects/unvanquished/files/ SourceForge.net]. See the [[Downloading &amp;amp; Installing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
* [[Creating custom keybinds]]&lt;br /&gt;
* [[Running the game#Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Running the game]]&lt;br /&gt;
* [[Running a server]]&lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
&lt;br /&gt;
There are a number of ways you can help. If you would like to contribute to the project, contact a [[Developers|team member]] on the [http://unvanquished.net/forum/ forums] or on [[IRC]]. We have two channels, [irc://freenode.net/#unvanquished #unvanquished] and [irc://freenode.net/#unvanquished-dev #unvanquished-dev] on [http://freenode.net// Freenode]. The former is for general discussion, while the latter is strictly for development-related discussion, so while members of the public are welcome at either, please keep the discussion on #unvanquished-dev on topic.&lt;br /&gt;
&lt;br /&gt;
If you do not have an IRC client, you can use the [http://webchat.freenode.net/?channels=unvanquished web chat] directly in your browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin:0px auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;border-radius:7px 0px 0px 0px&amp;quot;&amp;gt;&lt;br /&gt;
Artists&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;&amp;quot;&amp;gt;&lt;br /&gt;
Programmers&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;border-radius:0px 7px 0px 0px&amp;quot;&amp;gt;&lt;br /&gt;
Everyone&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tech overview]]&lt;br /&gt;
* [[Modeling]] ([[Modeling_progress|Progress]])&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Music and sounds]] ([[Sound_Progress|Progress]])&lt;br /&gt;
* [[Texture creation]]&lt;br /&gt;
* [[UI Design]]&lt;br /&gt;
* [[Particle effects]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
* [[Technical documentation]]&lt;br /&gt;
* [[Engine features]]&lt;br /&gt;
* [[Coding convention]]&lt;br /&gt;
* [[Development environments]]&lt;br /&gt;
* [[UI Implementation]]&lt;br /&gt;
* [[Contributing code]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Bug reporting]]&lt;br /&gt;
* [[Wiki_TODO_List|Wiki documentation]]&lt;br /&gt;
* [[Game design proposals]]&lt;br /&gt;
* [[Feature proposals]]&lt;br /&gt;
* [http://unvanquished.net/translate Translations]&lt;br /&gt;
* [[Testing]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
* [http://unvanquished.net/ Homepage]&lt;br /&gt;
* [http://unvanquished.net/forum/ Forums]&lt;br /&gt;
* [http://www.unvanquished.net/stats/NA1/ Gameplay stats]&lt;br /&gt;
* Project management&lt;br /&gt;
** [http://unvanquished.net/ideas/ideatorrent Project IdeaTorrent]&lt;br /&gt;
* Development news&lt;br /&gt;
** [http://unvanquished.net/forum/blog.php Development blog]&lt;br /&gt;
** [https://picasaweb.google.com/104009985595164250961 Development screenshots]&lt;br /&gt;
* Downloads/Packages&lt;br /&gt;
** [http://sourceforge.net/projects/unvanquished/files/ Official downloads]&lt;br /&gt;
** [http://tartarus.org/ds/unvanquished/pkg/ (Semi-official) Debian-format packages]&lt;br /&gt;
** [http://www.playdeb.net/software/Unvanquished (Unofficial) PlayDeb packages]&lt;br /&gt;
** [https://aur.archlinux.org/packages.php?ID=61163 (Unofficial) Arch linux packages]&lt;br /&gt;
* Source code&lt;br /&gt;
** [https://github.com/Unvanquished/Unvanquished Game/engine source] ([https://github.com/Unvanquished/Unvanquished/issues bug tracker])&lt;br /&gt;
** [https://github.com/Unvanquished/Osavul Osavul server browser source] ([https://github.com/Unvanquished/Osavul/issues bug tracker])&lt;br /&gt;
** [https://github.com/Unvanquished/unvanquished-master Master server source] ([https://github.com/Unvanquished/unvanquished-master bug tracker])&lt;br /&gt;
* Game database entries&lt;br /&gt;
** [http://www.moddb.com/games/unvanquished ModDB page]&lt;br /&gt;
** [http://www.lgdb.org/game/unvanquished Linux Game Database page]&lt;br /&gt;
** [http://www.happypenguin.org/show?Unvanquished Linux Game Tome page]&lt;br /&gt;
** [http://macgamescout.org/tremz-unvanquished/ Macgamescout page]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Bug_reporting&amp;diff=637</id>
		<title>Bug reporting</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Bug_reporting&amp;diff=637"/>
		<updated>2012-08-13T19:31:11Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please file any bugs you find on GitHub using the [https://github.com/Unvanquished/Unvanquished/issues issue tracker]. Before filing a bug report, however, please search the [http://unvanquished.net/forum/ forums] and the issue tracker to see if your issue has been noticed or reported before.&lt;br /&gt;
&lt;br /&gt;
Please try to do the following when writing a bug report:&lt;br /&gt;
* Describe the problem in detail. Carefully note what actually happens and what you expected to happen.&lt;br /&gt;
* Describe how to reproduce the problem: i.e., steps that the developers can follow to cause it to happen.&lt;br /&gt;
* Do not post console logs or error messages without any other accompanying explanation with the expectation that the developers will solve your problem for you; you must provide details!&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=300</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=300"/>
		<updated>2012-05-13T01:03:42Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This tells MediaWiki to not generate a table of contents for this page. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align:center;margin:0px 0px 40px 0px;border-bottom-style:none;&amp;quot;&amp;gt;Welcome to the Unvanquished Wiki!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a free and open-source team-based first person shooter based on [http://tremulous.net Tremulous] and created by Unvanquished Development. Unvanquished is a split from the [http://tremz.com/ TremZ project], with fundamentally different goals. We aim to provide a transparent development process that is open to the community, with frequent releases. We use the [[Engine features|Daemon engine]] (a fork of the OpenWolf engine) which provides a number of new features over Tremulous' ioQuake3-based engine.&lt;br /&gt;
&lt;br /&gt;
===What is it about?===&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a first-person shooter, but a very unique one. It is team-based, and pits the aliens against the humans. While the humans are equipped with weapons that they use to exterminate the alien presence, the aliens have only their pincers and a few special attacks, such as poison gas, and ranged electrical and projectile attacks. Players do not spawn at random points in the map; instead, each map has default spawn points and both teams are capable of moving them wherever they please. Both teams have other buildings that round out their base, such as machinegun turrets for the humans and barricades for the aliens. Either team wins by destroying the opposing team's spawn points and killing any remaining members of that team before they are able to build any more spawn points or the game timer ends.&lt;br /&gt;
&lt;br /&gt;
==Downloading &amp;amp; Installing==&lt;br /&gt;
&lt;br /&gt;
See the [[Downloading &amp;amp; Installing]] page.&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
* [[Creating custom keybinds]]&lt;br /&gt;
* [[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
&lt;br /&gt;
There are a number of ways you can help. If you would like to contribute to the project, contact a team member on the [http://unvanquished.net/forum/ forums] or on [[IRC]]. We have two channels, [irc://freenode.net/#unvanquished #unvanquished] and [irc://freenode.net/#unvanquished-dev #unvanquished-dev] on [http://freenode.net// Freenode]. The former is for general discussion, while the latter is strictly for development-related discussion, so while members of the public are welcome at either, please keep the discussion on #unvanquished-dev on topic.&lt;br /&gt;
&lt;br /&gt;
If you do not have an IRC client, you can use the [http://webchat.freenode.net/?channels=unvanquished web chat] directly in your browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin:0px auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;border-radius:7px 0px 0px 0px&amp;quot;&amp;gt;&lt;br /&gt;
Artists&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;&amp;quot;&amp;gt;&lt;br /&gt;
Programmers&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;border-radius:0px 7px 0px 0px&amp;quot;&amp;gt;&lt;br /&gt;
Everyone&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Modeling Guide|Modeling]]&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Music and sounds]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
* [[Technical documentation]]&lt;br /&gt;
* [[Engine features]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Bug reporting]]&lt;br /&gt;
* [[Wiki_TODO_List|Wiki documentation]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
* [http://unvanquished.net/ Homepage]&lt;br /&gt;
* [http://unvanquished.net/forum/ Forums]&lt;br /&gt;
* [http://unvanquished.net/forum/blog.php Development blog]&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/ Downloads]&lt;br /&gt;
* [http://tartarus.org/ds/unvanquished/pkg/ Debian-format packages]&lt;br /&gt;
* [https://github.com/Unvanquished Source code]&lt;br /&gt;
* [https://picasaweb.google.com/104009985595164250961 Development screenshots]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=299</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Main_Page&amp;diff=299"/>
		<updated>2012-05-13T01:02:11Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Changed protection level for &amp;quot;Main Page&amp;quot; ([edit=sysop] (indefinite) [move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This tells MediaWiki to not generate a table of contents for this page. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align:center;margin:0px 0px 40px 0px;border-bottom-style:none;&amp;quot;&amp;gt;Welcome to the Unvanquished Wiki!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a free and open-source team-based first person shooter based on [http://tremulous.net Tremulous] and created by Unvanquished Development. Unvanquished is a split from the [http://tremz.com/ TremZ project], with fundamentally different goals. We aim to provide a transparent development process that is open to the community, with frequent releases. We use the [[Engine features|Daemon engine]] (a fork of the OpenWolf engine) which provides a number of new features over Tremulous' ioQuake3-based engine.&lt;br /&gt;
&lt;br /&gt;
===What is it about?===&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a first-person shooter, but a very unique one. It is team-based, and pits the [[aliens]] against the [[humans]]. While the humans are equipped with weapons that they use to exterminate the alien presence, the aliens have only their pincers and a few special attacks, such as poison gas, and ranged electrical and projectile attacks. Players do not spawn at random points in the map; instead, each map has default spawn points and both teams are capable of moving them wherever they please. Both teams have other buildings that round out their base, such as machinegun turrets for the humans and barricades for the aliens. Either team wins by destroying the opposing team's spawn points and killing any remaining members of that team before they are able to build any more spawn points or the game timer ends.&lt;br /&gt;
When preparation your following trip that has a hire car be prepared for the leasing organization to obtain you obtain  [http://autocarinsurancecalculator.com http://www.autocarinsurancecalculator.com/] on that procurment car. There are various explanations why procurment insurance need to be purchased and a lot of why you might not ought to buy it. It's not necessarily always important to have automobile insurance in just about every state. Even so, in expresses like Modifies name and Oregon it's the law to transport car or truck insurance whether or not that automobile is a lease car or otherwise not.  When the traveler already possesses a vehicle with full coverage insurance therefore it is a great idea to call pany. Most auto insurance policies will cover a rental vehicle beneath the coverage limits. The policy limits and insurance often remain the same on the local rental vehicle as they do for the individual vehicle. [http://www.bbc.co.uk/1/hi/northern_ireland/8595018.stm http://www.bbc.co.uk/1/hi/northern_ireland/8595018.stm]&lt;br /&gt;
&lt;br /&gt;
==Downloading &amp;amp; Installing==&lt;br /&gt;
&lt;br /&gt;
See the [[Downloading &amp;amp; Installing]] page.&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
* [[Creating custom keybinds]]&lt;br /&gt;
* [[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
&lt;br /&gt;
There are a number of ways you can help. If you would like to contribute to the project, contact a team member on the [http://unvanquished.net/forum/ forums] or on [[IRC]]. We have two channels, [irc://freenode.net/#unvanquished #unvanquished] and [irc://freenode.net/#unvanquished-dev #unvanquished-dev] on [http://freenode.net// Freenode]. The former is for general discussion, while the latter is strictly for development-related discussion, so while members of the public are welcome at either, please keep the discussion on #unvanquished-dev on topic.&lt;br /&gt;
&lt;br /&gt;
If you do not have an IRC client, you can use the [http://webchat.freenode.net/?channels=unvanquished web chat] directly in your browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin:0px auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;border-radius:7px 0px 0px 0px&amp;quot;&amp;gt;&lt;br /&gt;
Artists&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;&amp;quot;&amp;gt;&lt;br /&gt;
Programmers&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding:0px 10px;background:#C9DCF6;border-radius:0px 7px 0px 0px&amp;quot;&amp;gt;&lt;br /&gt;
Everyone&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Modeling Guide|Modeling]]&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Music and sounds]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Getting the source]]&lt;br /&gt;
* [[Compiling the source]]&lt;br /&gt;
* [[Technical documentation]]&lt;br /&gt;
* [[Engine features]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding:0px 10px;background:#F0F5FC;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Bug reporting]]&lt;br /&gt;
* [[Wiki_TODO_List|Wiki documentation]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
* [http://unvanquished.net/ Homepage]&lt;br /&gt;
* [http://unvanquished.net/forum/ Forums]&lt;br /&gt;
* [http://unvanquished.net/forum/blog.php Development blog]&lt;br /&gt;
* [http://sourceforge.net/projects/unvanquished/files/ Downloads]&lt;br /&gt;
* [http://tartarus.org/ds/unvanquished/pkg/ Debian-format packages]&lt;br /&gt;
* [https://github.com/Unvanquished Source code]&lt;br /&gt;
* [https://picasaweb.google.com/104009985595164250961 Development screenshots]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Dragoon&amp;diff=181</id>
		<title>Dragoon</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Dragoon&amp;diff=181"/>
		<updated>2012-04-02T20:33:50Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Dragoon'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Dragoon.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Beware its pounce.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 200 (250 for advanced)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 3 (4 for advanced)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Close-range chomp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Long-distance pounce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Tertiary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Long-range barb (advanced)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By far the most commonly seen assault form, the versatile dragoon is capable of taking out armored humans while still being mobile enough to leap over obstacles and human defenses. It has a pouncing attack that causes knockback and inflicts 100 damage when fully charged. After reaching stage 2, dragoons can evolve into their advanced form, which in addition to the usual increased health provides a barb attack which does 110 damage. Advanced dragoons carry three barbs that slowly regenerate over time and fire out in a long arc. These barbs cause splash damage, which may prove problematic in melee.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' constantly chomp in melee. Chomps are frustratingly slow and must be timed properly to hurt a constantly moving human. It's usually a good idea to keep your distance and pounce. If you have the opportunity and good aim however, you can kill a human without a helmet in one chomp, and one with a helmet in two.&lt;br /&gt;
&lt;br /&gt;
'''Do''' pounce, and pounce often. A grounded dragoon is an easy target compared to one flying at ridiculous speeds after accelerating for half the map. While in the air, make sure to charge up for your next pounce as well.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' fire your barbs into melee if friendly fire is on. At best, you'll kill the human and your teammate. At worst, you've just given the human a new target.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Prior to its assimilation by the alien hivemind, the dragoon was a carnivorous predator inhabiting a high-gravity, mountainous planet. With its powerful legs, it is capable of leaping from peak to peak, crushing its prey with its enormous bulk and finishing the job with a powerful bite. The dragoon’s head is protected from concussions by the large head plate extending from its skull, absorbing most of the shock from each blow.&lt;br /&gt;
&lt;br /&gt;
On its induction to the alien swarm, the dragoon received relatively few genetic modifications, having already proven itself a powerful beast. To operate in the lower gravity of most human habitats, the dragoon was granted a reinforced head plate to take in the greater shocks that its strengthened pouncing produces. In addition, an advanced form of the dragoon was produced, with even greater leaping abilities, and a new capability to launch explosive, spiny projectiles from its mouth. Up to three are carried at a time by the dragoon, and are slowly regenerated.&lt;br /&gt;
&lt;br /&gt;
Due to its violent, forceful nature, the dragoon often heads the primary assault of alien invasions, leaping into the enemy base to tear apart valuable equipment and defending humans so that lesser forms can sweep in and finish the job. It is also a formidable opponent on its own, rapidly closing the gap between it and a distant human with one or two rapid jumps. Few are capable of taking down the vicious dragoon on their own, and approaching one without suitable protection is akin to suicide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Marauder&amp;diff=180</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Marauder&amp;diff=180"/>
		<updated>2012-04-02T20:33:09Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Marauder'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Mara.jpg | 300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''The agile marauder.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 150 (175 for advanced)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 2 (3 for advanced)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Close-range bite&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Chain lightning (advanced)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first true alien assault form, marauders are agile and can easily leap over human defenses to strike at critical structures. They possess the ability to wall-jump, allowing both an easy way to dodge humans and a way to reach places that only wall-walking forms can get to. It also allows the marauder to build up speed. Upon reaching stage 2, marauders can evolve into the advanced form, with improved health and the addition of a zapping attack which can chain to up to 5 targets, doing 60 damage to each. This zapping attack is the bane of clustered bases, as it chains four times and makes quick work of defenses.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' stay on the ground to attack. Constantly wall-jump and leap over humans, as this gives you easy access to their heads. Marauders move much faster in the air than on the ground, which may affect how certain weapons work against you. For example, it's easier to hit a marauder with a mass driver when it's leaping at you. Its profile increases when overhead, making it an easier shot.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' zap human bases alone unless you're confident that the defenses won't overwhelm you. Your zaps won't do much if humans have been alerted that their base is under attack, and defending humans can easily get a construction kit to repair your damage.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use your wall-jump down long, narrow corridors. You'll accelerate rapidly and reach the other end much faster than walking. In fact, as a marauder, there are very few reasons to be on the ground in the first place.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Originally an arboreal species, the alien that was to become the marauder evolved on a world with abundant tree cover and rocky protrusions. With its ability to quickly jump off vertical surfaces, the marauder could rapidly accelerate itself upwards, to catch new prey or escape a potential predator. In addition, despite its small size, it is anything but fragile: a life in the trees and cliffs has provided the diminutive marauder with exceptional stamina and vigor.&lt;br /&gt;
&lt;br /&gt;
Seizing its potential as a rapid assault unit, the hivemind has modified the marauder’s talons, turning them from mere climbing implements to lengthy chitinous blades ending in a single molecule at the edge. With these, the marauder is capable of slicing through the thickest human armor with ease, digging through to the vulnerable humans within after a few quick strikes. The advanced form of the marauder, produced by the hivemind for more dug-in defenders, is capable of generating massive amounts of static electricity, stored within specialized glands around the forelimbs. As the marauder leaps about, electricity is generated, which may then be released in powerful bursts.&lt;br /&gt;
&lt;br /&gt;
With its capabilities, the marauder is often used as a lone wolf, able to both fend for itself and rapidly escape before it can be slain. It can quickly tear apart lone humans, who often find it difficult to target the rapidly jumping marauder. In addition, the advanced form is of great use when besieging a well-defended human base, with the electroshock rapidly destroying large swathes of human equipment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Mara.jpg&amp;diff=179</id>
		<title>File:Mara.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Mara.jpg&amp;diff=179"/>
		<updated>2012-04-02T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Marauder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marauder.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Pulse_Rifle&amp;diff=177</id>
		<title>Pulse Rifle</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Pulse_Rifle&amp;diff=177"/>
		<updated>2012-04-02T01:05:20Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Pulse Rifle'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Pulserifle.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''The destructive pulse rifle.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Rapid-fire plasma blasts (40 shots)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fires damaging red shots at a considerable rate, with the disadvantage of the shots not hitting instantly and small clip size for the rate of fire, although this can be remedied with a battery pack. Up close this is likely one of the best weapons in the game, and makes quick work of alien bases. Expect to see your teammates using this very often during stage 2.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Do''' get very familiar with it. It's going to be your best friend for many games, assuming your team reaches stage 2.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' shoot at where the alien is, but where it's likely to be next. This way you won't constantly waste shots while they move to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this in vents and long corridors with low ceilings. With your rate of fire, it's likely that the alien will run off to avoid being easily shot up.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The latest in a new line of plasma-based energy weapons, pulse rifles represent the pinnacle of human ingenuity in high-energy containment fields. Each cartridge contains a miniaturized tokamak, stabilizing a small quantity of searing plasma. When the trigger is held, some of the plasma is ejected down the barrel of the gun, which is surrounded by rapidly rotating magnetic fields. These fields create a sort of rifling effect that stabilizes the projectile, leading to the weapon’s name. Upon leaving the barrel, the superheated plasma gives off a great deal of light as it ionizes the air, imparting a glow as it travels along its path. The plasma chars flesh to a crisp in a small area upon contact, doing significantly more damage than conventional metal slugs can accomplish. However, some of this energy is lost as it travels through the air.&lt;br /&gt;
&lt;br /&gt;
Having just left the experimental stage, the weapon is only beginning to make its presence known in the arsenals of humanity, typically being available to an assault team only after they have proven their worth with more typical weaponry. It is one of the pricier weapons, although in the right hands it can be very deadly. A battery pack imparts more power to the cartridges, allowing them to hold an increased amount of plasma safely.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Pulserifle.jpg&amp;diff=176</id>
		<title>File:Pulserifle.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Pulserifle.jpg&amp;diff=176"/>
		<updated>2012-04-02T01:01:48Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Pulse rifle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pulse rifle.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Mass_Driver&amp;diff=175</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Mass_Driver&amp;diff=175"/>
		<updated>2012-04-02T00:52:07Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Fixed wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Mass Driver'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Massdriver.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Death from afar.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 350 credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Linear accelerator (5 shots)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Zoom scope&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The mass driver functions as the human team's sniper rifle, firing with great accuracy over long distances due to the scope function, which lets you zoom in on things. The rate of fire is painfully slow, so it's best to practice with a lasgun until you've got the reflexes down.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' use this close-range unless you've got magic shooting abilities. While it might be an appealing idea to use this against dretches, you probably won't shoot them often enough to make this any better than the other guns.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this as per its intended use: a sniper rifle. Hide somewhere safe, zoom in and wait for something to come into your field of view.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' reload this outside of your base, as reloading with the weapon takes just as long as it does to fire it. Use every last shot.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Fulfilling the niche of a sniping weapon in the human arsenal, the mass driver performs its role with lethal efficiency. The barrel of the gun is a miniaturized linear accelerator, with coils of highly conductive electromagnets running down the length. A large power pack is mounted underneath the barrel, feeding into both the magnetic coils and the fragile cartridge in the rear of the weapon. Each cartridge contains a number of narrow metal slivers, which are expensive to manufacture due to the high precision required in their manufacture, as even the slightest imbalance in the projectile would lead to undesirable inaccuracy. When the trigger is pulled, current flows into the magnetic coil, producing a powerful field that propels one of the slivers out of the weapon in a fraction of a second. Damage is caused not by the shot penetrating flesh, but rather by the shot continuing through the unfortunate victim’s body, exiting the other side with a resulting disruption of the internal anatomy that often proves fatal. Each firing draws a large amount of energy from the power pack, which must be replaced every few shots.&lt;br /&gt;
&lt;br /&gt;
With a painfully slow rate of fire, the mass driver is by no means intended to be used on the front lines. As a result, it comes equipped with a targeting scope, allowing its user to aim from a safe distance. Having a source of distraction for the aliens is often beneficial to its user, such as the presence of teammates or automated base defenses to keep the opponent occupied. Carrying a back-mounted battery pack grants the wielder more shots, feeding more electricity into the power packs before they blow out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Mass_Driver&amp;diff=174</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Mass_Driver&amp;diff=174"/>
		<updated>2012-04-02T00:45:37Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Mass Driver'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Massdriver.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Death from afar.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 350 credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Linear accelerator (5 shots)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Zoom scope&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The mass driver functions as the human team's sniper rifle, firing with great accuracy over long distances due to the scope function, which lets you zoom in on things. The rate of fire is painfully slow, so it's best to practice with a lasgun until you've got the reflexes down.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' use this close-range unless you've got magic shooting abilities. While it might be an appealing idea to use this against dretches, you probably won't shoot them often enough to make this any better than the other guns.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this as per its intended use: a sniper rifle. Hide somewhere safe, zoom in and wait for something to come into your field of view.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' reload this, as reloading with the weapon takes nearly as long as it does to fire it. Use every last shot.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Fulfilling the niche of a sniping weapon in the human arsenal, the mass driver performs its role with lethal efficiency. The barrel of the gun is a miniaturized linear accelerator, with coils of highly conductive electromagnets running down the length. A large power pack is mounted underneath the barrel, feeding into both the magnetic coils and the fragile cartridge in the rear of the weapon. Each cartridge contains a number of narrow metal slivers, which are expensive to manufacture due to the high precision required in their manufacture, as even the slightest imbalance in the projectile would lead to undesirable inaccuracy. When the trigger is pulled, current flows into the magnetic coil, producing a powerful field that propels one of the slivers out of the weapon in a fraction of a second. Damage is caused not by the shot penetrating flesh, but rather by the shot continuing through the unfortunate victim’s body, exiting the other side with a resulting disruption of the internal anatomy that often proves fatal. Each firing draws a large amount of energy from the power pack, which must be replaced every few shots.&lt;br /&gt;
&lt;br /&gt;
With a painfully slow rate of fire, the mass driver is by no means intended to be used on the front lines. As a result, it comes equipped with a targeting scope, allowing its user to aim from a safe distance. Having a source of distraction for the aliens is often beneficial to its user, such as the presence of teammates or automated base defenses to keep the opponent occupied. Carrying a back-mounted battery pack grants the wielder more shots, feeding more electricity into the power packs before they blow out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Massdriver.jpg&amp;diff=173</id>
		<title>File:Massdriver.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Massdriver.jpg&amp;diff=173"/>
		<updated>2012-04-02T00:44:44Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Mass driver.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mass driver.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Las_Gun&amp;diff=172</id>
		<title>Las Gun</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Las_Gun&amp;diff=172"/>
		<updated>2012-04-02T00:36:59Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Lasgun'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Lasgun.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Deathly accurate.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Rapid-fire laser burst (200 shots)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first energy weapon available. It functions much like a vastly improved rifle, at the cost of a decline in the rate of fire. It's a fantastic gun to snipe with if you're not comfortable with the mass driver, while still being potent up-close with its lack of reloading.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this against alien bases. It's great! Park yourself in a corner where you aren't being acid tubed, and fire away at eggs while your teammates shoot at other things.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' be afraid to duel with it, as long as you're good with keeping range. You don't need to make up for accuracy with this weapon, so it works fine at any range. Keep circling and firing until they're dead.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this in groups, much like the rifle. It'll make up for your lower firing rate, and the constant shooting will scare most aliens off.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Fulfilling a similar role to the more common rifle, the lasgun possesses several advantages of its own. Unlike its bullet-churning cousin, the weapon possesses a single large power cell, eliminating the need to reload and allowing its user to keep a constant rate of fire for as long as the cell is charged and the trigger is held. Each “shot” is a pinpoint accurate, coherent burst of high frequency electromagnetic radiation, invisible to human eyes but readily felt as a sudden shock of intense heat that burns flesh with ease. The amplifier must be cooled down between shots, and while this is accomplished in a fraction of a second, there is still an easily noticed delay in comparison to the rifle.&lt;br /&gt;
&lt;br /&gt;
Although superior to the rifle in most regards, the lasgun’s components are far more expensive to manufacture, and thus it is typically entrusted to soldiers that show some degree of marksmanship and survivability above that of a new recruit. It may be connected to a battery pack, providing even more energy to the power cell. Although eclipsed by the other energy weapons in terms of damage output, it is highly regarded as the most efficient weapon in the human arsenal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Lasgun.jpg&amp;diff=171</id>
		<title>File:Lasgun.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Lasgun.jpg&amp;diff=171"/>
		<updated>2012-04-02T00:32:06Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Lasgun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lasgun.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Dretch&amp;diff=170</id>
		<title>Dretch</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Dretch&amp;diff=170"/>
		<updated>2012-04-02T00:21:19Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Dretch'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Dretch.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Tiny, but deadly.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Free!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Poisonous bite (auto-attack)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first alien form, selectable for free at spawning. Dretches are the smallest, fastest, and deadliest things in the game, but suffer from an extremely low amount of health. They are able to wall-walk, which combined with their natural stealth can make them exceedingly difficult to detect. Keep in mind that they are silent only while they are moving, not jumping.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Do''' wall-walk, and constantly. Although it may be disorienting at first, it's crucial if you want to surprise radar-less humans and evade their shots.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' move in straight lines. You may be the fastest thing in the game, but your low health ensures that you'll never be able to charge at humans.&lt;br /&gt;
&lt;br /&gt;
'''Do''' aim at the head, and remember locational damage! As the dretch relies primarily on stealth, your leg and chest bites won't kill fast enough for you to avoid detection. You only need two head bites to kill.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
It is unknown just where the dretch originated, for few aspects of the toxic arachnoid suggest an independent lifestyle. The few internal organs it possesses are vastly shrunken in comparison to its enormous poison glands, which fill up the bulk of its thoracic cavity. Of the dretches left behind after alien retreats, all die within hours, making it exceedingly difficult to examine a living one in detail.&lt;br /&gt;
&lt;br /&gt;
With its ability to climb any surface, the dretch is able to cling to anything, patiently awaiting a passing human to deliver a poisonous bite to. Once a dretch’s fangs pierce skin, a sudden reflex delivers a spray of venom into the wound, immediately causing necrosis of the flesh, with several bites being lethal. In addition, a dretch is capable of moving at great speed with utter silence, surprising those unfortunate humans without radar equipment.&lt;br /&gt;
&lt;br /&gt;
In its capacity as a mass-produced scout and assassin, the dretch can be fielded in enormous quantities, absorbing minuscule amounts of nutrients from the creep. While completely powerless against human structures, poorly equipped humans are no match for its stealth and lethality. Even armor is no foolproof protection against a swarm of dretches, for the dozens of oozing fangs eventually find some hole to sink themselves into.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Dretch.png&amp;diff=169</id>
		<title>File:Dretch.png</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Dretch.png&amp;diff=169"/>
		<updated>2012-04-02T00:17:27Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Dretch close-up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dretch close-up.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Dragoon&amp;diff=168</id>
		<title>Dragoon</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Dragoon&amp;diff=168"/>
		<updated>2012-04-02T00:12:08Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Dragoon'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Dragoon.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Beware its pounce.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 200 (250 for advanced)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 3 (4 for advanced)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Close-range chomp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Long-distance pounce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Tertiary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Long-range barb (advanced)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By far the most commonly seen assault form, the versatile dragoon is capable of taking out armored humans while still being mobile enough to leap over obstacles and human defenses. It has a pouncing attack that causes knockback and inflicts 100 damage when fully charged.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' constantly chomp in melee. Chomps are frustratingly slow and must be timed properly to hurt a constantly moving human. It's usually a good idea to keep your distance and pounce. If you have the opportunity and good aim however, you can kill a human without a helmet in one chomp, and one with a helmet in two.&lt;br /&gt;
&lt;br /&gt;
'''Do''' pounce, and pounce often. A grounded dragoon is an easy target compared to one flying at ridiculous speeds after accelerating for half the map. While in the air, make sure to charge up for your next pounce as well.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' fire your barbs into melee if friendly fire is on. At best, you'll kill the human and your teammate. At worst, you've just given the human a new target.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Prior to its assimilation by the alien hivemind, the dragoon was a carnivorous predator inhabiting a high-gravity, mountainous planet. With its powerful legs, it is capable of leaping from peak to peak, crushing its prey with its enormous bulk and finishing the job with a powerful bite. The dragoon’s head is protected from concussions by the large head plate extending from its skull, absorbing most of the shock from each blow.&lt;br /&gt;
&lt;br /&gt;
On its induction to the alien swarm, the dragoon received relatively few genetic modifications, having already proven itself a powerful beast. To operate in the lower gravity of most human habitats, the dragoon was granted a reinforced head plate to take in the greater shocks that its strengthened pouncing produces. In addition, an advanced form of the dragoon was produced, with even greater leaping abilities, and a new capability to launch explosive, spiny projectiles from its mouth. Up to three are carried at a time by the dragoon, and are slowly regenerated.&lt;br /&gt;
&lt;br /&gt;
Due to its violent, forceful nature, the dragoon often heads the primary assault of alien invasions, leaping into the enemy base to tear apart valuable equipment and defending humans so that lesser forms can sweep in and finish the job. It is also a formidable opponent on its own, rapidly closing the gap between it and a distant human with one or two rapid jumps. Few are capable of taking down the vicious dragoon on their own, and approaching one without suitable protection is akin to suicide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Dragoon.jpg&amp;diff=167</id>
		<title>File:Dragoon.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Dragoon.jpg&amp;diff=167"/>
		<updated>2012-04-02T00:07:46Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: The dragoon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dragoon.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Blaster&amp;diff=166</id>
		<title>Blaster</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Blaster&amp;diff=166"/>
		<updated>2012-04-02T00:03:40Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Blaster'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Blaster.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''The standard-issue blaster pistol.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Free!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Single-shot energy burst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the one gun that everyone starts with, and will always have, regardless of whether you're building or shooting. It has pitiful firepower, but exchanges this for the ability to fire forever. Definitely not recommended for firefights, unless you're desperate or really want to humiliate someone.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' use this if you have a weapon that still has ammo in it! Anything is better than this. One exception to the rule is when you've fired a fully charged lucifer cannon shot at an alien. The blaster has a faster rate of fire than the lucifer cannon's secondary, allowing you to finish it off faster.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this if you can find a nice, quiet spot where you have direct line of sight to an alien structure. This way you save your ammo for whenever aliens come by.&lt;br /&gt;
&lt;br /&gt;
'''Do''' use this for dueling friend grangers. It's not fair any other way.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
A common sight among all members of the human military, from combat engineers to high-ranking officers, the single-shot blaster pistol is typically drawn from its holster in only in the most dire of circumstances. When power fails and the more potent weapons run out of ammunition, the blaster is always present for one last heroic charge or final stand. While the survival rate against multiple opponents is abysmally low, the possibility of taking out at least one injured alien with a few well-aimed shots is more than enough to justify continued production of the dirt-cheap weapon.&lt;br /&gt;
&lt;br /&gt;
Each blaster draws power from multiple sources, ensuring that it can operate in a variety of environments. To recharge its internal battery, the pistol can absorb faint emissions of energy from a distant reactor, solar power from sunlight, and even thermal energy from open flame. Between shots, the battery charges a multitude of capacitors along the barrel of the gun, which release a short burst of energy after the trigger is pulled. Although each shot is potent in comparison to bullets, the recharging takes far too long to be useful in combat, and the energy burst travels too slowly to be accurate against quickly moving targets at anything more than point blank range. Even so, it is still considered better than nothing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Blaster.jpg&amp;diff=165</id>
		<title>File:Blaster.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Blaster.jpg&amp;diff=165"/>
		<updated>2012-04-01T23:59:52Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: The blaster.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The blaster.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=SMG&amp;diff=163</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=SMG&amp;diff=163"/>
		<updated>2012-04-01T01:46:52Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Rifle'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Rifle.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''An old friend.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Free!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Rapid-fire bullet spray (30 shots)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your standard human weapon. Everyone spawns with this, so expect to be very familiar with this during stage 1 of both teams. Utterly unremarkable in every regard, it's the most average weapon in Unvanquished, but a reliable one.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Do''' get to learn the weapon very well. If you do, you'll get credits faster to use the more entertaining weapons. It's also likely the only gun you'll have if the armory's been taken down.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' use this against anything better than a regular dragoon without support, and even then, be careful. Unless you have magic aim, the majority of your shots probably won't hit. Definitely not good against a tyrant.&lt;br /&gt;
&lt;br /&gt;
'''Do''' learn to use this weapon in teams. A group of humans with the fast firing rate of a rifle will be able to take many things down quickly.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Having undergone relatively few design changes over the last century, the rifle is exceedingly cheap to manufacture, and is thus the weapon entrusted to the newest of recruits. With few moving parts and simplistic circuitry, they are easy to maintain and are unlikely to jam when needed most, making them reliable and a favorite of those that come to depend on its stability during combat. Just as historic rifles propelled a round down a rifled barrel, these weapons operate off the same principle, although with a rapid, magnetically-assisted feed system that allows for an incredible rate of fire while the trigger is held.&lt;br /&gt;
&lt;br /&gt;
By far the most common weapon in the human military, it is highly effective against the smaller forms of aliens, with the ability to dispatch most of them in a few seconds of well-aimed fire. As the weapon is configured to fire in bursts over a short distance, it is considerably less useful at ranges, where the highly accurate energy weapons are more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=SMG&amp;diff=162</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=SMG&amp;diff=162"/>
		<updated>2012-04-01T01:45:36Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Rifle'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Rifle.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''An old friend.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Damage:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Free!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Rapid-fire bullet spray (30 shots)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your standard human weapon. Everyone spawns with this, so expect to be very familiar with this during stage 1 of both teams. Utterly unremarkable in every regard, it's the most average weapon in Unvanquished, but a reliable one.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Do''' get to learn the weapon very well. If you do, you'll get credits faster to use the more entertaining weapons. It's also likely the only gun you'll have if the armory's been taken down.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' use this against anything better than a regular dragoon without support, and even then, be careful. Unless you have magic aim, the majority of your shots probably won't hit. Definitely not good against a tyrant.&lt;br /&gt;
&lt;br /&gt;
'''Do''' learn to use this weapon in teams. A group of humans with the fast firing rate of a rifle will be able to take many things down quickly.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Having undergone relatively few design changes over the last century, the rifle is exceedingly cheap to manufacture, and is thus the weapon entrusted to the newest of recruits. With few moving parts and simplistic circuitry, they are easy to maintain and are unlikely to jam when needed most, making them reliable and a favorite of those that come to depend on its stability during combat. Just as historic rifles propelled a round down a rifled barrel, these weapons operate off the same principle, although with a rapid, magnetically-assisted feed system that allows for an incredible rate of fire while the trigger is held. A small display on the side of the rifle indicates how many rounds are left in the clip, eliminating any guesswork regarding appropriate times to duck into cover and reload.&lt;br /&gt;
&lt;br /&gt;
By far the most common weapon in the human military, it is highly effective against the smaller forms of aliens, with the ability to dispatch most of them in a few seconds of well-aimed fire. As the weapon is configured to fire in bursts over a short distance, it is considerably less useful at ranges, where the highly accurate energy weapons are more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Rifle.jpg&amp;diff=161</id>
		<title>File:Rifle.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Rifle.jpg&amp;diff=161"/>
		<updated>2012-04-01T01:39:42Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Rifle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifle.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Category:Humans&amp;diff=160</id>
		<title>Category:Humans</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Category:Humans&amp;diff=160"/>
		<updated>2012-04-01T01:34:37Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Created page with &amp;quot;All articles related to humanity, including equipment and buildables.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All articles related to humanity, including equipment and buildables.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Humans&amp;diff=159</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Humans&amp;diff=159"/>
		<updated>2012-04-01T01:33:07Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Humans'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:trooper.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''A fearless clone trooper.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Free!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Various weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Outset===&lt;br /&gt;
&lt;br /&gt;
In the early 23rd century, humanity sent its first ships to the stars. Spurred on by the allure of new frontiers, the pioneers of interstellar travel embarked on massive colony ships by the thousands, certain that they would never see their homeworld again. In these old days of human space travel, transit times to even the nearest stars took several decades, and thus the colonists were kept in suspended animation, to be awoken at their final destination. Some of the more unfortunate volunteers ended up stranded in space, drifting through the endless sea of darkness, while others met a swifter death during collisions with asteroids or planets with powerful gravity wells. Yet, the multitude of ships sent out ensured that some were bound to  successfully reach their targets, leading to the first human colonies.&lt;br /&gt;
&lt;br /&gt;
Confronted with barren, rocky wastelands, the first generation of colonists did not stray far from their landed ships, which had taken on the role of providing life support and power generation. Each ship was equipped with sufficient facilities for the nano-manufacture of tools and industrial components that the colonists required, along with a stock of blueprints containing the sum of all human technological knowledge up until the date that the ship was launched. In addition, each ship was stocked with a large complement of sterile, genetically modified clones, along with the means to produce more of them. These clones, created specifically for labor, were crucial to humanity’s expansion through the stars.&lt;br /&gt;
&lt;br /&gt;
With greater strength and resilience than the average human, along with an utter lack of fear and a heightened tolerance for the harsh conditions outside of the early colonial base, the clones tirelessly performed manual labor for the colonists, mining for raw materials and setting up the infrastructure for continued growth. Wearing protective suits and equipped with hand-held devices capable of emitting a directed spray of nano-machines, the clones laid down solar cells and ventilation systems, allowing for the first structures to be built beyond the colony ships. The first crops were grown in the lifeless soil of distant worlds, supported by immense greenhouses and tended by teams of clones.&lt;br /&gt;
&lt;br /&gt;
While many worlds were initially incapable of supporting life, and would not be able to do so until the future introduction of terraforming by later expeditions, a few were gifted with a suitable atmosphere that permitted colonists to step outside with a bare minimum of protection, and for a few hardy plants to grow beyond the immediate attention of humans. These planets were the first to thrive, and would come to attract the most attention from Earth, where newer generations were lured into migration by the first transmitted images of vast grasslands under a distant, setting sun.&lt;br /&gt;
&lt;br /&gt;
Aided by the laborer clones and a wealth of unprocessed minerals, along with a distinct lack of alien life, the earliest pioneers would enter old age amidst the first cities to have been built outside of the ships, with the deactivated ship itself often becoming a monument to the past.&lt;br /&gt;
&lt;br /&gt;
===Expansion===&lt;br /&gt;
&lt;br /&gt;
In the following centuries, the human presence in space flourished with the introduction of new starship engines that were capable of approaching the speed of light, drastically cutting down on  travel times. A journey that originally took decades could now be accomplished in several years, and formerly unreachable worlds on the frontiers of inhabited space could at last be colonized. These new ships set off into the unknown, equipped with the latest lines of laborer clones and expanded nano-production facilities. Entire cities could be constructed in the span of a single generation, and within half a century, many colonies were self-sufficient enough to create and stock their own orbital shipyards.&lt;br /&gt;
&lt;br /&gt;
During this golden age of expansion, humanity as a whole reached new heights, having  colonized all worlds within fifty light-years of Sol, and many beyond. With an essentially endless supply of raw materials, new frontiers of science were explored on hundreds of worlds, the scientific progress of countless researchers being transmitted back to Earth, which had now found itself at the head of a growing interstellar empire. The sole constraint being the speed of light itself, the human race grew at an exponential rate.&lt;br /&gt;
&lt;br /&gt;
Amongst the achievements in human science were the efficient containment of plasma, the discovery of instantaneous short-range mass transfer, and the further development of nanotechnology, allowing for the production of far more intricate and advanced devices than previously thought possible. Limited artificial intelligence became far more widespread than in past centuries, although the development of humanoid machines remained an elusive goal.&lt;br /&gt;
&lt;br /&gt;
===Contact===&lt;br /&gt;
&lt;br /&gt;
Ever since the dawn of colonization, as humans on distant worlds looked into the night skies, they often wondered if they were truly alone. The lack of extraterrestrial life became particularly glaring when even the most distant worlds to receive human visitors were utterly barren and lifeless rocks. Just as the 28th century came to a close, humanity received its response.&lt;br /&gt;
&lt;br /&gt;
On the fringe of human space, where just a handful of recently colonized worlds were eking out a meager existence, an urgent distress signal was transmitted from one of the colonies, with increasingly frantic messages of destruction and chaos leading into complete silence. Far away from the assistance of the human military, and with purestrain human reproduction at a premium, the colonists in the region had but one choice. The labor clones would be the ones to go.&lt;br /&gt;
&lt;br /&gt;
Their protective work suits modified into combat armor, the clones boarded a makeshift warship, the first to have been constructed in a region of space traditionally viewed as a backwater. Equipped with a selection of weaponry and their traditional nano-construction devices, they set off towards the source of the distress signal, only to discover that their cluster of frontier stars was at the forefront of an invasion.&lt;br /&gt;
&lt;br /&gt;
Arriving at the world itself, the skies were black with the smog of burning cities, the conflict still ongoing. Setting up transport links between the warship and the few remaining human outposts, the clones marched single file through the ship’s warp room, materializing on receivers on the ground. They came across scenes of complete destruction, the biomass of the planet itself being consumed by dark, throbbing organic mats. Bizarre alien creatures emerged from the shadows, shrieking multi-limbed beasts with fangs dripping corrosive poison. The beings came in many forms, each adapted to a different role, each a posing a new threat. &lt;br /&gt;
&lt;br /&gt;
Yet, the clones did not back down. Lifting rifles for the first time instead of their familiar construction kits, the precision learned in years of manufacture and machining translated well to their aim. The tireless laborers of humanity took to combat rapidly, holding off the impending threat while the human colonists fled to safer regions towards the core of human space. With the lengthy travel times and the slow communication with the remainder of the empire, the clones have no choice but to continue the fight, for the fate of humanity itself may very well rest in their hands.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Trooper.jpg&amp;diff=158</id>
		<title>File:Trooper.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Trooper.jpg&amp;diff=158"/>
		<updated>2012-04-01T01:25:31Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: A human.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A human.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Category:Aliens&amp;diff=147</id>
		<title>Category:Aliens</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Category:Aliens&amp;diff=147"/>
		<updated>2012-03-31T21:37:03Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Created page with &amp;quot;This category includes all alien-related pages, with both classes and buildings listed.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category includes all alien-related pages, with both classes and buildings listed.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Unvanquished:About&amp;diff=146</id>
		<title>Unvanquished:About</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Unvanquished:About&amp;diff=146"/>
		<updated>2012-03-31T21:31:41Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Created page with &amp;quot;This is the Wiki for the free-software game Unvanquished. Feel free to direct any questions to kharnov.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Wiki for the free-software game Unvanquished. Feel free to direct any questions to kharnov.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tyrant&amp;diff=145</id>
		<title>Tyrant</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tyrant&amp;diff=145"/>
		<updated>2012-03-31T21:25:16Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Tyrant'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:tyrant_head.jpg]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Fear incarnate.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | 350&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | 5 frags&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | Close-range scythe arm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | Rampage, must be charged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Tertiary attack:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | Bulk, crushes anything below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The enormous tyrant is the end result of alien evolution, a hulking behemoth capable of demolishing human defenses and quickly killing anything not wearing a battlesuit. It's nowhere near as mobile as the other aliens, but due to its size and great strength, it can best be thought of as a living tank. Its charging attack knocks back humans and constantly deals trampling damage, and it can even crush humans and their structures by falling on them.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' expect to take out critical human structures unless they're glaringly exposed. Focus on taking out turrets and teslas, making it easier for your more agile teammates to take out the rest. If they base has a healthy population of turrets that defend each other, do not be overconfident, it is usually a suicide mission.&lt;br /&gt;
&lt;br /&gt;
'''Do''' remember that the charge is much more than an attack. If injured, charging away could give you enough distance from your pursuer to heal. Besides course adjustments, there are few reasons to simply walk across the map as charging greatly increases your speed.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' expect to dodge attacks or be stealthy, unlike all the other forms. Unless you're aiming to humorously crush a human unexpectedly, the tyrant is definitely not a small target and is easily spotted. Be very direct with the tyrant. Charge in, kill humans, charge out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The alien that was to become the tyrant originally inhabited the grassy plains and savannas of its homeworld, where it subsisted on a mostly herbivorous diet. Its powerful legs allowed it to accelerate its enormous body into short bursts of terrifying speed, not only easily sending potential predators flying for a great distance, but also providing a means to challenge rivals prior to courtship displays. Packs of tyrants roamed the grasslands freely, the very earth trembling beneath them at every step. Endless conflicts between family groups kept the species strong, and the number of tyrants at a sustainable level, much to the relief of other inhabitants of their world.&lt;br /&gt;
&lt;br /&gt;
Unlike many of the other alien forms, the tyrant was not encountered until several decades after the invasions began. Many other civilizations had fallen to the overwhelming swarms the hivemind was capable of mustering, but humanity, with its highly developed technology and usage of artificial intelligence in combat roles, proved too strong of an opponent. Something larger was needed, a creature capable of taking blows the lesser aliens would find lethal and returning them with even greater force.&lt;br /&gt;
&lt;br /&gt;
The first encounter between humanity and the tyrant occurred during a boarding action, a battle from which only a single distress call survives. It is from the terrified words of the human captain that we learn shotguns and painsaws, standard fare among crewmen, were nothing against its toughened hide. A few loud stomps drowned out the captain’s screams, followed by a bloodcurdling roar and the sound of the ship’s computer being torn into shreds.&lt;br /&gt;
&lt;br /&gt;
Typically encountered towards the end of an assault, the tyrant towers above all other aliens, its weaponized arms longer than the bodies of most of its fellow creatures. There is no subtlety behind the tyrant, no thought behind the sheer force it is capable of utilizing. Armor is torn apart as if it was paper, and entire skeletons are fractured within moments when the tyrant slams its opponent against a wall. As if mocking the thought of its enormous body being easy to aim at, the very same bulk crushes anything unfortunate enough to be underneath it. To go alone against a tyrant is suicide, at best.&lt;br /&gt;
&lt;br /&gt;
==Source Data==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Claw damage: 100&lt;br /&gt;
Claw range: 100&lt;br /&gt;
Claw width: 14&lt;br /&gt;
Claw height: 20&lt;br /&gt;
Claw repeat: 800&lt;br /&gt;
&lt;br /&gt;
Trample damage: 111&lt;br /&gt;
Trample speed: 2&lt;br /&gt;
Trample charge min: 375 (minimum amount of time to start charging)&lt;br /&gt;
Trample charge max: 1000 (maximum amount of time to charge)&lt;br /&gt;
Trample charge trigger: 3000 (trample starts on its own)&lt;br /&gt;
Trample duration: 3000 (amount of time trample lasts on full charge)&lt;br /&gt;
Trample stop penalty: 1 (charge lost per millisecond when blocked by something)&lt;br /&gt;
Trample repeat: 100&lt;br /&gt;
&lt;br /&gt;
Crush damage per velocity: 0.5 (damage added is half your falling distance)&lt;br /&gt;
Crush damage: 120&lt;br /&gt;
Crush repeat: 500 (only for players, not buildings)&lt;br /&gt;
&lt;br /&gt;
Speed: 1.2&lt;br /&gt;
Value: 960&lt;br /&gt;
Health: 350&lt;br /&gt;
Regen: 0.025&lt;br /&gt;
Cost: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tyrant&amp;diff=144</id>
		<title>Tyrant</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tyrant&amp;diff=144"/>
		<updated>2012-03-31T21:24:59Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: changed picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Tyrant'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:tyrant_head.jpg|400px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Fear incarnate.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | 350&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | 5 frags&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | Close-range scythe arm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | Rampage, must be charged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:right;vertical-align:top&amp;quot; | '''Tertiary attack:'''&lt;br /&gt;
| style=&amp;quot;border-top:1px solid black;text-align:left;vertical-align:top&amp;quot; | Bulk, crushes anything below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The enormous tyrant is the end result of alien evolution, a hulking behemoth capable of demolishing human defenses and quickly killing anything not wearing a battlesuit. It's nowhere near as mobile as the other aliens, but due to its size and great strength, it can best be thought of as a living tank. Its charging attack knocks back humans and constantly deals trampling damage, and it can even crush humans and their structures by falling on them.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' expect to take out critical human structures unless they're glaringly exposed. Focus on taking out turrets and teslas, making it easier for your more agile teammates to take out the rest. If they base has a healthy population of turrets that defend each other, do not be overconfident, it is usually a suicide mission.&lt;br /&gt;
&lt;br /&gt;
'''Do''' remember that the charge is much more than an attack. If injured, charging away could give you enough distance from your pursuer to heal. Besides course adjustments, there are few reasons to simply walk across the map as charging greatly increases your speed.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' expect to dodge attacks or be stealthy, unlike all the other forms. Unless you're aiming to humorously crush a human unexpectedly, the tyrant is definitely not a small target and is easily spotted. Be very direct with the tyrant. Charge in, kill humans, charge out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The alien that was to become the tyrant originally inhabited the grassy plains and savannas of its homeworld, where it subsisted on a mostly herbivorous diet. Its powerful legs allowed it to accelerate its enormous body into short bursts of terrifying speed, not only easily sending potential predators flying for a great distance, but also providing a means to challenge rivals prior to courtship displays. Packs of tyrants roamed the grasslands freely, the very earth trembling beneath them at every step. Endless conflicts between family groups kept the species strong, and the number of tyrants at a sustainable level, much to the relief of other inhabitants of their world.&lt;br /&gt;
&lt;br /&gt;
Unlike many of the other alien forms, the tyrant was not encountered until several decades after the invasions began. Many other civilizations had fallen to the overwhelming swarms the hivemind was capable of mustering, but humanity, with its highly developed technology and usage of artificial intelligence in combat roles, proved too strong of an opponent. Something larger was needed, a creature capable of taking blows the lesser aliens would find lethal and returning them with even greater force.&lt;br /&gt;
&lt;br /&gt;
The first encounter between humanity and the tyrant occurred during a boarding action, a battle from which only a single distress call survives. It is from the terrified words of the human captain that we learn shotguns and painsaws, standard fare among crewmen, were nothing against its toughened hide. A few loud stomps drowned out the captain’s screams, followed by a bloodcurdling roar and the sound of the ship’s computer being torn into shreds.&lt;br /&gt;
&lt;br /&gt;
Typically encountered towards the end of an assault, the tyrant towers above all other aliens, its weaponized arms longer than the bodies of most of its fellow creatures. There is no subtlety behind the tyrant, no thought behind the sheer force it is capable of utilizing. Armor is torn apart as if it was paper, and entire skeletons are fractured within moments when the tyrant slams its opponent against a wall. As if mocking the thought of its enormous body being easy to aim at, the very same bulk crushes anything unfortunate enough to be underneath it. To go alone against a tyrant is suicide, at best.&lt;br /&gt;
&lt;br /&gt;
==Source Data==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Claw damage: 100&lt;br /&gt;
Claw range: 100&lt;br /&gt;
Claw width: 14&lt;br /&gt;
Claw height: 20&lt;br /&gt;
Claw repeat: 800&lt;br /&gt;
&lt;br /&gt;
Trample damage: 111&lt;br /&gt;
Trample speed: 2&lt;br /&gt;
Trample charge min: 375 (minimum amount of time to start charging)&lt;br /&gt;
Trample charge max: 1000 (maximum amount of time to charge)&lt;br /&gt;
Trample charge trigger: 3000 (trample starts on its own)&lt;br /&gt;
Trample duration: 3000 (amount of time trample lasts on full charge)&lt;br /&gt;
Trample stop penalty: 1 (charge lost per millisecond when blocked by something)&lt;br /&gt;
Trample repeat: 100&lt;br /&gt;
&lt;br /&gt;
Crush damage per velocity: 0.5 (damage added is half your falling distance)&lt;br /&gt;
Crush damage: 120&lt;br /&gt;
Crush repeat: 500 (only for players, not buildings)&lt;br /&gt;
&lt;br /&gt;
Speed: 1.2&lt;br /&gt;
Value: 960&lt;br /&gt;
Health: 350&lt;br /&gt;
Regen: 0.025&lt;br /&gt;
Cost: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Tyrant_head.jpg&amp;diff=143</id>
		<title>File:Tyrant head.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Tyrant_head.jpg&amp;diff=143"/>
		<updated>2012-03-31T21:24:16Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: The head of a tyrant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The head of a tyrant.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tyrant&amp;diff=141</id>
		<title>Tyrant</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tyrant&amp;diff=141"/>
		<updated>2012-03-31T21:11:27Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Details!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Tyrant'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Tyrant_beauty.png|400px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Fear incarnate.''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Health:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 350&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Cost:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 5 frags&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Primary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Close-range scythe arm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Secondary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Rampage, must be charged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Tertiary attack:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | Bulk, crushes anything below&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The enormous tyrant is the end result of alien evolution, a hulking behemoth capable of demolishing human defenses and quickly killing anything not wearing a battlesuit. It's nowhere near as mobile as the other aliens, but due to its size and great strength, it can best be thought of as a living tank. Its charging attack knocks back humans and constantly deals trampling damage, and it can even crush humans and their structures by falling on them.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
'''Don't''' expect to take out critical human structures unless they're glaringly exposed. Focus on taking out turrets and teslas, making it easier for your more agile teammates to take out the rest. If they base has a healthy population of turrets that defend each other, do not be overconfident, it is usually a suicide mission.&lt;br /&gt;
&lt;br /&gt;
'''Do''' remember that the charge is much more than an attack. If injured, charging away could give you enough distance from your pursuer to heal. Besides course adjustments, there are few reasons to simply walk across the map as charging greatly increases your speed.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' expect to dodge attacks or be stealthy, unlike all the other forms. Unless you're aiming to humorously crush a human unexpectedly, the tyrant is definitely not a small target and is easily spotted. Be very direct with the tyrant. Charge in, kill humans, charge out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The alien that was to become the tyrant originally inhabited the grassy plains and savannas of its homeworld, where it subsisted on a mostly herbivorous diet. Its powerful legs allowed it to accelerate its enormous body into short bursts of terrifying speed, not only easily sending potential predators flying for a great distance, but also providing a means to challenge rivals prior to courtship displays. Packs of tyrants roamed the grasslands freely, the very earth trembling beneath them at every step. Endless conflicts between family groups kept the species strong, and the number of tyrants at a sustainable level, much to the relief of other inhabitants of their world.&lt;br /&gt;
&lt;br /&gt;
Unlike many of the other alien forms, the tyrant was not encountered until several decades after the invasions began. Many other civilizations had fallen to the overwhelming swarms the hivemind was capable of mustering, but humanity, with its highly developed technology and usage of artificial intelligence in combat roles, proved too strong of an opponent. Something larger was needed, a creature capable of taking blows the lesser aliens would find lethal and returning them with even greater force.&lt;br /&gt;
&lt;br /&gt;
The first encounter between humanity and the tyrant occurred during a boarding action, a battle from which only a single distress call survives. It is from the terrified words of the human captain that we learn shotguns and painsaws, standard fare among crewmen, were nothing against its toughened hide. A few loud stomps drowned out the captain’s screams, followed by a bloodcurdling roar and the sound of the ship’s computer being torn into shreds.&lt;br /&gt;
&lt;br /&gt;
Typically encountered towards the end of an assault, the tyrant towers above all other aliens, its weaponized arms longer than the bodies of most of its fellow creatures. There is no subtlety behind the tyrant, no thought behind the sheer force it is capable of utilizing. Armor is torn apart as if it was paper, and entire skeletons are fractured within moments when the tyrant slams its opponent against a wall. As if mocking the thought of its enormous body being easy to aim at, the very same bulk crushes anything unfortunate enough to be underneath it. To go alone against a tyrant is suicide, at best.&lt;br /&gt;
&lt;br /&gt;
==Source Data==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Claw damage: 100&lt;br /&gt;
Claw range: 100&lt;br /&gt;
Claw width: 14&lt;br /&gt;
Claw height: 20&lt;br /&gt;
Claw repeat: 800&lt;br /&gt;
&lt;br /&gt;
Trample damage: 111&lt;br /&gt;
Trample speed: 2&lt;br /&gt;
Trample charge min: 375 (minimum amount of time to start charging)&lt;br /&gt;
Trample charge max: 1000 (maximum amount of time to charge)&lt;br /&gt;
Trample charge trigger: 3000 (trample starts on its own)&lt;br /&gt;
Trample duration: 3000 (amount of time trample lasts on full charge)&lt;br /&gt;
Trample stop penalty: 1 (charge lost per millisecond when blocked by something)&lt;br /&gt;
Trample repeat: 100&lt;br /&gt;
&lt;br /&gt;
Crush damage per velocity: 0.5 (damage added is half your falling distance)&lt;br /&gt;
Crush damage: 120&lt;br /&gt;
Crush repeat: 500 (only for players, not buildings)&lt;br /&gt;
&lt;br /&gt;
Speed: 1.2&lt;br /&gt;
Value: 960&lt;br /&gt;
Health: 350&lt;br /&gt;
Regen: 0.025&lt;br /&gt;
Cost: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Aliens]]&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Tyrant_beauty.png&amp;diff=140</id>
		<title>File:Tyrant beauty.png</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Tyrant_beauty.png&amp;diff=140"/>
		<updated>2012-03-31T20:53:52Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Beauty shots of the tyrant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beauty shots of the tyrant.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=User:Kharnov&amp;diff=139</id>
		<title>User:Kharnov</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=User:Kharnov&amp;diff=139"/>
		<updated>2012-03-31T20:43:50Z</updated>

		<summary type="html">&lt;p&gt;Kharnov: Created page with &amp;quot;I write things.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I write things.&lt;/div&gt;</summary>
		<author><name>Kharnov</name></author>
	</entry>
</feed>