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	<id>https://wiki.uqm.stack.nl/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VeNoo</id>
	<title>Ultronomicon - User contributions [en]</title>
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	<updated>2026-08-08T15:16:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Leyland_Gravity_Whip&amp;diff=33195</id>
		<title>Talk:Leyland Gravity Whip</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Leyland_Gravity_Whip&amp;diff=33195"/>
		<updated>2015-10-02T10:32:22Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I read somewhere that the Space Marines &#039;&#039;&#039;were&#039;&#039;&#039; actually trained with the Gravity Whip.  I&#039;ve certainly watched them deliberately head for a planet to use it.--[[User:Gaeamil|Gaeamil]] 03:35, 20 April 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:You are correct. From the SC2 manual: &amp;quot;Opponents would be wise to remember that Space Marines receive special training in using the Leyland Whip maneuver, and are exceptionally adept using a planet’s gravity to speed them toward their target.&amp;quot; (pg. 96) --[[User:Fyzixfighter|Fyzixfighter]] 03:59, 20 April 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Finally, I was right about something! Score 1 for me being right, score 287 me being wrong. --[[User:Gaeamil|Gaeamil]] 06:56, 21 April 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Gravity Whop=&lt;br /&gt;
I have to ask, what exactly is a &amp;quot;Gravity Whop&amp;quot;.  Is it meant simply as a joke about the sound your ship makes when it hits a planet?  Why the capitalization?  Is this referencing the game manual or some other source?  Although I should not be the one to criticize adding some humor to the Ultronomicon, being partly responsible for [[Game Humor|this]], I found this a bit confusing, expecting a separate page to at least explain the joke, if it is a joke, or what a Gravity Whop is, if it isn&#039;t.  For a moment, I thought it was a reference to something I&#039;ve seen a lot in SC2 battles (don&#039;t recall if SC1 had it as well).  Occasionally, it is possible for your ship to be &amp;quot;thrown&amp;quot; at incredibly fast speed without the use of a gravity whip.  Usually it occurs when the two ships get &amp;quot;tangled&amp;quot; in each other, or an asteroid, or rarely from repeatedly striking the planet itself.  I&#039;m not sure if this was an intentional part of the program code&#039;s game dynamics or a fluke of its collision detection system in processing the action-reaction in transference of energy from one body to another.  Has any one else ever experienced this phenomenon?  --[[User:PsiPhi|PsiPhi]] 15:28, 17 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It seems that I was the one who put this in. It was a joke. If you get too close to the planet, instead of whipping around a planet you&#039;d whop into it. I&#039;ve removed it now, as it apparently was a cause for confusion, and it didn&#039;t quite fit in an encyclopedic work anyhow.&lt;br /&gt;
:If I&#039;m not mistaken, the getting thrown at incredible speed is a result of the code that tries to move overlapping objects apart. It may be a bug. &amp;amp;mdash; [[User:Svdb|SvdB]] 02:11, 23 October 2007 (CEST)&lt;br /&gt;
:: About 10 years ago I emailed fred and paul with this question. Fred replied that it&#039;s not a bug, but a feature :). The email was on TPNOF but I can&#039;t find it anymore.--[[User:Angelfish|Angelfish]] 14:00, 18 July 2009 (UTC)&lt;br /&gt;
:::This is the relevant part of that email: &#039;&#039;I would call this a &amp;quot;feature&amp;quot; (Did you really expect me to admit to a bug?). The problem is that since the ships have irregular protuberances it can sometimes be problematic to disengage them from each other if they&#039;ve &amp;quot;locked horns&amp;quot; as it were. When this case occurs I try frantically to shake them loose from each other. This sometimes results in the side-effect you are experiencing.&#039;&#039; &amp;amp;mdash; [[User:Svdb|SvdB]] 22:53, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve definitely experienced this entanglement acceleration phenomenon, many times. I&#039;ve seen it happen to Chmmr Avatars, in which case the zapsats get left behind. In fact I distinctly remember my flagship and a Kzer-Za Dreadnought warping on top of each other at the beginning of a battle (PC version). I don&#039;t think any incredible speed eventuated though. PsiPhi mentions it happening in the vicinity of planets, I seem to remember something like this, and it&#039;s always seemed counter-intuitive to me, but because it isn&#039;t real, maybe it&#039;s bound to.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s a shame about having to get rid of that joke. --[[User:Zeracles|Zeracles]] 21:17, 23 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Yes, I agree.  It was a decent pun.  I almost regret asking now.  Oh well, I guess it&#039;s for the best.  --[[User:PsiPhi|PsiPhi]] 12:46, 24 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Real analogue=&lt;br /&gt;
Don&#039;t know whether (and where) to note that the Leyland Gravity Whip is analogous to [[wikipedia:Oberth_effect|actual maneuver]] used in austronautics. --[[User:VeNoo|VeNoo]] ([[User talk:VeNoo|talk]]) 01:39, 2 October 2015 (CEST)&lt;br /&gt;
:I don&#039;t think there&#039;d be any problem with such a note, my first inclination would be to put it in the first paragraph. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 09:19, 2 October 2015 (CEST)&lt;br /&gt;
::Ok, added to the beginning as you suggested --[[User:VeNoo|VeNoo]] ([[User talk:VeNoo|talk]]) 12:32, 2 October 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Leyland_Gravity_Whip&amp;diff=33194</id>
		<title>Leyland Gravity Whip</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Leyland_Gravity_Whip&amp;diff=33194"/>
		<updated>2015-10-02T10:31:00Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: Added wiki-link for a real world analogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Leyland Gravity Whip&#039;&#039;&#039; is a maneuver that can be performed in the vicinity of a [[gravity well]], to increase the speed of a ship beyond its normal maximum. It is analogous to the [[wikipedia:Oberth_effect|actual maneuver]] used in the real world austronautics.&lt;br /&gt;
&lt;br /&gt;
To perform a Gravity Whip, one moves at top speed closely past a gravity well. The closer you can get without hitting it, the better. At the moment the ship is closest to the gravity well, release the accelerator button (if you still had it pressed), and the gravity of the gravity well will &amp;quot;whip&amp;quot; or sling you. Take care not to try to accelerate (even along your trajectory) while moving faster than your ship&#039;s normal maximum speed, as this will actually slow your ship down until it reaches its normal maximum. Small adjustments to your direction can be done by accelerating perpendicular (at a 90-degree angle) to your current trajectory, without suffering a great loss of speed.&lt;br /&gt;
&lt;br /&gt;
[[Orz]] [[Nemesis#Secondary|Space Marines]] are trained in the use of the Gravity Whip maneuver. The [[Arilou]] [[Skiff]] and [[Slylandro]] [[Probe]], being unaffected by gravity, cannot perform a Gravity Whip.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The Leyland Gravity Whip is named after [[Robert Leyland]], who was involved in the creation of [[Star Control]] and [[Star Control II]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Leyland_Gravity_Whip&amp;diff=33192</id>
		<title>Talk:Leyland Gravity Whip</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Leyland_Gravity_Whip&amp;diff=33192"/>
		<updated>2015-10-01T23:39:29Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I read somewhere that the Space Marines &#039;&#039;&#039;were&#039;&#039;&#039; actually trained with the Gravity Whip.  I&#039;ve certainly watched them deliberately head for a planet to use it.--[[User:Gaeamil|Gaeamil]] 03:35, 20 April 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:You are correct. From the SC2 manual: &amp;quot;Opponents would be wise to remember that Space Marines receive special training in using the Leyland Whip maneuver, and are exceptionally adept using a planet’s gravity to speed them toward their target.&amp;quot; (pg. 96) --[[User:Fyzixfighter|Fyzixfighter]] 03:59, 20 April 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Finally, I was right about something! Score 1 for me being right, score 287 me being wrong. --[[User:Gaeamil|Gaeamil]] 06:56, 21 April 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Gravity Whop=&lt;br /&gt;
I have to ask, what exactly is a &amp;quot;Gravity Whop&amp;quot;.  Is it meant simply as a joke about the sound your ship makes when it hits a planet?  Why the capitalization?  Is this referencing the game manual or some other source?  Although I should not be the one to criticize adding some humor to the Ultronomicon, being partly responsible for [[Game Humor|this]], I found this a bit confusing, expecting a separate page to at least explain the joke, if it is a joke, or what a Gravity Whop is, if it isn&#039;t.  For a moment, I thought it was a reference to something I&#039;ve seen a lot in SC2 battles (don&#039;t recall if SC1 had it as well).  Occasionally, it is possible for your ship to be &amp;quot;thrown&amp;quot; at incredibly fast speed without the use of a gravity whip.  Usually it occurs when the two ships get &amp;quot;tangled&amp;quot; in each other, or an asteroid, or rarely from repeatedly striking the planet itself.  I&#039;m not sure if this was an intentional part of the program code&#039;s game dynamics or a fluke of its collision detection system in processing the action-reaction in transference of energy from one body to another.  Has any one else ever experienced this phenomenon?  --[[User:PsiPhi|PsiPhi]] 15:28, 17 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It seems that I was the one who put this in. It was a joke. If you get too close to the planet, instead of whipping around a planet you&#039;d whop into it. I&#039;ve removed it now, as it apparently was a cause for confusion, and it didn&#039;t quite fit in an encyclopedic work anyhow.&lt;br /&gt;
:If I&#039;m not mistaken, the getting thrown at incredible speed is a result of the code that tries to move overlapping objects apart. It may be a bug. &amp;amp;mdash; [[User:Svdb|SvdB]] 02:11, 23 October 2007 (CEST)&lt;br /&gt;
:: About 10 years ago I emailed fred and paul with this question. Fred replied that it&#039;s not a bug, but a feature :). The email was on TPNOF but I can&#039;t find it anymore.--[[User:Angelfish|Angelfish]] 14:00, 18 July 2009 (UTC)&lt;br /&gt;
:::This is the relevant part of that email: &#039;&#039;I would call this a &amp;quot;feature&amp;quot; (Did you really expect me to admit to a bug?). The problem is that since the ships have irregular protuberances it can sometimes be problematic to disengage them from each other if they&#039;ve &amp;quot;locked horns&amp;quot; as it were. When this case occurs I try frantically to shake them loose from each other. This sometimes results in the side-effect you are experiencing.&#039;&#039; &amp;amp;mdash; [[User:Svdb|SvdB]] 22:53, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve definitely experienced this entanglement acceleration phenomenon, many times. I&#039;ve seen it happen to Chmmr Avatars, in which case the zapsats get left behind. In fact I distinctly remember my flagship and a Kzer-Za Dreadnought warping on top of each other at the beginning of a battle (PC version). I don&#039;t think any incredible speed eventuated though. PsiPhi mentions it happening in the vicinity of planets, I seem to remember something like this, and it&#039;s always seemed counter-intuitive to me, but because it isn&#039;t real, maybe it&#039;s bound to.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s a shame about having to get rid of that joke. --[[User:Zeracles|Zeracles]] 21:17, 23 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Yes, I agree.  It was a decent pun.  I almost regret asking now.  Oh well, I guess it&#039;s for the best.  --[[User:PsiPhi|PsiPhi]] 12:46, 24 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Real analogue=&lt;br /&gt;
Don&#039;t know whether (and where) to note that the Leyland Gravity Whip is analogous to [[wikipedia:Oberth_effect|actual maneuver]] used in austronautics. --[[User:VeNoo|VeNoo]] ([[User talk:VeNoo|talk]]) 01:39, 2 October 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=33191</id>
		<title>Nemesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=33191"/>
		<updated>2015-10-01T23:24:36Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: added when the Marines return to the mothership&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Notext_VR_nemesis.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
&lt;br /&gt;
Underestimating the [[Orz]] &#039;&#039;&#039;Nemesis&#039;&#039;&#039; would likely be the last mistake any captain makes. As its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy.  Never, under any circumstances, chase after the Nemesis!&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Nemesis is fairly quick, has a fair turn-rate and good acceleration.  Its relatively large footprint makes dodging incoming fire difficult, although not impossible.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat by holding the secondary weapon button while using the turning controls.  The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent.   The energy costs of this weapon are rather large, however, and it can only fire volleys of two or three shots at a time. Each hit from the howitzer kills three crew members.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes &amp;amp;mdash; launched by holding the secondary button while pressing the fire button &amp;amp;mdash; and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a [[Leyland Gravity Whip]] to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored and can take three damage before dying. Strangely unlike the interceptors launched by [[Dreadnought]] the Marines don&#039;t seem to run out of life support resources or fuel and will not stop their pursuit unless the enemy ship is destroyed or they lost it due to the [[Avenger#Secondary|cloaking device]].&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll. This ship is (ironically) especially vulnerable to the Androsynth Guardian.&lt;br /&gt;
&lt;br /&gt;
==Minutiae==&lt;br /&gt;
*Marines kill one enemy crew automatically upon boarding an opposing ship.&lt;br /&gt;
*While marines are on board an opposing ship, a virtual die roll is made every half second for each marine. The possible outcomes of this die roll are: 50% chance one enemy crew dies, 43.75% chance nothing happens, 6.25% chance a marine dies.&lt;br /&gt;
*A single marine will score 9 kills (including the freebie) on average before dying, though results vary tremendously.&lt;br /&gt;
*A maximum of eight Marines can be present on the battlefield at any given time. &lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Nemesis_icon.png|link=nemesis|race=[[Orz]]|crew=16|value=23|batt=20|regen=0.142|primary=Howitzer|prim-cost=6|prim-rate=5|secondary=Space Marine|sec-cost=0|sec-rate=12|speed=35|turn=0.5|accel=5|mass=4}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Orz]]&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=33190</id>
		<title>Nemesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=33190"/>
		<updated>2015-10-01T23:06:13Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: /* Secondary */ Marines lack of limited time of pursuit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Notext_VR_nemesis.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
&lt;br /&gt;
Underestimating the [[Orz]] &#039;&#039;&#039;Nemesis&#039;&#039;&#039; would likely be the last mistake any captain makes. As its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy.  Never, under any circumstances, chase after the Nemesis!&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Nemesis is fairly quick, has a fair turn-rate and good acceleration.  Its relatively large footprint makes dodging incoming fire difficult, although not impossible.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat by holding the secondary weapon button while using the turning controls.  The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent.   The energy costs of this weapon are rather large, however, and it can only fire volleys of two or three shots at a time. Each hit from the howitzer kills three crew members.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes &amp;amp;mdash; launched by holding the secondary button while pressing the fire button &amp;amp;mdash; and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a [[Leyland Gravity Whip]] to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored and can take three damage before dying. Strangely unlike the interceptors launched by [[Dreadnought]] the Marines don&#039;t seem to run out of life support resources or fuel and will not stop their pursuit.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll. This ship is (ironically) especially vulnerable to the Androsynth Guardian.&lt;br /&gt;
&lt;br /&gt;
==Minutiae==&lt;br /&gt;
*Marines kill one enemy crew automatically upon boarding an opposing ship.&lt;br /&gt;
*While marines are on board an opposing ship, a virtual die roll is made every half second for each marine. The possible outcomes of this die roll are: 50% chance one enemy crew dies, 43.75% chance nothing happens, 6.25% chance a marine dies.&lt;br /&gt;
*A single marine will score 9 kills (including the freebie) on average before dying, though results vary tremendously.&lt;br /&gt;
*A maximum of eight Marines can be present on the battlefield at any given time. &lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Nemesis_icon.png|link=nemesis|race=[[Orz]]|crew=16|value=23|batt=20|regen=0.142|primary=Howitzer|prim-cost=6|prim-rate=5|secondary=Space Marine|sec-cost=0|sec-rate=12|speed=35|turn=0.5|accel=5|mass=4}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Orz]]&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Scout&amp;diff=33189</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Scout&amp;diff=33189"/>
		<updated>2015-10-01T22:52:31Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: /* Tactical Overview */  added about after-Glory Device victory anthem and ship selection, BTW don&amp;#039;t know whether the same works in the net fights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Star_control_i_shofixti_scout_databank.png|thumb|306px|Starship Databank Entry]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a small, speedy ship, whose outwardly weak appearance masks a weapon of great and devastating power.&lt;br /&gt;
&lt;br /&gt;
This ship is the workhorse of the [[Shofixti]], though designed with [[Yehat]] technologies. It possess a fearsome explosive weapon, the [[Glory Device]], a kamikaze charge with a wide and powerful explosion blast.&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Scout is a small, fast, and maneuverable ship with excellent acceleration.  Gravity wells do not affect it much, but collisions with asteroids can knock it wildly off-course.  It is especially susceptible to the [[Chmmr]] [[Avatar]]&#039;s tractor beam, though using  such a device on a Scout is comparable to pulling a time bomb towards your chest.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Scout is equipped with the Mendōkusai Energy Dart, a weak, forward-firing projectile with a short-to-medium range and a fast firing rate.  This is held in check by the puny combat batteries aboard the vessel.&lt;br /&gt;
&lt;br /&gt;
Mendōkusai, rather appropriately, translates to &#039;annoying&#039; in Japanese.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
When faced with defeat, a Scout vessel can use its ultimate weapon, the [[Glory device]]: a powerful bomb capable of inflicting massive damage to an enemy vessel at close range. Unfortunately, detonating the Glory device is fatal to everyone aboard the Scout vessel when the device is activated.  To prevent accidental activation, the secondary weapon must be pressed three times.  A series of switches is visible in the melee screen so that pilots may see if the bomb is ready to detonate or not.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
&lt;br /&gt;
The [[Glory Device]] is effective against the [[Chmmr]] [[Avatar]] because it can destroy two, or sometimes even three [[Avatar#Additional|ZapSats]] if activated at short range. The shields installed on [[Utwig]] [[Juggers]] and [[Yehat]] [[Terminators]] are also incapable of blocking Glory Device damage, making these ships vulnerable as well. Additionally, the following ships have small enough crew complements that they can be killed outright with the Glory Device:&lt;br /&gt;
*[[Arilou Lalee&#039;lay]] [[Skiff]]&lt;br /&gt;
*[[Druuge]] [[Mauler]]&lt;br /&gt;
*[[Orz]] [[Nemesis]]&lt;br /&gt;
*[[Pkunk]] [[Fury]]&lt;br /&gt;
*[[Thraddash]] [[Torch]]&lt;br /&gt;
*[[Umgah]] [[Drone]]&lt;br /&gt;
*[[Zoq-Fot-Pik]] [[Stinger]]&lt;br /&gt;
*[[Slylandro]] [[Probe]]&lt;br /&gt;
*Another [[Shofixti]] Scout&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against most other ships, the Scout is weak, but proper use of the Energy Dart and Glory Device can sap the strength of the enemy ship so that others may have an easier time destroying it. Damaged ships can also be finished off with a well-timed Glory Device detonation. Strategically, this means that the cheaper Scout can sacrifice itself to take down much more powerful ships. Slow, battle-damaged ships are particularly vulnerable to this tactic because they cannot escape a Scout that wishes to activate the Glory device.&lt;br /&gt;
&lt;br /&gt;
Some AI-controlled ships, such as the [[VUX]] [[Intruder]], [[Umgah]] [[Drone]], [[Ur-Quan]] [[Dreadnought]], and [[Ilwrath]] [[Avenger]], are vulnerable to various AI exploits involving use of the Mendōkusai Energy Dart. Generally, one either circles the enemy ship, firing darts, or in the case of Ur-Quan, shoots down fighters until the mothership is vulnerable to an attack run with the Glory Device.&lt;br /&gt;
&lt;br /&gt;
If the enemy ship is destroyed by the Glory Device the Shofixti anthem will be played as if victory was assigned to the fallen hero. Importantly the player who controlled the Scout will chose his next ship after the player who controlled the ship destroyed by the Glory Device and knowing the choice of the enemy which (provided the selection is not random) may give him advantage in the following fight.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Scout_icon.png|race=[[Shofixti]]|link=scout|crew=6|value=5|batt=4|regen=0.1|primary=Mendokusai Energy Dart|prim-rate=3|prim-cost=1|secondary=[[Glory Device]]|sec-rate=0|sec-cost=0|speed=35|turn=0.5|accel=5|mass=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shofixti]]&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:VeNoo&amp;diff=33188</id>
		<title>User:VeNoo</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:VeNoo&amp;diff=33188"/>
		<updated>2015-10-01T22:11:15Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi VeNoo.  i think you made a good addition to the [[Melnorme Trade Goods]] page, but the section on Emergency Fuel Service is way too long.  are you interested in condensing it?&lt;br /&gt;
&lt;br /&gt;
Hi, Donutcity! Sorry for the delay. Glad to see the people interested in perfecting this site. Concerning your question, the only good idea that comes to my mind is removing those examples or separating them in their own section. On the other hand we can separate the info about exploit I added into the different section. I probably do something like that in proximate days. --[[User:VeNoo|VeNoo]] ([[User talk:VeNoo|talk]]) 00:11, 2 October 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=List_of_Melnorme_trade_goods&amp;diff=32579</id>
		<title>List of Melnorme trade goods</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=List_of_Melnorme_trade_goods&amp;diff=32579"/>
		<updated>2015-07-18T01:09:42Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: Think it&amp;#039;s worth noting Melnorme&amp;#039;s justification of giving fuel for free&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The primary &#039;&#039;&#039;Melnorme trade good&#039;&#039;&#039; is information, either abstract such as galactic history, or material such as specifications for advanced technology. The [[Melnorme]] also imply that they are willing to divulge additional information about themselves and their sources of information, however the price for these are extremely high and [[The Captain]] is never given the option to purchase them. All sales and purchases with the Melnorme are translated into [[Interstar Credit]]s which, although apparently not a currency according to the Melnorme, facilitates trade.  While not information, [[fuel]] for [[The Flagship]] can also be purchased from the Melnorme at the exchange rate of one Credit per unit of fuel. If the player has no credits nor anything that can be sold for credits, they will also exchange fuel for the flagship&#039;s modules.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
The Melnorme offer to sell the following pieces of technology. Some of these (such as the lander upgrades) go into effect at the time of purchase, while others are building plans that allow new modules to be constructed at the [[Earth Starbase|Starbase]].  Each technology item costs 150 Credits. The technology is offered and must be purchased in this order:&lt;br /&gt;
&lt;br /&gt;
#[[Fusion Blaster (module)|Fusion Blaster]] module designs &amp;amp;mdash; plans for a weapons module for [[The Flagship]], twice as powerful as [[Ion-Bolt Gun]]s and twice as expensive.&lt;br /&gt;
#[[Planet Lander]] speed upgrade &amp;amp;mdash; doubles the moving speed of planet landers. Installed on the spot.&lt;br /&gt;
#[[Point-Defense Laser]] module designs &amp;amp;mdash; designs for a short-range auto-aiming module for The Flagship.&lt;br /&gt;
#Planet Lander lifeform resistance upgrade &amp;amp;mdash; makes the lander more resistant to life form attacks. Installed on the spot.&lt;br /&gt;
#Planet Lander cargo space upgrade &amp;amp;mdash; makes the lander able to carry twice as much [[minerals]] (100 units instead of 50). Installed on the spot.&lt;br /&gt;
#[[High-Efficiency Fuel Tank]] designs &amp;amp;mdash; designs for fuel tanks for The Flagship which are able to carry twice as much fuel as the standard fuel tanks (100 units instead of 50).&lt;br /&gt;
#Planet Lander firing rate upgrade &amp;amp;mdash; doubles the speed of the lander&#039;s [[Stunray Bolt-Beamer Gun]]. Installed on the spot.&lt;br /&gt;
#Planet Lander earthquake resistance upgrade &amp;amp;mdash; makes the lander more resistant to earthquakes. Installed on the spot.&lt;br /&gt;
#[[Tracking System]] module designs &amp;amp;mdash; designs for a module for The Flagship which guides weapon fire towards the target.&lt;br /&gt;
#Planet Lander lightning resistance upgrade &amp;amp;mdash; makes the lander more resistant to lightning. Installed on the spot.&lt;br /&gt;
#Planet Lander hot-spot resistance upgrade &amp;amp;mdash; makes the lander more resistant to planetary hot-spots. Installed on the spot.&lt;br /&gt;
#[[Hellbore Cannon]] module designs &amp;amp;mdash; designs for a weapons module for The Flagship, three times as powerful as [[Ion-Bolt Gun]]s.&lt;br /&gt;
#[[Shiva Furnace]] module designs &amp;amp;mdash; designs for a module for The Flagship that increases the amount of energy added each recharge cycle.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
The Melnorme have amassed a great deal of information about the galaxy from numerous, unnamed sources. They offer to sell some of this useful information that relates to the current events, alien races, and ancient past of this region of space. Each item of information costs 75 Credits. The information is purchased in each section below in the order shown. Some items of information, once purchased, allow The Captain pursue certain topics of conversations with other races. When the Melnorme&#039;s supply of relevant information on these areas are exhausted, the Melnorme offer to sell (at a substantial discount) useless facts to The Captain, but he is apparently uninterested.&lt;br /&gt;
&lt;br /&gt;
===Current events===&lt;br /&gt;
#The way to resuscitate the [[Shofixti]] race &amp;amp;mdash; where to find [[Tanaka]] and how to deal with him, and the existence of the [[Shofixti Maidens]] in the possession of [[Admiral ZEX]].&lt;br /&gt;
#The second [[Doctrinal Conflict]] &amp;amp;mdash; current battle between the [[Ur-Quan Kzer-Za]] and the [[Ur-Quan Kohr-Ah]] centered about the [[Crateris]] constellation.&lt;br /&gt;
#The [[Umgah]]&#039;s recent practical joke &amp;amp;mdash; impersonation of [[Dogar and Kazon]] and its immediate effects on the [[Ilwrath]] civilization.&lt;br /&gt;
#The existence of portals to other dimensions &amp;amp;mdash; where and when to find the naturally occurring portal into [[QuasiSpace]].&lt;br /&gt;
#The crashed [[Dreadnought]] &amp;amp;mdash; found in the [[Alpha Pavonis]] system, and nonspecific possibility for salvage.&lt;br /&gt;
#The malfunctioning red [[Probe]]s &amp;amp;mdash; their nature and the location, [[Beta Corvi]], of the owners.&lt;br /&gt;
#The recent trade between the [[Druuge]] and the [[Utwig]] &amp;amp;mdash; the Druuge gave the [[Ultron]] to the [[Utwig]] hoping to get their [[Precursor]] [[Utwig Bomb|bomb]].&lt;br /&gt;
#The depression of the Utwig &amp;amp;mdash; due to the breaking of the Ultron, and the specific parts and their locations needed to fix the Ultron.&lt;br /&gt;
&lt;br /&gt;
===Alien races===&lt;br /&gt;
#[[Zoq-Fot-Pik]] &amp;amp;mdash; very near the combat between the [[Ur-Quan]] subraces, with a homeworld at [[Alpha Tucanae I]].&lt;br /&gt;
#Ilwrath &amp;amp;mdash; currently attacking the [[Pkunk]] due to an Umgah prank.&lt;br /&gt;
#[[Pkunk]] &amp;amp;mdash; offshoot of the [[Yehat]] race, currently being attacked by the Ilwrath.&lt;br /&gt;
#[[Ur-Quan Kohr-Ah]] &amp;amp;mdash; currently in combat with the Ur-Quan Kzer-Za, and seeking to [[Eternal Doctrine|destroy all other sentient races]].&lt;br /&gt;
#Druuge &amp;amp;mdash; a race of merchants centered around [[Zeta Persei I]] that offer low prices but hidden tariffs.&lt;br /&gt;
#[[Burvixese]] &amp;amp;mdash; once inhabited [[Arcturus I]] but were wiped out by the Kohr-Ah with help from the Druuge.&lt;br /&gt;
#[[Thraddash]] &amp;amp;mdash; a belligerent race in the [[Draconis]] and [[Apodis]] stars, which guard a relic in the [[Zeta Draconis]] system.&lt;br /&gt;
#[[Chenjesu]] and [[Mmrnmhrm]] &amp;amp;mdash; both chose to be [[slave-shield]]ed on [[Procyon II]], and are attempting to create a hybrid race.&lt;br /&gt;
#[[Mycon]] &amp;amp;mdash; colonize worlds by using [[Deep Child]]ren to make the planets uninhabitable to everyone except the Mycon.&lt;br /&gt;
#[[Androsynth]]&lt;br /&gt;
#[[Arilou Lalee&#039;lay]] &amp;amp;mdash; [[IDF]] beings not from this universe, with possible secret plans with regards to [[Earth]] and [[Human]]s.&lt;br /&gt;
#[[Shofixti]] &amp;amp;mdash; nearly extinct due to a suicidal last stand that destroyed several Dreadnought and scorched their homeworld, though less than a dozen Shofixti are still alive.&lt;br /&gt;
#[[Slylandro]] &amp;amp;mdash; recently bought from the Melnorme a red probe which by now has performed numerous replications.&lt;br /&gt;
#[[Spathi]]&lt;br /&gt;
#[[Syreen]]&lt;br /&gt;
#[[Yehat]]&lt;br /&gt;
&lt;br /&gt;
===Historical data===&lt;br /&gt;
#[[Sentient Milieu]]&lt;br /&gt;
#The Ur-Quan and the Sentient Milieu&lt;br /&gt;
#The [[Dnyarri]] and the Sentient Milieu&lt;br /&gt;
#The [[Taalo]] demise&lt;br /&gt;
#The Dnyarri&#039;s slave empire&lt;br /&gt;
#[[Kzer-Za (Character)|Kzer-Za]]&#039;s discovery and the revolt&lt;br /&gt;
#Fate of the defeated Dnyarri&lt;br /&gt;
#The two Doctrines&lt;br /&gt;
#The Doctrinal Conflict and the [[Sa-Matra]]&lt;br /&gt;
&lt;br /&gt;
==Emergency fuel service==&lt;br /&gt;
&lt;br /&gt;
If the Melnorme come to the player&#039;s aid when he is out of fuel, and the player has no credits nor anything worth selling for credits, the Melnorme will then offer to sell the player enough fuel to get them home, at the cost of 50 RU worth ship modules per 1 unit of fuel.&lt;br /&gt;
&lt;br /&gt;
The modules to be removed will be chosen randomly, but they will never take a non-empty crewpod, a non-empty storage bay, a fuel tank, or parts of the Chmmr bomb. They keep choosing random modules until the cost of those modules is equal to or greater than the cost of the fuel they are selling, or you run out of removable technology. If the cost is greater than the cost of the fuel, they will not reimburse the difference.&lt;br /&gt;
&lt;br /&gt;
For example, if the player is 50 hyperspace units away from Sol, the Melnorme will offer to sell 7 units of fuel (5 for the distance + 2 for safety margins). This costs 350 RU at their exchange rate.&lt;br /&gt;
To cover that cost, it is possible that they take a 500 RU [[Planet Lander]]. It is also possible that they take a 6000 RU [[Hellbore Cannon]]. Regardless of which modules they take (including the cannon, which is worth 120 fuel), they will still give you only 7 units of fuel.&lt;br /&gt;
&lt;br /&gt;
Another example: The player is 700 hyperspace units far from Sol. They offer to sell the player 72 units of fuel (assuming the ship tanks can hold that much).&lt;br /&gt;
This fuel costs 3600 RU at their exchange rate.&lt;br /&gt;
The only removable items in the ship are 4 fusion thrusters, worth 2000 RU total. The Melnorme will then take those thrusters (worth 40 fuel), but still give 72 units of fuel.&lt;br /&gt;
&lt;br /&gt;
If the ship tanks cannot hold enough fuel to get the player home, they will sell as much fuel as the tanks can hold.&lt;br /&gt;
&lt;br /&gt;
If the player&#039;s ship has no removable parts at all, they will give the fuel for free (to remain consistent with their rejection of altruism Melnorme will justify it as an investment). For this to happen, you cannot have any turning jets, fusion thrusters, weapons, energy generators, empty crew pods, empty storage bays, or planet landers. Any accompanying fleet is ignored.&lt;br /&gt;
&lt;br /&gt;
The amount of fuel given depends only on the distance to Sol and doesn&#039;t take into account if player has [[Portal Spawner]] which greatly reduces the fuel requirements. In principle this could be used as an exploit to get free RU. One should strip the flagship of all modules except the fuel tanks, load 10 units of fuel to create the portal and then exit between Supox and Utwig spheres of influence. Melnorme will give 97 units of fuel which, provided 15 units are necessary for return trip, yields profit of 72 units of fuel (1440 RU). If the player already has met Slylandro to deal with their probes this operation is perfectly safe. However it takes (depending on how fast Melnorme reacts) from 1 to 2 months which makes the exploit impractical compared to other options available at this stage of the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|Melnorme trade goods]]&lt;br /&gt;
[[Category:Melnorme]]&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=List_of_Melnorme_trade_goods&amp;diff=32578</id>
		<title>List of Melnorme trade goods</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=List_of_Melnorme_trade_goods&amp;diff=32578"/>
		<updated>2015-07-18T00:30:06Z</updated>

		<summary type="html">&lt;p&gt;VeNoo: Added not very practical free RU exploit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The primary &#039;&#039;&#039;Melnorme trade good&#039;&#039;&#039; is information, either abstract such as galactic history, or material such as specifications for advanced technology. The [[Melnorme]] also imply that they are willing to divulge additional information about themselves and their sources of information, however the price for these are extremely high and [[The Captain]] is never given the option to purchase them. All sales and purchases with the Melnorme are translated into [[Interstar Credit]]s which, although apparently not a currency according to the Melnorme, facilitates trade.  While not information, [[fuel]] for [[The Flagship]] can also be purchased from the Melnorme at the exchange rate of one Credit per unit of fuel. If the player has no credits nor anything that can be sold for credits, they will also exchange fuel for the flagship&#039;s modules.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
The Melnorme offer to sell the following pieces of technology. Some of these (such as the lander upgrades) go into effect at the time of purchase, while others are building plans that allow new modules to be constructed at the [[Earth Starbase|Starbase]].  Each technology item costs 150 Credits. The technology is offered and must be purchased in this order:&lt;br /&gt;
&lt;br /&gt;
#[[Fusion Blaster (module)|Fusion Blaster]] module designs &amp;amp;mdash; plans for a weapons module for [[The Flagship]], twice as powerful as [[Ion-Bolt Gun]]s and twice as expensive.&lt;br /&gt;
#[[Planet Lander]] speed upgrade &amp;amp;mdash; doubles the moving speed of planet landers. Installed on the spot.&lt;br /&gt;
#[[Point-Defense Laser]] module designs &amp;amp;mdash; designs for a short-range auto-aiming module for The Flagship.&lt;br /&gt;
#Planet Lander lifeform resistance upgrade &amp;amp;mdash; makes the lander more resistant to life form attacks. Installed on the spot.&lt;br /&gt;
#Planet Lander cargo space upgrade &amp;amp;mdash; makes the lander able to carry twice as much [[minerals]] (100 units instead of 50). Installed on the spot.&lt;br /&gt;
#[[High-Efficiency Fuel Tank]] designs &amp;amp;mdash; designs for fuel tanks for The Flagship which are able to carry twice as much fuel as the standard fuel tanks (100 units instead of 50).&lt;br /&gt;
#Planet Lander firing rate upgrade &amp;amp;mdash; doubles the speed of the lander&#039;s [[Stunray Bolt-Beamer Gun]]. Installed on the spot.&lt;br /&gt;
#Planet Lander earthquake resistance upgrade &amp;amp;mdash; makes the lander more resistant to earthquakes. Installed on the spot.&lt;br /&gt;
#[[Tracking System]] module designs &amp;amp;mdash; designs for a module for The Flagship which guides weapon fire towards the target.&lt;br /&gt;
#Planet Lander lightning resistance upgrade &amp;amp;mdash; makes the lander more resistant to lightning. Installed on the spot.&lt;br /&gt;
#Planet Lander hot-spot resistance upgrade &amp;amp;mdash; makes the lander more resistant to planetary hot-spots. Installed on the spot.&lt;br /&gt;
#[[Hellbore Cannon]] module designs &amp;amp;mdash; designs for a weapons module for The Flagship, three times as powerful as [[Ion-Bolt Gun]]s.&lt;br /&gt;
#[[Shiva Furnace]] module designs &amp;amp;mdash; designs for a module for The Flagship that increases the amount of energy added each recharge cycle.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
The Melnorme have amassed a great deal of information about the galaxy from numerous, unnamed sources. They offer to sell some of this useful information that relates to the current events, alien races, and ancient past of this region of space. Each item of information costs 75 Credits. The information is purchased in each section below in the order shown. Some items of information, once purchased, allow The Captain pursue certain topics of conversations with other races. When the Melnorme&#039;s supply of relevant information on these areas are exhausted, the Melnorme offer to sell (at a substantial discount) useless facts to The Captain, but he is apparently uninterested.&lt;br /&gt;
&lt;br /&gt;
===Current events===&lt;br /&gt;
#The way to resuscitate the [[Shofixti]] race &amp;amp;mdash; where to find [[Tanaka]] and how to deal with him, and the existence of the [[Shofixti Maidens]] in the possession of [[Admiral ZEX]].&lt;br /&gt;
#The second [[Doctrinal Conflict]] &amp;amp;mdash; current battle between the [[Ur-Quan Kzer-Za]] and the [[Ur-Quan Kohr-Ah]] centered about the [[Crateris]] constellation.&lt;br /&gt;
#The [[Umgah]]&#039;s recent practical joke &amp;amp;mdash; impersonation of [[Dogar and Kazon]] and its immediate effects on the [[Ilwrath]] civilization.&lt;br /&gt;
#The existence of portals to other dimensions &amp;amp;mdash; where and when to find the naturally occurring portal into [[QuasiSpace]].&lt;br /&gt;
#The crashed [[Dreadnought]] &amp;amp;mdash; found in the [[Alpha Pavonis]] system, and nonspecific possibility for salvage.&lt;br /&gt;
#The malfunctioning red [[Probe]]s &amp;amp;mdash; their nature and the location, [[Beta Corvi]], of the owners.&lt;br /&gt;
#The recent trade between the [[Druuge]] and the [[Utwig]] &amp;amp;mdash; the Druuge gave the [[Ultron]] to the [[Utwig]] hoping to get their [[Precursor]] [[Utwig Bomb|bomb]].&lt;br /&gt;
#The depression of the Utwig &amp;amp;mdash; due to the breaking of the Ultron, and the specific parts and their locations needed to fix the Ultron.&lt;br /&gt;
&lt;br /&gt;
===Alien races===&lt;br /&gt;
#[[Zoq-Fot-Pik]] &amp;amp;mdash; very near the combat between the [[Ur-Quan]] subraces, with a homeworld at [[Alpha Tucanae I]].&lt;br /&gt;
#Ilwrath &amp;amp;mdash; currently attacking the [[Pkunk]] due to an Umgah prank.&lt;br /&gt;
#[[Pkunk]] &amp;amp;mdash; offshoot of the [[Yehat]] race, currently being attacked by the Ilwrath.&lt;br /&gt;
#[[Ur-Quan Kohr-Ah]] &amp;amp;mdash; currently in combat with the Ur-Quan Kzer-Za, and seeking to [[Eternal Doctrine|destroy all other sentient races]].&lt;br /&gt;
#Druuge &amp;amp;mdash; a race of merchants centered around [[Zeta Persei I]] that offer low prices but hidden tariffs.&lt;br /&gt;
#[[Burvixese]] &amp;amp;mdash; once inhabited [[Arcturus I]] but were wiped out by the Kohr-Ah with help from the Druuge.&lt;br /&gt;
#[[Thraddash]] &amp;amp;mdash; a belligerent race in the [[Draconis]] and [[Apodis]] stars, which guard a relic in the [[Zeta Draconis]] system.&lt;br /&gt;
#[[Chenjesu]] and [[Mmrnmhrm]] &amp;amp;mdash; both chose to be [[slave-shield]]ed on [[Procyon II]], and are attempting to create a hybrid race.&lt;br /&gt;
#[[Mycon]] &amp;amp;mdash; colonize worlds by using [[Deep Child]]ren to make the planets uninhabitable to everyone except the Mycon.&lt;br /&gt;
#[[Androsynth]]&lt;br /&gt;
#[[Arilou Lalee&#039;lay]] &amp;amp;mdash; [[IDF]] beings not from this universe, with possible secret plans with regards to [[Earth]] and [[Human]]s.&lt;br /&gt;
#[[Shofixti]] &amp;amp;mdash; nearly extinct due to a suicidal last stand that destroyed several Dreadnought and scorched their homeworld, though less than a dozen Shofixti are still alive.&lt;br /&gt;
#[[Slylandro]] &amp;amp;mdash; recently bought from the Melnorme a red probe which by now has performed numerous replications.&lt;br /&gt;
#[[Spathi]]&lt;br /&gt;
#[[Syreen]]&lt;br /&gt;
#[[Yehat]]&lt;br /&gt;
&lt;br /&gt;
===Historical data===&lt;br /&gt;
#[[Sentient Milieu]]&lt;br /&gt;
#The Ur-Quan and the Sentient Milieu&lt;br /&gt;
#The [[Dnyarri]] and the Sentient Milieu&lt;br /&gt;
#The [[Taalo]] demise&lt;br /&gt;
#The Dnyarri&#039;s slave empire&lt;br /&gt;
#[[Kzer-Za (Character)|Kzer-Za]]&#039;s discovery and the revolt&lt;br /&gt;
#Fate of the defeated Dnyarri&lt;br /&gt;
#The two Doctrines&lt;br /&gt;
#The Doctrinal Conflict and the [[Sa-Matra]]&lt;br /&gt;
&lt;br /&gt;
==Emergency fuel service==&lt;br /&gt;
&lt;br /&gt;
If the Melnorme come to the player&#039;s aid when he is out of fuel, and the player has no credits nor anything worth selling for credits, the Melnorme will then offer to sell the player enough fuel to get them home, at the cost of 50 RU worth ship modules per 1 unit of fuel.&lt;br /&gt;
&lt;br /&gt;
The modules to be removed will be chosen randomly, but they will never take a non-empty crewpod, a non-empty storage bay, a fuel tank, or parts of the Chmmr bomb. They keep choosing random modules until the cost of those modules is equal to or greater than the cost of the fuel they are selling, or you run out of removable technology. If the cost is greater than the cost of the fuel, they will not reimburse the difference.&lt;br /&gt;
&lt;br /&gt;
For example, if the player is 50 hyperspace units away from Sol, the Melnorme will offer to sell 7 units of fuel (5 for the distance + 2 for safety margins). This costs 350 RU at their exchange rate.&lt;br /&gt;
To cover that cost, it is possible that they take a 500 RU [[Planet Lander]]. It is also possible that they take a 6000 RU [[Hellbore Cannon]]. Regardless of which modules they take (including the cannon, which is worth 120 fuel), they will still give you only 7 units of fuel.&lt;br /&gt;
&lt;br /&gt;
Another example: The player is 700 hyperspace units far from Sol. They offer to sell the player 72 units of fuel (assuming the ship tanks can hold that much).&lt;br /&gt;
This fuel costs 3600 RU at their exchange rate.&lt;br /&gt;
The only removable items in the ship are 4 fusion thrusters, worth 2000 RU total. The Melnorme will then take those thrusters (worth 40 fuel), but still give 72 units of fuel.&lt;br /&gt;
&lt;br /&gt;
If the ship tanks cannot hold enough fuel to get the player home, they will sell as much fuel as the tanks can hold.&lt;br /&gt;
&lt;br /&gt;
If the player&#039;s ship has no removable parts at all, they will give the fuel for free. For this to happen, you cannot have any turning jets, fusion thrusters, weapons, energy generators, empty crew pods, empty storage bays, or planet landers. Any accompanying fleet is ignored.&lt;br /&gt;
&lt;br /&gt;
The amount of fuel given depends only on the distance to Sol and doesn&#039;t take into account if player has [[Portal Spawner]] which greatly reduces the fuel requirements. In principle this could be used as an exploit to get free RU. One should strip the flagship of all modules except the fuel tanks, load 10 units of fuel to create the portal and then exit between Supox and Utwig spheres of influence. Melnorme will give 97 units of fuel which, provided 15 units are necessary for return trip, yields profit of 72 units of fuel (1440 RU). If the player already has met Slylandro to deal with their probes this operation is perfectly safe. However it takes (depending on how fast Melnorme reacts) from 1 to 2 months which makes the exploit impractical compared to other options available at this stage of the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|Melnorme trade goods]]&lt;br /&gt;
[[Category:Melnorme]]&lt;/div&gt;</summary>
		<author><name>VeNoo</name></author>
	</entry>
</feed>