Your commander can be configured with a variety of modules to suit your playstyle.
Modules must first be unlocked with points (awarded at level up) through the lobby in the Home tab under Technologies or this page if logged in online. To use modules add them to commanders with this page or the link under Commanders in the home tab of the lobby. At the start of the game you will now be able to choose between your preset commander loadouts.
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with 1 weapon and 1 module and must morph up to level 4 to use all 8 modules and 2 weapons set out in it's loadout. A single purchase of a module can be used on multiple commanders but cannot be used twice on a single commander.
Each morph level gives a commander more health, more modules or weapons and specific bonuses that are laid out in the Commander Chassis section of this guide. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. The cost of the level 1 commander's module and weapon is taken out of your starting resources so you may choose to forgo an expensive module for a smoother start.
If you do not have any commander loadouts specified you will be given an unmorphable Strike Commander with a beam laser at no cost to your starting resources.
Unlike regular units, your commander is not disabled while morphing.
Modules and Weapons per level
Level 1:
- 1 Module
- 1 Weapon - If no weapon is taken the commander will start with a weak Bandit gun
- 2 Modules
- Base cost to level: 300
- 2 Modules
- Weapon - Wielded in addition to your first weapon
- Base cost to level: 900
- 3 Modules
- Base cost to level: 600
Types of Modules
There are 4 types of module.
Stackable
These modules each give fairly minor and specific bonuses to an attribute with a wide range of modules to choose from. They are the only module that can be placed on the same commander more than once but to do so the module must be unlocked multiple times. They are good for low ingame metal cost and are good for fleshing out a loadout. A single type of this module could be stacked many times to create an extreme commander. These are blue.
Support
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaker. There are also cheap ones such as resurrect and inbuilt radar. These are blue as well.
Weapon Boosters
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are purple.
Weapon Converters
This will convert a specific main weapon to an entirely different weapon. Make sure the right main weapon is equipped or they will do nothing. These are red.
Types of Weapon
There are 2 types of weapon, special and normal. Both weapon types are affected by the Range and Damage increase module
Normal

These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are red.
Special

Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are orange and can only be put on the level 3 weapon slot.
Commander Chassis
There are 4 types of commander chassis for you to choose for a battle. Commander chassis must be unlocked to be used and are green in the unlock screen.
Battle Commander

- Best HP
- Slow speed
- High Damage gain per level
- Able to use most non-exotic weapons
Base Attributes
HP: 3000
Speed: 1.25
Build Power: 12
Income: 3.2
Level 2
HP: 3600
Damage Bonus: 10%
Level 3
HP: 5000
Damage Bonus: 20%
Level 4
HP: 7200
Damage Bonus: 30%
Strike Commander

- All rounder
- Low range gain per level
- Decent health and speed
- Can use the most weapon types
Base Attributes
HP: 2450
Speed: 1.325
Build Power: 12
Income: 3.2
Level 2
HP: 3000
Range Bonus: 5%
Level 3
HP: 4000
Range Bonus: 10%
Level 4
HP: 6000
Range Bonus: 20%
Recon Commander

- Lowest HP
- High Speed (for a commander), increases with levels
- Jumpjets
- Uses non-heavy weapons
Base Attributes
HP: 1800
Speed: 1.45
Build Power: 12
Income: 2.7
Can Jump
Level 2
HP: 2400
Speed Bonus: 7.5%
Level 3
HP: 3150
Speed Bonus: 15%
Level 4
HP: 4000
Speed Bonus: 30%
Support Commander

- Slowest speed
- Low HP
- High range gain per level
- Gains buildpower with levels
- Fewer direct damage weapons
Base Attributes
HP: 2000
Speed: 1.2
Build Power: 12
Income: 4
Level 2
HP: 2500
Range Bonus: 10%
Build Power: 15
Level 3
HP: 3200
Range Bonus: 20%
Build Power: 18
Level 4
HP: 4500
Range Bonus: 30%
Build Power: 24
Exact effects of attribute modifiers
Attribute modifiers are applied in this order:
- Commander Chassis absolute statistics
- Percentage bonuses both from modules and chassis
- Absolute bonuses
Percentage bonuses are additive, not cumulative. As in 5 +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.

