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	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-05-26T01:49:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6834</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6834"/>
		<updated>2020-08-29T03:30:58Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Update Dominatrix DPS from patch 1.8.5.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 111&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 22&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 660&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	| special3 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
There is a limit&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Dominatrix's capture dps is pitted against the higher of 1000 or the target's HP. Capturing any unit with 1000 HP or less will take a flat 1.5 seconds. For heavier targets, a single Dominatrix (which has a capture dps of 660) takes about 10.3 seconds to capture an enemy [[Minotaur]] (which has 6800 HP). Also note that damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns after realising that they've spent most of their economy on giving you one of these units.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur and Jack in particular are very difficult for Rover to counter without a Domi, but this will require a critical mass of Domis to have sufficient DPS to actually complete the capture.&lt;br /&gt;
&lt;br /&gt;
3) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is inattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
==Countering Dominatrix==&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix and takes little capture damage while armored. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't get any bonus kills from the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It might not be effective if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorably with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mace build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
== Other counters ==&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artillery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6833</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6833"/>
		<updated>2020-08-29T03:11:39Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Mention capture firewall in description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 111&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 11.1&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 333&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	| special3 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
There is a limit&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Dominatrix's capture dps is pitted against the higher of 1000 or the target's HP. Capturing any unit with 1000 HP or less will take a flat 3 seconds. For heavier targets, a single Dominatrix (which has a capture dps of 333) takes about 20.5 seconds to capture an enemy [[Minotaur]] (which has 6800 HP). Also note that damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns after realising that they've spent most of their economy on giving you one of these units.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur and Jack in particular are very difficult for Rover to counter without a Domi, but this will require a critical mass of Domis to have sufficient DPS to actually complete the capture.&lt;br /&gt;
&lt;br /&gt;
3) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is inattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
==Countering Dominatrix==&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix and takes little capture damage while armored. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't get any bonus kills from the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It might not be effective if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorably with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mace build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
== Other counters ==&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artillery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Duck&amp;diff=6775</id>
		<title>Duck</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Duck&amp;diff=6775"/>
		<updated>2020-08-13T02:14:41Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Duck didn't get its water range modified in the 1.8.7.0 edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an amphibious raider bot (anti-sub) from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Duck&lt;br /&gt;
| defname = amphraid&lt;br /&gt;
| description = Amphibious Raider Bot (Anti-Sub)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
| icontype = amphtorpraider&lt;br /&gt;
| cost = 80&lt;br /&gt;
| hitpoints = 360&lt;br /&gt;
| movespeed = 90&lt;br /&gt;
| turnrate = 346&lt;br /&gt;
| sight = 560&lt;br /&gt;
| sonar = 560&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Torpedo × 2&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 130&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 65&lt;br /&gt;
	| range = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;240&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;160&amp;lt;/span&amp;gt;&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| homing = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;99&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;137&amp;lt;/span&amp;gt;&lt;br /&gt;
	| arcing = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
	| projectilespeed = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;200&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;240&amp;lt;/span&amp;gt;&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 5&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Duck is the basic underwater raider. Armed with short ranged torpedoes, it uses its (relatively) high speed to harass sea targets that cannot shoot back, though it dies to serious opposition. On land it can launch arcing torpedoes a short distance through the air as a decent short ranged anti-heavy weapon.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=File:Mm_queue.png&amp;diff=6774</id>
		<title>File:Mm queue.png</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=File:Mm_queue.png&amp;diff=6774"/>
		<updated>2020-08-09T04:02:29Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Matchmaking queues screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Matchmaking queues screenshot&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Matchmaking&amp;diff=6773</id>
		<title>Matchmaking</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Matchmaking&amp;diff=6773"/>
		<updated>2020-08-09T03:53:42Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Revert MM screenshots for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Zero-K Matchmaker allows players to automatically find a game with other similarly skilled players to participate in. This solves the problem of highly rated individuals being disappointed by having to fight with newbies on their team.&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
The Matchmaker can be found in the Multiplayer tab. You will be presented with a list of possible game types to play, as well as a short description of these.&lt;br /&gt;
&lt;br /&gt;
[[File:MMQueues.png]]&lt;br /&gt;
&lt;br /&gt;
After selecting the preferred gametype(s), you can freely join rooms or spectate battles until a game is found. If you decide to play in a custom battle, you will simply be removed from the Matchmaking queue without any further penalties.&lt;br /&gt;
&lt;br /&gt;
[[File:AreYouReady.png]]&lt;br /&gt;
&lt;br /&gt;
Once a match has been found, you will be informed both visually and audibly by a pop-up, asking you to confirm that you are ready to play the game. Once the match has been accepted by all players, the game will be started on a randomly selected map from the game type specific map pool. Should one of the other players not accept the game, you will be put back into the Matchmaking queue until another game is found. &lt;br /&gt;
&lt;br /&gt;
If no response is made within 30 seconds or the request is denied, you will be removed from the queue. If you ignore or deny a found match, you will be unable to join the Matchmaking queue again for a few minutes.&lt;br /&gt;
&lt;br /&gt;
= Algorithm =&lt;br /&gt;
Once you have joined a queue, the Matchmaker will continuously look for other players to pair you with. Each player is assigned a maximum rating span, and the difference between maximum rating and minimum rating in a game must not be greater than the maximum rating span of all players. This span is progressively widened as the player is waiting, up to a maximum width. The matchmaker will always prioritize the players which have waited the longest. I.e. it will rather make a game with a big rating difference to accommodate a player that has waited long than make a game with a small rating difference containing players that have just joined the queue.&lt;br /&gt;
&lt;br /&gt;
If there are enough players within rating range, the Matchmaker will choose the nearest ones and ask them to accept the match. If all chosen players accept, they will be assigned a map and a room and removed from all queues. Otherwise the Matchmaker will continue to look for possible games after the declining players have been removed from the queue.&lt;br /&gt;
&lt;br /&gt;
= Parties =&lt;br /&gt;
You can join coop and team game matchmaking with friends by first creating a party with them, and having one member of the party join the matchmaking queue(s). All members of the party will join the game, and the balance algorithm will try to keep players in the same party on the same team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Matchmaking&amp;diff=6772</id>
		<title>Matchmaking</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Matchmaking&amp;diff=6772"/>
		<updated>2020-08-09T03:51:49Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Update matchmaking information and screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Zero-K Matchmaker allows players to automatically find a game with other similarly skilled players to participate in. This solves the problem of highly rated individuals being disappointed by having to fight with newbies on their team.&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
The Matchmaker can be found in the Multiplayer tab. You will be presented with a list of possible game types to play, as well as a short description of these.&lt;br /&gt;
&lt;br /&gt;
[[File:MM Queues.png|thumb|Matchmaking queues]]&lt;br /&gt;
&lt;br /&gt;
After selecting the preferred gametype(s), you can freely join rooms or spectate battles until a game is found. If you decide to play in a custom battle, you will simply be removed from the Matchmaking queue without any further penalties.&lt;br /&gt;
&lt;br /&gt;
[[File:MM AreYouReady.png|thumb|Are you ready?]]&lt;br /&gt;
&lt;br /&gt;
Once a match has been found, you will be informed both visually and audibly by a pop-up, asking you to confirm that you are ready to play the game. Once the match has been accepted by all players, the game will be started on a randomly selected map from the game type specific map pool. Should one of the other players not accept the game, you will be put back into the Matchmaking queue until another game is found. &lt;br /&gt;
&lt;br /&gt;
If no response is made within 30 seconds or the request is denied, you will be removed from the queue. If you ignore or deny a found match, you will be unable to join the Matchmaking queue again for a few minutes.&lt;br /&gt;
&lt;br /&gt;
= Algorithm =&lt;br /&gt;
Once you have joined a queue, the Matchmaker will continuously look for other players to pair you with. Each player is assigned a maximum rating span, and the difference between maximum rating and minimum rating in a game must not be greater than the maximum rating span of all players. This span is progressively widened as the player is waiting, up to a maximum width. The matchmaker will always prioritize the players which have waited the longest. I.e. it will rather make a game with a big rating difference to accommodate a player that has waited long than make a game with a small rating difference containing players that have just joined the queue.&lt;br /&gt;
&lt;br /&gt;
If there are enough players within rating range, the Matchmaker will choose the nearest ones and ask them to accept the match. If all chosen players accept, they will be assigned a map and a room and removed from all queues. Otherwise the Matchmaker will continue to look for possible games after the declining players have been removed from the queue.&lt;br /&gt;
&lt;br /&gt;
= Parties =&lt;br /&gt;
You can join coop and team game matchmaking with friends by first creating a party with them, and having one member of the party join the matchmaking queue(s). All members of the party will join the game, and the balance algorithm will try to keep players in the same party on the same team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=File:MM_AreYouReady.png&amp;diff=6771</id>
		<title>File:MM AreYouReady.png</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=File:MM_AreYouReady.png&amp;diff=6771"/>
		<updated>2020-08-09T03:49:38Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you ready matchmaking prompt&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=File:MM_Queues.png&amp;diff=6770</id>
		<title>File:MM Queues.png</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=File:MM_Queues.png&amp;diff=6770"/>
		<updated>2020-08-09T03:49:04Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of matchmaking queues&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Shogun&amp;diff=6769</id>
		<title>Shogun</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Shogun&amp;diff=6769"/>
		<updated>2020-08-09T03:34:28Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Add Shogun indirect fire hint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an artillery battleship from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Shogun&lt;br /&gt;
| defname = shipheavyarty&lt;br /&gt;
| description = Battleship (Heavy Artillery)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipheavyarty.png&lt;br /&gt;
| icontype = shipheavyarty&lt;br /&gt;
| cost = 5000&lt;br /&gt;
| hitpoints = 8000&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 57&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Long-Range Plasma Battery × 3&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 501.1 × 3&lt;br /&gt;
	| reloadtime = 12.5&lt;br /&gt;
	| dps = 120&lt;br /&gt;
	| range = 1600&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| inaccuracy = 1.53&lt;br /&gt;
	| projectilespeed = 475&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A single salvo from one of these will pummel almost any surface target into submission. The psychological effects of the muzzle flash and the ship recoiling in the water are impressive enough, to say nothing of the effects of a direct hit. Be warned--battleships are not meant to be used on their own, lacking in anti-air and anti-submarine protection as they are.&lt;br /&gt;
&lt;br /&gt;
Shogun can be set to fire at a high arc by toggling its trajectory toggle. Using a high arc will result in indirect fire which is useful for bombardment of elevated land targets, at the cost of reduced accuracy and a slower projectile.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6708</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6708"/>
		<updated>2020-07-11T04:06:48Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Fix Riot Cannon range, remove Pea Shooter, update weapon mod descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Commander intro =&lt;br /&gt;
&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || HP || Speed || Can Jump || Build Power || Modules&lt;br /&gt;
|-&lt;br /&gt;
| '''Strike'''   || High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
| '''Guardian''' || Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
| '''Recon'''    || Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
| '''Engineer''' || Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your playstyle. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. &lt;br /&gt;
&lt;br /&gt;
Commanders start at Level 1 with a Beam Laser and a radar module attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +&lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25 || 100 || 600 || 200 || +100&lt;br /&gt;
|-&lt;br /&gt;
| Base time || - || 2 || 6 || 30 || 8 || ++&lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Advanced targeting system&lt;br /&gt;
| +7.5% range for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Damage booster&lt;br /&gt;
| +10% damage for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High density plating&lt;br /&gt;
| +1600 HP, -3 speed. Requires Ablative armor plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative armor plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 300&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.&lt;br /&gt;
| 500&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Carrepairer's nanolathe&lt;br /&gt;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 speed&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Autorepair system&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Req. level&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Area shield conversion&lt;br /&gt;
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Cloaking field&lt;br /&gt;
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]&amp;lt;br&amp;gt; 15 E/s upkeep&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field radar&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal shield&lt;br /&gt;
| Small shield with 1250 HP, no upkeep &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Radar jammer&lt;br /&gt;
| 500 elmo range&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Weapon&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Disruptor ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2X damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Shotgun &amp;lt;br&amp;gt; Machine gun &amp;lt;br&amp;gt; Light/Heavy particle beam&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux amplifier&lt;br /&gt;
| Improves stun duration by 2 seconds and EMP damage by 25%.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm warhead&lt;br /&gt;
| Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%.&lt;br /&gt;
| 350&lt;br /&gt;
| Riot cannon &amp;lt;br&amp;gt; Rocket launcher&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!Beam Laser&lt;br /&gt;
| 330 || || || 150 &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flame thrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0 - 45 ||0 - 450 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ &lt;br /&gt;
| Damage falls off linearly with range&lt;br /&gt;
|-&lt;br /&gt;
! Heavy particle beam&lt;br /&gt;
| 390 || 3.1 || 800 || 258&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Light particle beam&lt;br /&gt;
| 300 || 0.33 || 70 || 210&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Rifle&lt;br /&gt;
| 300 || 1.83 || 220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 120+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 300 || 1.63 || 220 || 135&lt;br /&gt;
|style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| AoE&lt;br /&gt;
|-&lt;br /&gt;
! Rocket launcher&lt;br /&gt;
| 430 || 3 || 360 || 120&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 290 || 2 || 32x12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Special Notes &lt;br /&gt;
|-&lt;br /&gt;
! Cluster bomb&lt;br /&gt;
| 360 || 30  || 300x8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion shell&lt;br /&gt;
| 450 || 25 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30  ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor bomb&lt;br /&gt;
| 450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multistunner&lt;br /&gt;
| 360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;[[Weapon_classes#EMP|EMP]]&amp;lt;/font&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 4 / s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 6 / s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 / s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 12+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy module'''.  Any resurrected commanders will have lost this module and produce no resources. Engineer commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus on top of the base 5 HP/second&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4200 || HP: 4200 || HP: 4600&amp;lt;br /&amp;gt;Bonus regen: 5|| HP: 5200&amp;lt;br /&amp;gt;Bonus regen: 11|| HP: 5800&amp;lt;br /&amp;gt;Bonus regen: 20||HP: 6400&amp;lt;br /&amp;gt;Bonus regen: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free companion and battle drones with levels&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 5000&amp;lt;br /&amp;gt;Light Drones: 2||HP: 5700&amp;lt;br /&amp;gt;Light Drones: 2&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 6600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 7600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed (39)&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower and small amount of build range with levels&lt;br /&gt;
* Increased build range (220 + 12/level, up to 280, compared to 144 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 14||HP: 4000&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4300&amp;lt;br /&amp;gt;Buildpower: 18||HP: 4600&amp;lt;br /&amp;gt;Buildpower: 21||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Ronin&amp;diff=6702</id>
		<title>Ronin</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Ronin&amp;diff=6702"/>
		<updated>2020-06-30T03:28:44Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: 1.8.5.0: Ronin no longer slows down in combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a skirmisher bot (direct-fire) from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Ronin&lt;br /&gt;
| defname = cloakskirm&lt;br /&gt;
| description = Skirmisher Bot (Direct-Fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
| icontype = kbotskirm&lt;br /&gt;
| cost = 90&lt;br /&gt;
| hitpoints = 420&lt;br /&gt;
| movespeed = 69&lt;br /&gt;
| turnrate = 435&lt;br /&gt;
| sight = 523&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Rocket&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 180&lt;br /&gt;
	| reloadtime = 3.5&lt;br /&gt;
	| dps = 51&lt;br /&gt;
	| range = 455&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Ronin's low damage, low speed unguided rockets are redeemed by their range. They are most effective in a line formation, firing at maximum range and kiting the enemy.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Compared to most other skirmishers the Ronin has less range, but is very cheap and inflicts more damage for its cost. Furthermore, unlike most skirmishers the Ronin's projectile travels horizontally rather than arcing, so they cannot fire past each other effectively. Therefore, good positioning is essential for Ronins to fire uninterrupted, and to avoid losing many Ronins at once to area-of-effect attacks.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=6701</id>
		<title>Terraform</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=6701"/>
		<updated>2020-06-24T16:49:07Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Use Alt terraforming for simplest building placement since left mouse now requires turning on a setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://licho.eu/alba/terraform/intro.png &amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All construction units and Nano Turrets can modify the terrain in Zero-K. '''Terraforming''' costs energy, metal and time.&lt;br /&gt;
&lt;br /&gt;
== Terraform Types ==&lt;br /&gt;
&lt;br /&gt;
The simplest way to use terraform is to '''Alt''' while placing a structure and adjust the height of the structure by scrolling with the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
See [[Structure Placement]] for more information on structure terraforming.&lt;br /&gt;
&lt;br /&gt;
Structure terrforming controls can be changed in the menu: Settings &amp;gt; Interface &amp;gt; Building placement.&lt;br /&gt;
&lt;br /&gt;
[[File:terraform_structure.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also 5 terraform commands found under the 'Special' tab in the menu:&lt;br /&gt;
&lt;br /&gt;
[[File:Terraform_buttons.png]]&lt;br /&gt;
&lt;br /&gt;
* Ramp &lt;br /&gt;
* Level&lt;br /&gt;
* Raise&lt;br /&gt;
* Smooth&lt;br /&gt;
* Restore&lt;br /&gt;
&lt;br /&gt;
Note: ''Right Click'' at any time during the terraform will cancel the command (so will mousewheel movement, that's a bug though).&lt;br /&gt;
&lt;br /&gt;
== Interface: Lasso Selection == &lt;br /&gt;
&lt;br /&gt;
Level, Raise, Smooth and Restore have the same interface for selecting the effected area. They differ in what they do to the terrain.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png&lt;br /&gt;
&lt;br /&gt;
''Left click'' on the ground and hold the mouse to start drawing a line.  Drawing the area selects the area to be terraformed. If the end of the line is close to the start when the left mouse button is released the area inside the loop will be terraformed (like lasso selection), if the ends are far away the drawn line will be terraformed (good for making walls).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/lasso.jpg&lt;br /&gt;
&lt;br /&gt;
If you are using Smooth or Restore the command will be given when you release the mouse. If you are using Level or Raise you will have to chose either which height to level to or how much to raise the land. This is done by moving the mouse up/down then clicking when it looks like it is at the desired height.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/setheight.jpg&lt;br /&gt;
&lt;br /&gt;
== Effects of Terraform and Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Here are the effects of Level, Raise, Smooth and Restore. The modifiers ''Alt'' and ''Ctrl'' can be held during the Height Choosing phase of the Level and Raise commands for more height choosing control.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/level.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Level''' will move the terrain in the area to exactly the same height, the result terrain will be flat. For example a hill could be flattened.&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' to snap to either the starting height, just below water level (so that ships can't pass) or the level just below water level that land units cannot pass (23 deep).&lt;br /&gt;
&lt;br /&gt;
Hold ''Ctrl'' and move the mouse to select the height to be levelled to from terrain by mousing over the terrain.&lt;br /&gt;
&lt;br /&gt;
Tap ''Space'' to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled during lasso stage.&lt;br /&gt;
&lt;br /&gt;
=== Raise ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/raise.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Raise''' raises or lowers the terrain in the area by the same amount, the relative height of the terrain within the area is not changed.&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' to snap to heights by steps of 15. A 15 high (or deep) wall (or trench) will be impassable to vehicles but passable to bots. A 18 high wall will be impassable to most common bots. A 30 high wall will be impassable to everything except spiders.&lt;br /&gt;
&lt;br /&gt;
Press ''Ctrl'' to reset the height to 0.&lt;br /&gt;
&lt;br /&gt;
=== Smooth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Smooth''' smooths the terrain, cliffs become less sharp.&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Restore''' reverts the height of the terrain to what it was at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Tap ''Space'' to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Toggle during lasso stage.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Advanced&amp;quot; Area Selection ==&lt;br /&gt;
&lt;br /&gt;
For easier terraforming, alt and/or ctrl can be used to modify the way the lasso command is given.&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' while clicking to terraform a rectangular area.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/square.jpg&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' and click on a building or unit to create a wall around that unit.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/autowall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' + ''Ctrl'' while clicking to create a hollow rectangle of terraform.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/ring.sized.jpg&lt;br /&gt;
&lt;br /&gt;
Hold ''Ctrl'' at any time during line drawing to create a straight section of line. Straight and non-straight lines can be mixed by pressing and releasing Ctrl.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/loopy.sized.jpg&lt;br /&gt;
&lt;br /&gt;
== Ramp ==&lt;br /&gt;
&lt;br /&gt;
The ramp command interface is different from that of the other terraform commands.&lt;br /&gt;
&lt;br /&gt;
First select the Ramp command from the command menu.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&lt;br /&gt;
&lt;br /&gt;
=== Simple Ramp ===&lt;br /&gt;
This is a simple way to make a ramp between 2 points on the ground. It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
* ''Left Click'' the start of the ramp&lt;br /&gt;
* ''Left Click'' the end of the ramp&lt;br /&gt;
* ''Left Click'' again&lt;br /&gt;
&lt;br /&gt;
==== Advanced Ramp ====&lt;br /&gt;
Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp.&lt;br /&gt;
&lt;br /&gt;
''Left Click'' on the ground to set the start of the ramp. '''If''' you want to choose the height of the start of the ramp hold the click and move the mouse up or down. A little green line will appear out of the ground to indicate the height. The default height is the ground height, release the mouse to select the height.&lt;br /&gt;
&lt;br /&gt;
Hold '''Alt''' when choosing the start height to snap to the original ground height or just below water level(helpful for getting hovers out of the water).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp1.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then ''Left Click'' on the ground to set the end of the ramp. As with the start of the ramp, you can hold the mouse and move to choose the height. &lt;br /&gt;
&lt;br /&gt;
Hold '''Alt''' when choosing the end height to snap the gradient of the ramp to either upwards bot pathable, upwards vehicle pathable, flat, downwards vehicle pathable, downwards  bot pathable, the original ground height or just below water level .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp2.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move the mouse up/down (not held down) and click to set the width of the ramp. Then ''Left Click'' to build it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp3.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ramp colour indicates whether all units will be able to use it, if vehicles/tanks will not be able to use it and if only Spiders can use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_green.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_yellow.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_red.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional: Tap ''Space'' to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled at any stage during the ramp command.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
Terraform by default costs 1 metal, energy and build power to raise or lower 1 heightmap grid, each vertex of the blue grid maps onto a point on the heightmap grid. Due to the sloped sides it will be costly to make a very high spire. Equal volumes of terraform will have the same cost regardless of shape. Cost can be changed with the &amp;quot;terraform cost multiplier&amp;quot; ModOption.&lt;br /&gt;
&lt;br /&gt;
As a general guideline, assuming the base value for terraforming cost, creating a 15 deep wall (or trench) will cost roughly 19 resources per 'segment'.&lt;br /&gt;
&lt;br /&gt;
Building a &amp;quot;skydust&amp;quot; (i.e. Stardust on a pillar) costs about 50 resources for a 50 height pillar, or 85 resources for 100 height.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
You can protect non-combat structures not sensitive to terrain such as cloak/shield generators, [[Caretaker|nanoturrets]], [[Gunship Plant]]s and [[Missile Silo]]s with walls or holes.&lt;br /&gt;
&lt;br /&gt;
Buildings cannot be moved vertically. If you want to put a Fusion in a hole for safety the hole will have to be built before the Fusion. &lt;br /&gt;
&lt;br /&gt;
Because buildings cannot move vertically they can be used to stop walls being terraformed by the enemy.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/cappedwall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
[[Big Bertha]]s, [[Crab]]s and [[Ogre]]s are very good at knocking down walls.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/crabesmooth.sized.jpg&lt;br /&gt;
&lt;br /&gt;
You can use terraforming to make a trench or wall underwater to stop amphibious bots.&lt;br /&gt;
&lt;br /&gt;
[[Lobster|Lobsters]] can throw units over low walls.&lt;br /&gt;
&lt;br /&gt;
Terraform ramp can be used with [[Newton]]s to fire units at the enemy!&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/newtonramp.sized.jpg&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for terraform commands, navigate into the game menu and look under hotkeys for ''Levelground, Raiseground, Rampground, Smoothground'' and ''Restoreground.''&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Buildings&amp;diff=6700</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Buildings&amp;diff=6700"/>
		<updated>2020-06-24T16:47:32Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Add reference to terraform by holding mouse click setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Buildings''' of Zero-K are the backbone of your strategy. Build [[Metal Extractor|Metal Extractors]] and [[Energy]] producers to propel your economy, build Factories and Caretakers to produce an army, build defensive and intel structures to protect yourself from your opponents' armies, and build superweapons to end the game in spectacular fashion.&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all buildings in Zero-K include:&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Once a nanoframe is placed, the ground beneath the building cannot be [[terraform]]ed until the building is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Building placement and construction ==&lt;br /&gt;
Unless stated otherwise, the following commands are to be used during building placement. This means, that after selecting a building from the build menu, instead of simply left-clicking to place it these modifiers can be used.&lt;br /&gt;
&lt;br /&gt;
=== Command queuing ===&lt;br /&gt;
The normal command queueing options apply:&lt;br /&gt;
* Hold '''Shift''' to append (build) orders to the end of the queue.&lt;br /&gt;
* Hold '''Space''' to insert (build) orders at the front of the queue. This will come before the current task if there is one.&lt;br /&gt;
* Hold '''Shift+Space''' to insert (build) orders between existing orders. The order will try to be inserted between two nearby orders such that the constructor will minimize the added movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
When placing factories (or other structures), their orientation can be selected by clicking and dragging, rotated in 90 degree steps using '''[''' and ''']''', or rotated clockwise in 90 degree steps by pressing the R key.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming ===&lt;br /&gt;
[[Terraform#terraform_types|Terraforming]] can easily be queued before construction to put a structure on a spire or in a hole. There are various ways to issue this command depending on your advanced settings in Interface -&amp;gt; Building Placement.&lt;br /&gt;
&lt;br /&gt;
Height selection mode can be entered as follows:&lt;br /&gt;
* By holding '''Alt''' and using the mouse wheel during structure placement.&lt;br /&gt;
* By pressing '''B''' during structure placement. Press '''C''' and '''V''' to adjust the height.&lt;br /&gt;
* If you have enabled '''Terraform by holding mouse click''' in your settings, by holding down the '''left mouse button''' during placement (keeping the cursor stationary). Once the terraform mode has been entered, the mouse can be moved up and down to adjust the elevation. Another left click finalizes the command.&lt;br /&gt;
&lt;br /&gt;
After choosing the terraform height, click to place the structure as usual to issue the terraform and construction command. Structure terraform does not support multiple structure placement but it does support queuing and insertion with '''SPACE''' and '''SHIFT'''.&lt;br /&gt;
&lt;br /&gt;
See the [[Terraform#Level|Level Command]] for details on the available modifiers.&lt;br /&gt;
&lt;br /&gt;
An existing building can be surrounded by a terraformed wall by selecting the terraform command from the special tab (Hotkeys '''V''', then '''X'''), then holding down '''Ctrl''' and clicking on the building. Release '''Ctrl''' and move the mouse upwards to set the height of the wall.&lt;br /&gt;
&lt;br /&gt;
=== Line and Rectangular Grid ===&lt;br /&gt;
* Hold '''Shift''' while dragging the mouse to place a line of structures. &lt;br /&gt;
* Hold '''Shift+Ctrl''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
* Hold '''Shift+Alt''' to drag a rectangular grid of structures.&lt;br /&gt;
* Hold '''Shift+Ctrl+Alt''' to drag a hollow box of structures.&lt;br /&gt;
&lt;br /&gt;
The spacing between the individual buildings can be adjusted by pressing '''x''' and '''z'''&lt;br /&gt;
&lt;br /&gt;
=== Surrounding an existing building ===&lt;br /&gt;
By holding '''Ctrl+Shift''' during placement, an existing building can be surrounded with the selected building. For example, a fragile and expensive [[Fusion Reactor]] can be surrounded by sturdy and cheap [[Solar Collector|Solar Collectors]] by first building the Fusion Reactor, then selecting the Solar Collector from the build menu, holding down '''Ctrl+Shift''' and clicking on the Fusion Reactor.&lt;br /&gt;
&lt;br /&gt;
=== Placing Nanoframes ===&lt;br /&gt;
Holding Q while placing structures will only place the framework (nanoframe), which will let the structure be completed later. This is often used when there are [[Caretaker|Caretakers]] nearby that can finish the construction on their own.&lt;br /&gt;
&lt;br /&gt;
=== Metal Extractors ===&lt;br /&gt;
There is a specialized [[Area Mex Command]] to place Metal Extractors in an area and optionally surround them with power generators at the same time.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6677</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6677"/>
		<updated>2020-06-13T18:15:32Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Minor fixes and disambiguate Strike commander bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Commander intro =&lt;br /&gt;
&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || HP || Speed || Can Jump || Build Power || Modules&lt;br /&gt;
|-&lt;br /&gt;
| '''Strike'''   || High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
| '''Guardian''' || Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
| '''Recon'''    || Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
| '''Engineer''' || Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your playstyle. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. &lt;br /&gt;
&lt;br /&gt;
Commanders start at Level 1 with a Beam Laser and a radar module attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +&lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25 || 100 || 600 || 200 || +100&lt;br /&gt;
|-&lt;br /&gt;
| Base time || - || 2 || 6 || 30 || 8 || ++&lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Advanced targeting system&lt;br /&gt;
| +7.5% range for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Damage booster&lt;br /&gt;
| +10% damage for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High density plating&lt;br /&gt;
| +1600 HP, -3 speed. Requires Ablative armor plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative armor plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 300&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.&lt;br /&gt;
| 500&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Carrepairer's nanolathe&lt;br /&gt;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 speed&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Autorepair system&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Req. level&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Area shield conversion&lt;br /&gt;
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Cloaking field&lt;br /&gt;
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]&amp;lt;br&amp;gt; 15 E/s upkeep&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field radar&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal shield&lt;br /&gt;
| Small shield with 1250 HP, no upkeep &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Radar jammer&lt;br /&gt;
| 500 elmo range&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Weapon&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Disruptor ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2X damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Shotgun &amp;lt;br&amp;gt; Machine gun &amp;lt;br&amp;gt; Light/Heavy particle beam&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux amplifier&lt;br /&gt;
| Improves stun duration and EMP damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm warhead&lt;br /&gt;
| Set targets on fire. Reduced direct damage.&lt;br /&gt;
| 350&lt;br /&gt;
| Riot cannon &amp;lt;br&amp;gt; Rocket launcher&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!Beam Laser&lt;br /&gt;
| 330 || || || 150 &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flame thrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0 - 45 ||0 - 450 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ &lt;br /&gt;
| Damage falls off linearly with range&lt;br /&gt;
|-&lt;br /&gt;
! Heavy particle beam&lt;br /&gt;
| 390 || 3.1 || 800 || 258&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Light particle beam&lt;br /&gt;
| 300 || 0.33 || 70 || 210&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Rifle&lt;br /&gt;
| 300 || 1.83 || 220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 120+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Pea Shooter&lt;br /&gt;
| 300 || 0.1 || 12 || 120&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 1.63 || 220 || 135&lt;br /&gt;
|style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| AoE&lt;br /&gt;
|-&lt;br /&gt;
! Rocket launcher&lt;br /&gt;
| 430 || 3 || 360 || 120&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 290 || 2 || 32x12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Special Notes &lt;br /&gt;
|-&lt;br /&gt;
! Cluster bomb&lt;br /&gt;
| 360 || 30  || 300x8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion shell&lt;br /&gt;
| 450 || 25 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30  ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor bomb&lt;br /&gt;
| 450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multistunner&lt;br /&gt;
| 360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;[[Weapon_classes#EMP|EMP]]&amp;lt;/font&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 4 / s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 6 / s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 / s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 12+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy module'''.  Any resurrected commanders will have lost this module and produce no resources. Engineer commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus on top of the base 5 HP/second&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4200 || HP: 4200 || HP: 4600&amp;lt;br /&amp;gt;Bonus regen: 5|| HP: 5200&amp;lt;br /&amp;gt;Bonus regen: 11|| HP: 5800&amp;lt;br /&amp;gt;Bonus regen: 20||HP: 6400&amp;lt;br /&amp;gt;Bonus regen: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free companion and battle drones with levels&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 5000&amp;lt;br /&amp;gt;Light Drones: 2||HP: 5700&amp;lt;br /&amp;gt;Light Drones: 2&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 6600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 7600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed (39)&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower and small amount of build range with levels&lt;br /&gt;
* Increased build range (220 + 12/level, up to 280, compared to 144 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 14||HP: 4000&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4300&amp;lt;br /&amp;gt;Buildpower: 18||HP: 4600&amp;lt;br /&amp;gt;Buildpower: 21||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6349</id>
		<title>Crane</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6349"/>
		<updated>2020-05-24T02:16:01Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Update stale buildpower references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction aircraft from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Crane&lt;br /&gt;
| defname = planecon&lt;br /&gt;
| description = Construction Aircraft, Builds at 5 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planecon.png&lt;br /&gt;
| icontype = builderair&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| movespeed = 180&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 375&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power for its cost compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetitive tasks.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Locust&amp;diff=6318</id>
		<title>Locust</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Locust&amp;diff=6318"/>
		<updated>2020-05-12T22:44:57Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Fix Locust updated range and add damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a raider gunship from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Locust&lt;br /&gt;
| defname = gunshipraid&lt;br /&gt;
| description = Raider Gunship&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipraid.png&lt;br /&gt;
| icontype = gunshipraider&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 800&lt;br /&gt;
| movespeed = 207&lt;br /&gt;
| turnrate = 114&lt;br /&gt;
| sight = 500&lt;br /&gt;
| altitude = 100&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Laserbeam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
        | damage = 7.6&lt;br /&gt;
 	| reloadtime = 0.13&lt;br /&gt;
	| dps = 57&lt;br /&gt;
	| range = 260&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 5.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Locust is a light gunship. Its high speed and decent damage makes it excellent for quickly taking out enemy economy or inaccurate units like assaults. However, it flies close to the ground and has a short range, meaning even other raiders can engage it on an equal footing. Like any raider, the Locust should avoid riots and static defense.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Crab&amp;diff=6317</id>
		<title>Crab</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Crab&amp;diff=6317"/>
		<updated>2020-05-12T22:31:28Z</updated>

		<summary type="html">&lt;p&gt;Legomenon-wiki: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy riot/skirmish spider that curls into armored form when stationary from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Crab&lt;br /&gt;
| defname = spidercrabe&lt;br /&gt;
| description = Heavy Riot/Skirmish Spider - Curls into Armored Form When Stationary&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spidercrabe.png&lt;br /&gt;
| icontype = spidersupport&lt;br /&gt;
| cost = 1600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| movespeed = 41&lt;br /&gt;
| turnrate = 119&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 100&lt;br /&gt;
	| projectilespeed = 290&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crab's huge shells obliterate large swarms of cheap units, and can also outrange basic defenses. When it stops walking, Crab curls up into armored form reducing incoming damage to a quarter. The Crab's main weakness is its lack of mobility.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
It is better for defense than attack despite its high damage, because if it is not moving it gets a much stronger defense and can tank hits better.&lt;br /&gt;
&lt;br /&gt;
For a particular type of offense, it is often useful to convert the Crab in to a a flex-artillery piece by moving it towards enemy fortifications, stopping just outside of their range, and terraforming a spire underneath to extend its range.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon-wiki</name></author>
		
	</entry>
</feed>