Commander
Commander intro
At the start of a match, you are given the option to select a Commander Chassis.
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:
HP | Speed | Can Jump | Build Power | Modules | |
---|---|---|---|---|---|
Strike | High | Fast | No | Normal | Versatile |
Guardian | Excellent | Medium | No | Normal | Powerful |
Recon | Low | Fast | Yes | Lower | Light |
Engineer | Medium | Slow | No | Improved | Support |
Campaign | High | Medium | Module | Normal | All |
Your commander can be configured with a variety of 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.
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.
Commanders start at Level 1 with a Beam Laser and a radar module attached.
At Commander Level 2, it is possible to replace your starting Weapon.
At Commander Level 4, a second weapon (or a 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.
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.
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.
Modules and weapons
Number of slots per level
Commanders start at level 1. The number of modules and weapons increases with levels.
Commander level | 1 | 2 | 3 | 4 | 5 | + |
---|---|---|---|---|---|---|
Base ![]() |
- | 75 | 100 | 650 | 200 | +100 |
Base time | - | 2 | 6 | 30 | 8 | ++ |
Total Weapon slots | 0 | 1 | 1 | 2 | 2 | +0 |
Total Module slots | 0 | 1 | 3 | 5 | 8 | +3 |
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.
Module types
Modules have cyan names in the unlock list, although their icon color depends on their nature. They fall into four categories.
Stackable
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 cyan. 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.
Name | Description | Cost | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|
Advanced targeting system | +7.5% range for all weapons. -1 speed. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Damage booster | +10% damage for all weapons. -1 speed. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
High density plating | +1600 HP, -3 speed. Requires Ablative armor plates. | 400 | ✔ | ✔ | ✔ | ✔ | ✔ |
Ablative armor plates | +600 HP | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Companion drone | +1 Weak attack drone | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Battle drone | +1 Drone with slowing laser, requires Companion drone. | 350 | ✘ | ✔ | ✘ | ✔ | ✔ |
Carrepairer's nanolathe | +4 Buildpower | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
High power servos | +3 speed | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Autorepair system | +10 HP/sec, -100 HP | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Support
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are cyan as well.
Name | Description | Cost | Req. level | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|---|
Area shield conversion | Upgrades Personal shield. Larger shield (same as Aspis) Prevents commander from cloaking |
250 | 3 | ✘ | ✔ | ✘ | ✔ | ✔ |
Cloaking field | Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to Iris 15 E/s upkeep |
600 | 3 | ✔ | ✘ | ✘ | ✔ | ✔ |
Field radar | Basic radar with 1800 elmo range | 75 | 1 (Free) | ✔ | ✔ | ✔ | ✔ | ✔ |
Lazarus device | Commander can resurrect wrecks same as Athena | 400 | 2 | ✘ | ✘ | ✘ | ✔ | ✔ |
Personal cloak | Cloaks the commander Does not work with shields and slows down commander by -8 speed |
400 | 2 | ✔ | ✔ | ✔ | ✔ | ✔ |
Personal shield | Small shield with 1250 HP, no upkeep Prevents commander from cloaking |
300 | 2 | ✔ | ✔ | ✔ | ✔ | ✔ |
Radar jammer | 500 elmo range | 200 | 2 | ✔ | ✔ | ✔ | ✔ | ✔ |
Jumpjets | 400 elmo range, 20 sec cooldown | 400 | 3 | ✘ | ✘ | ✔ | ✘ | ✔ |
The jumpjets are given for free at level 1 to the recon commander.
Note that while the field radar is free for all commanders in multiplayer and skirmishes, it does take up a module slot in the campaign.
Weapon Boosters
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 purple.
Name | Description | Cost | Weapon | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|---|
Disruptor ammo | Reduced direct damage by 25%. Add slow damage equal to 2X damage. | 300 | Shotgun Machine gun Light/Heavy particle beam |
✔ | ✘ | ✔ | ✔ | ✔ |
Flux amplifier | Improves stun duration by 2 seconds and EMP damage by 25%. | 300 | Lightning rifle Multi stunner |
✔ | ✘ | ✔ | ✔ | ✔ |
Napalm warhead | Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%. | 350 | Riot cannon Rocket launcher |
✘ | ✔ | ✘ | ✘ | ✔ |
Weapon types
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 red.
Normal
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are red.
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Beam Laser | 330 | 150 | ✔ | ✔ | ✔ | ✔ | ✔ | Default weapon. Constant beam | ||
Flame thrower | 270 | 0.17 | 11 | 66 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets units on fire for 15s(15 DPS) Pierces units Does more damage against larger units |
Heatray | 300 | 0.1 | 0 - 45 | 0 - 450 | ✘ | ✔ | ✘ | ✘ | ✔ | Damage falls off linearly with range |
Heavy particle beam | 390 | 3.1 | 800 | 258 | ✘ | ✘ | ✘ | ✔ | ✔† | Takes the level 4 special weapon slot Replaces all other weapons |
Light particle beam | 300 | 0.33 | 70 | 210 | ✔ | ✘ | ✔ | ✔ | ✔ | |
Lightning Rifle | 300 | 1.83 | 220+550 | 120+300 | ✔ | ✘ | ✔ | ✔ | ✔ | EMP duration: 1s |
Machine Gun | 285 | 0.17 | 30 | 180 | ✔ | ✔ | ✔ | ✘ | ✔ | |
Missile launcher | 415 | 1 | 80 | 80 | ✔ | ✘ | ✘ | ✔ | ✔ | Homing |
Riot cannon | 300 | 1.63 | 220 | 135 | ✘ | ✔ | ✘ | ✘ | ✔ | AoE |
Rocket launcher | 430 | 3 | 360 | 120 | ✘ | ✔ | ✘ | ✘ | ✔ | Not Homing |
Shock Rifle | 600 | 12 | 1512 | 125 | ✘ | ✘ | ✘ | ✔ | ✔† | Takes the level 4 special weapon slot Replaces all other weapons |
Shotgun | 290 | 2 | 32x12 (384) | 192 | ✔ | ✘ | ✔ | ✔ | ✔ |
†Not available in the campaign.
Special
Special weapons have a long reload time and must be manually aimed with the 'D' key. Most of them are only affected by stackable modules. They are orange and can only be put on the level 4 weapon slot.
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Special Notes |
---|---|---|---|---|---|---|---|---|---|---|
Cluster bomb | 360 | 30 | 300x8 (2400) | 80 | ✘ | ✔ | ✔ | ✘ | ✔ | Bomblets spread (like a shotgun) |
Concussion shell | 450 | 25 | 750 | 30 | ✘ | ✘ | ✔ | ✘ | ✔ | Has Impulse (Tosses some units) |
Disintegrator | 200 | 30 | 2000 | 46.67 | ✔ | ✔ | ✘ | ✘ | ✔ | Directed burst of energy Damage varies on unit size |
Disruptor bomb | 450 | 25 | 350+2100 | 14+84 | ✔ | ✘ | ✔ | ✔ | ✔ | Slow Effect, Has large AOE (512) |
Hellfire grenade | 450 | 25 | 200 | 8 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets an area on fire (45s,40dps+3s burning) |
Multistunner | 360 | 25 | 550/800 x 16 (8800/12800) | 352/512 | ✔ | ✘ | ✔ | ✔ | ✔ | Affected by flux amplifier. Max EMP time: 8s [upgraded: 10s] |
SLAM | 700 | 30 | 1512 | 50.4 | ✘ | ✔ | ✘ | ✘ | ✔ | Tactical Missile with high vertical arc |
Key: EMP Damage, Slow Damage
Commander Chassis
There are 4 types of commander chassis to choose for a battle.
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.
Common attributes
Metal Production | 5 / s | Energy Production | 8 / s | |
Beam Range | 330 | HP Regen | 5 / s | |
Sight Distance | 500 | Sonar Distance | 500 | |
Build Power | 10 | Build Power (Engineer) | 12+ | |
Build Range | 144 | Build Range (Engineer) | 220+ |
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.
Chassis list
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.
Strike Commander
- All rounder
- Good health and highest speed (43.5)
- Can use the most weapon types
- Combat regen bonus on top of the base 5 HP/second
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 4200 | HP: 4200 | HP: 4600 Bonus regen: 5 |
HP: 5200 Bonus regen: 11 |
HP: 5800 Bonus regen: 20 |
HP: 6400 Bonus regen: 30 |
Guardian Commander
- Best HP
- Medium speed (40)
- Gains more HP from increased levels than other chassis do
- Able to use most non-exotic weapons
- Gains free companion and battle drones with levels
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 4400 Light Drones: 1 |
HP: 4400 Light Drones: 1 |
HP: 5000 Light Drones: 2 |
HP: 5700 Light Drones: 2 |
HP: 6600 Light Drones: 2 Heavy Drones: 1 |
HP: 7600 Light Drones: 3 Heavy Drones: 1 |
Recon Commander
- Lowest HP
- Highest Speed (43.5)
- Can Jump
- Uses light weapons
- Has lowest buildpower (8 instead of 10)
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 3250 | HP: 3250 | HP: 3400 | HP: 3600 | HP: 3800 | HP: 4000 |
Engineer Commander
- Lowest speed (39)
- Low HP
- Gains buildpower and small amount of build range with levels
- Increased build range (220 + 12/level, up to 280, compared to 144 for others)
- Fewer direct damage weapons
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 3800 Buildpower: 12 |
HP: 3800 Buildpower: 14 |
HP: 4000 Buildpower: 16 |
HP: 4300 Buildpower: 18 |
HP: 4600 Buildpower: 21 |
HP: 5000 Buildpower: 24 |
Campaign Commander
The campaign commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the modoption "Allow campaign commander chassis" in the "Start" tab.
- All rounder
- Good health and Medium speed (40)
- Can use any weapon and module
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|
HP: 4200 | HP: 4200 | HP: 4600 | HP: 5200 | HP: 5800 | HP: 6400 |
Exact effects of attribute modifiers
Attribute modifiers are applied in this order:
- Commander Chassis absolute statistics
- Percentage modifiers both from modules and chassis
- Absolute modifiers
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.
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.