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{{TOC right}}
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<div style="float:right;">__TOC__</div>
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]].
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= Warning: portions of this page are out of date =
  
[[File:commstrike.png|Strike Commander|link=#Strike Commander]]
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The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.
[[File:commassault.png|Guardian Commander|link=#Guardian Commander]]
 
[[File:commrecon.png|Recon Commander|link=#Recon Commander]]
 
[[File:commsupport.png|Engineer Commander|link=#Engineer Commander]]
 
[[File:cremcom.png|Campaign Commander|link=#Campaign Commander]]
 
  
Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:
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= Commander intro =
{| class="wikitable"
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Your commander can be configured with a variety of modules to suit your play-style.
! style="text-align:left"|Commander !! HP !! Speed !! Can Jump !! Build Power !! Modules
 
|-
 
! scope="row" style="text-align:left"|Strike
 
| High || Fast|| No || Normal || Versatile
 
|-
 
! scope="row" style="text-align:left"|Guardian
 
| Excellent || Medium || No || Normal || Powerful
 
|-
 
! scope="row" style="text-align:left"|Recon
 
| Low || Fast || Yes || Lower || Light
 
|-
 
! scope="row" style="text-align:left"|Engineer
 
| Medium || Slow || No || Improved || Support
 
|-
 
! scope="row" style="text-align:left"|Campaign
 
| High || Medium || Module || Normal || All
 
|}
 
  
= Modules and weapons =
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After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.
  
Your Commander can be configured with a variety of [[#Module types|Modules]] to better suit your play style. 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 spend metal to attach new modules.
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To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)
  
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.
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Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.
  
Commanders start with a Beam Laser and a radar module attached.
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Unlike regular units, your commander is not disabled while morphing.
  
At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].
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= Modules and weapons =
 
 
At 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.
 
 
 
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.
 
 
 
== Experience Points (XP) ==
 
 
 
=== Campaign ===
 
* Each mission gives fixed XP for having completed them
 
* Each bonus objective gives XP
 
* If you've completed all the bonus objectives then you've got all the XP for a mission
 
  
== General scaling per level ==
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== Number of slots per level ==
  
Commanders start at level 1. The number of modules and weapons increases with level. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost.
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Commanders start at level 1. The number of modules and weapons increases with levels.
  
{| class="wikitable" style="text-align:center"
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{|
! scope="row"|Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! +
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! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +
 
|-
 
|-
! scope="row"|Base [[File:Ibeam.png|20px|Metal]] cost
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| Base [[File:Ibeam.png|20px]] cost || -&nbsp;&nbsp;&nbsp;&nbsp; ||25 || 100 || 600 || 200 || +100
| - ||50 || 100 || 150 || 200 || colspan="2"|+50
 
 
|-
 
|-
! scope="row"|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second)
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| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0
| - || 5 || 7.5 || 10 || 12.5 || colspan="2"|15
 
 
|-
 
|-
! scope="row"|Total Weapon slots
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| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3
| 0 || 1 || 1 || 2 || 2 || colspan="2"|+0
 
 
|-
 
|-
! scope="row"|Total Module slots
 
| 0 || 1 || 3 || 5 || 8 || colspan="2"|+3
 
 
|}
 
|}
 +
 +
Equipping weapons and modules costs additional metal.
  
 
== Module types ==
 
== Module types ==
Modules have <span style="color:cyan">cyan</span> names in the unlock list. Their icon color depends on their nature.
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Modules have <font color="cyan">cyan</font> names in the unlock list, although their icon color depends on their nature. They fall into four categories.
  
 
=== Stackable ===
 
=== Stackable ===
{{unit image|module_ablative_armor}} {{unit image|module_autorepair}} {{unit image|module_high_power_servos}}
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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
  
These modules are able to be stacked up to 5 times each. Stacking them repeatedly will create a powerful Commander, even though their bonuses as quite minor. These are <span style="color:cyan">cyan</span>.
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These modules are able to stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are <font color="cyan">cyan</font>.
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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.
  
This type of module is the one that should be used the most, and because of their versatility, they are 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 many will leave the Commander a sitting duck.
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Modules:
 
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* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.
{| class="wikitable sortable" style="text-align: center"
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* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.
! Name
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* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.
! scope="col" class="unsortable" | Description
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* '''Ablative armor plates:''' +600 HP
! Cost
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* '''Companion drone:''' +Weak automatically reconstructed attack drone
! Strike !! Guardian !! Recon !! Engineer !! Campaign
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* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.
|-
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* '''Carrepairer's nanolathe:''' +4 Buildpower.
! Advanced Targeting System
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* '''High power servos:''' +8% speed.
| +7.5% range for all weapons. -1 speed.
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* '''Autorepair system:''' +10HP/sec -100 HP[/list]
| 200
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Damage Booster
 
| +15% damage for all weapons. -1 speed.
 
| 150
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! High Density Plating
 
| +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander.
 
| 400
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Ablative Armor Plates
 
| +600 HP. More effective on Guardian Commander.
 
| 150
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Companion Drone
 
| +1 [[Firefly|Weak attack drone]]
 
| 200
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Battle Drone
 
| +1 [[Viper|Drone with slowing laser]], requires Companion Drone.
 
| 350
 
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! CarRepairer's Nanolathe
 
| +5 Buildpower. More effective on Engineer Commander.
 
| 200
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! High Power Servos
 
| +3 speed, -1s reload for jumpjets
 
| 200
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Autorepair System
 
| +10 HP/sec, -100 HP. More effective on Strike Commander.
 
| 150
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|}
 
  
 
=== Support===
 
=== Support===
{{unit image|module_fieldradar}} {{unit image|module_areashield}} {{unit image|module_jammer}}
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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
  
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are <span style="color:cyan">cyan</span> as well.
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Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. These are <font color="cyan">cyan</font> as well.
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! scope="col" class="unsortable" | Description
 
! Cost
 
! Req. level
 
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 
|-
 
! Area Shield Conversion
 
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) <br> Prevents Commander from cloaking
 
| 250
 
| 3
 
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Cloaking Field
 
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]<br> 15 E/s upkeep
 
| 600
 
| 3
 
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Field Radar Module
 
| Basic radar with 1800 elmo range.
 
| 75
 
| 1
 
| <span style="color:green"> ✔ </span>(free) || <span style="color:green"> ✔ </span>(free) || <span style="color:green"> </span>(free) || <span style="color:green"> ✔ </span>(free) || style="color:green" | ✔
 
|-
 
! Lazarus Device
 
| Commander can resurrect wrecks same as [[Athena]]
 
| 400
 
| 3
 
| style="color:red" | ✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Personal Cloak
 
| Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.<br> Does not work with shields. Reduces movement speed by 12%.
 
| 400
 
| 3
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Personal Shield
 
| Small shield with 1250 HP. No upkeep, charges at 16 HP/sec. <br> Prevents Commander from cloaking
 
| 300
 
| 3
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Radar Jammer
 
| 500 elmo range
 
| 200
 
| 3
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Jumpjets
 
| 400 elmo range, 20 sec cooldown
 
| 400
 
| 1
 
| style="color:red" | ✘ || style="color:red" | ✘ || <span style="color:green"> ✔ </span>(free) || style="color:red" | ✘ || style="color:green" | ✔
 
|}
 
  
 
=== Weapon Boosters ===
 
=== Weapon Boosters ===
{{unit image|weaponmod_standoff_rocket}} {{unit image|weaponmod_autoflechette}} {{unit image|weaponmod_high_frequency_beam}}
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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
  
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 3 Commander. They are a space-effective way to spend a module slot, but you need to have a weapon that they affect. They are <span style="color:#b7f">purple</span>.
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These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are <font color="purple">purple</font>.
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! scope="col" class="unsortable" | Description
 
! Cost
 
! Weapon
 
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 
|-
 
! Disruptor Ammo
 
| Reduced direct damage by 25%. Add slow damage equal to 2&times; damage.
 
| 300
 
| Shotgun <br> Machine gun <br> Light/Heavy particle beam
 
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Flux Amplifier
 
| Improves stun duration by 2 seconds and [[EMP|<abbr title="electromagnetic pulse">EMP</abbr>]] damage by 25%.
 
| 300
 
| Lightning rifle <br> Multi stunner
 
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|-
 
! Napalm Warhead
 
| Reduced direct damage by 25%. Increased <abbr title="area of effect">AoE</abbr> by at least 25%. Explosion sets targets on fire.
 
| 350
 
| Riot cannon <br> Rocket launcher
 
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔
 
|}
 
  
 
== Weapon types ==
 
== Weapon types ==
There are two types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in <span style="color:red">red</span>.
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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 <font color="red">red</font>.
  
 
=== Normal ===
 
=== Normal ===
{{unit image|commweapon_beamlaser}} {{unit image|commweapon_rocketlauncher}} {{unit image|commweapon_lightninggun}}
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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
  
These are auto-targeting 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. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are <span style="color:red">red</span>.
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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 <font color="red">red</font>.
  
{| class="wikitable sortable" style="text-align: center"
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{|
! Name
+
! Name !! Range !! Reload time !! Damage !! DPS !! Commander !! Notes  
! Range
 
! Reload time
 
! Damage
 
! DPS
 
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 
! scope="col" class="unsortable" | Notes
 
 
|-
 
|-
!Beam Laser
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|Beam Laser||330||||||150||Strike<br>&nbsp;&nbsp;Guardian<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer||
| 330 || || || 144
 
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" |
 
| Default weapon. Constant beam
 
 
|-
 
|-
! Flamethrower
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|Flame thrower||270||0.16 ||10 || 60||&nbsp;&nbsp;Guardian<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon|| Sets units on fire for 15s(15 DPS)<br>pierces units<br>Does more damage against larger units
| 270 || 0.17 || 12.5 || 75
 
| style="color:red" | || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔
 
| Sets units on fire for 15s (15 <abbr title="damage per second">DPS</abbr>)<br>Pierces units and terrain<br>Does more damage against larger units
 
 
|-
 
|-
! Heatray
+
|Heatray||300||0.1 ||45 ||450 ||&nbsp;&nbsp;Guardian|| Damage falls off with range
| 300 || 0.1 || 0&ndash;45 ||0&ndash;450
 
| style="color:red" |✘ || style="color:green" |✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" |
 
| Damage falls off linearly with range
 
 
|-
 
|-
! Heavy Particle Beam
+
|Machine Gun||285||0.16 ||30 ||180 ||Strike<br>&nbsp;&nbsp;Guardian<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon||
| 390 || 3.1 || 800 || 258
 
| style="color:red" ||| style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || <span style="color:green"> </span><sup>*</sup>
 
| Takes the level 4 special weapon slot<br>Replaces all other weapons
 
 
|-
 
|-
! Light Particle Beam
+
|Light particle beam||310||0.34 ||55 || 165||Strike<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer||
| 300 || 0.33 || 64 || 192
 
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | || style="color:green" | || style="color:green" |
 
|
 
 
|-
 
|-
! Lightning Rifle
+
|Lightning Rifle||300||1.66 ||220+<font color="cyan">550</font> || 132+<font color="cyan">330</font> ||Strike<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer|| EMP duration: 1s
| 300 || 1.83 || 220+<span style="color:cyan">550</span> || 120+<span style="color:cyan">300</span>
 
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" |
 
| EMP duration: 1s
 
 
|-
 
|-
! Machine Gun
+
|Missile launcher||415||1 ||80 || 80||Strike<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer|| Homing
| 285 || 0.17 || 30 || 180
 
| style="color:green" | || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔
 
| <abbr title="area of effect">AoE</abbr> (96)
 
 
|-
 
|-
! Missile Launcher
+
|Riot cannon||275||2 ||220.2 || 110.1||&nbsp;&nbsp;Guardian||
| 415 || 1 || 80 || 80
 
| style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" |
 
| Fast, homing projectile
 
 
|-
 
|-
! Riot Cannon
+
|Shotgun||290||2 ||32x12 (384) || 192||Strike<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer||
| 285 || 1.8 || 220 || 122
 
|style="color:red" ||| style="color:green" ||| style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
 
| AoE (144)
 
 
|-
 
|-
! Rocket Launcher
+
|Rocket launcher ||430||3 ||360 || 120||&nbsp;&nbsp;Guardian||Not homing
| 430 || 3 || 360 || 120
 
| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" |
 
| AoE (90), Slow and unguided
 
 
|-
 
|-
! Shock Rifle
+
|Pea Shooter ||300||.1 ||12 || 120||Strike<br>&nbsp;&nbsp;Guardian<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer||Default weapon
| 600 || 12 || 1512 || 125
 
| style="color:red" |✘ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | || <span style="color:green"> </span><sup>*</sup>
 
| Takes the level 4 special weapon slot<br>Replaces all other weapons
 
 
|-
 
|-
! Shotgun
 
| 285 || 1.8 || 32&times;12 (384) || 213
 
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
|
 
 
|}
 
|}
 
<sup>*</sup> Not available in the campaign.
 
  
 
=== Special ===
 
=== Special ===
{{unit image|commweapon_napalmgrenade}} {{unit image|commweapon_disruptorbomb}} {{unit image|commweapon_sunburst}}
+
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
  
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are affected only by stackable modules. They are <span style="color:orange">orange</span> and can be put only in the level 4 weapon slot. Upgrade Cost: 400
+
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 <font color="orange">orange</font> and can only be put on the level 4 weapon slot.
  
{| class="wikitable sortable" style="text-align: center"
+
{|
! Name
+
! Name !! Range !! Reload time !! Damage !! DPS !! Commander !! Special Notes
! Range
+
|-
! Reload time
+
|Cluster bomb ||360 || 30  || 300x8 (2400)|| 80 ||&nbsp;&nbsp;Guardian<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon|| Bomblets spread (like a shotgun)
! Damage
 
! DPS
 
! Strike !! Guardian !! Recon !! Engineer !! Campaign
 
! scope="col" class="unsortable" | Special Notes
 
 
|-
 
|-
! Cluster Bomb
+
| Concussion shell||450 || 25 ||750 || 30 ||&nbsp;&nbsp;&nbsp;&nbsp;Recon|| Has Impulse (Tosses some units)
| 360 || 30 || 300&times;9 (2700)|| 90
 
| style="color:red" ||| style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" |
 
| Bomblets spread (like a shotgun)
 
 
|-
 
|-
! Concussion Shell
+
| Disintigrator ||200 ||30  ||1400 || 46.67 ||Strike<br>&nbsp;&nbsp;Guardian|| Damage varies on unit size
| 450 || 25 ||850 || 34
 
| style="color:red" ||| style="color:red" ||| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔
 
| Has Impulse (Tosses some units)
 
 
|-
 
|-
! Disintegrator
+
|Disrupter bomb ||450 ||25 ||350+<font color="purple">2100</font> || 14+<font color="purple">84</font> ||Strike<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer|| Has large AOE (512)
| 200 ||30 ||2000 || 46.67
 
| style="color:green" | ✔ || style="color:green" | || style="color:red" |✘ || style="color:red" |✘ || style="color:green" |
 
| Directed burst of energy<br>Damage varies on unit size
 
 
|-
 
|-
! Disruptor Bomb
+
| Hellfire grenade||450 || 25||200 || 8 ||&nbsp;&nbsp;Guardian<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon|| Sets an area on <font color="orange">fire</font> (45s,40dps+3s <font color="orange">burning</font>)
| 450 ||25 ||210+<span style="color:#e8d">2100</span> || 8.4+<span style="color:#e8d">84</span>
 
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
| [[Slow]] effect, Has large AoE (256)
 
 
|-
 
|-
! Hellfire Grenade
+
| Multistunner||360 || 25||<font color="cyan">550</font>/<font color="cyan">800</font> x 16 (<font color="cyan">8800</font>/<font color="cyan">12800</font>) ||<font color="cyan">352</font>/<font color="cyan">512</font> ||Strike<br>&nbsp;&nbsp;&nbsp;&nbsp;Recon<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Engineer|| Affected by flux amplifier. Max <font color="cyan">EMP</font> time: 8s [upgraded: 12s]
| 450 || 25||200 || 8
 
| style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" ||| style="color:green" | ✔
 
| Sets an area on <span style="color:orange">fire</span> (45s, 40dps + 3s <span style="color:orange">burning</span>)
 
 
|-
 
|-
! Multi-Stunner
+
| SLAM||700 ||30 || 1512|| 50.4 ||&nbsp;&nbsp;Guardian|| High vertical arc
| 360 || 25||<span style="color:cyan">550</span>/<span style="color:cyan">800</span> &times; 16 (<span style="color:cyan">8800</span>/<span style="color:cyan">12800</span>) ||<span style="color:cyan">352</span>/<span style="color:cyan">512</span>
 
| style="color:green" | || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
 
| Affected by flux amplifier. Max <span style="color:cyan">EMP</span> time: 8s (upgraded: 10s)
 
 
|-
 
|-
! S.L.A.M.
 
| 700 ||30 || 1512|| 50.4
 
| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
 
| Tactical Missile with high vertical arc
 
 
|}
 
|}
Key: <span style="color:cyan">EMP Damage</span>, <span style="color:#e8d">Slow Damage</span>
+
Key: <font color="cyan">EMP Damage</font>, <font color="purple">Slow Damage</font>
  
 
= Commander Chassis =
 
= Commander Chassis =
There are different types of Commander chassis to choose for a battle.
+
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 [//zero-k.info/My/Commanders My Commanders] page. 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 will be pre-filled in to your preferences.
+
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 ==
 
== Common attributes ==
{| class="wikitable"
+
The commander you start the game with produces 4 metal and 6 energy per second, via a unique Vanguard economy module. Any resurrected commanders who have lost this module produce only 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 500. Chassis other than the Engineer Commander have 10 build power and 120 build range and the Engineer commander has 12 build power and 250 build range.
| '''Metal Production''' || 4 per sec || '''Energy Production''' || 6 per sec
 
|-
 
| '''Beam Range''' || 330 || '''HP Regen''' || 5 per sec
 
|-
 
| '''Sight Distance'''|| 500 || '''Sonar Distance''' || 500
 
|-
 
| '''Radar Distance'''|| 1800 || '''Metal/Energy Storage''' || 500
 
|-
 
| '''Build Power''' || 10 || '''Build Power (Recon/Engineer)''' || 8/12+
 
|-
 
| '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+
 
|}
 
 
 
Metal and energy production come from a unique '''Vanguard Economy Pack''' 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 ==
 
== Chassis list ==
Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot.
+
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 ===
 
=== Strike Commander ===
[[File:commstrike.png|Strike Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png<br />
 
+
* All rounder
* All-rounder
+
* Decent health and speed
* Good health and highest speed (43.5)
 
 
* Can use the most weapon types
 
* Can use the most weapon types
* In-combat regeneration bonus on top of the base 5 HP per second
+
* Auto-regen bonus
* Carries a personal (175 elmo) radar jammer
 
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5  
 
|-
 
|-
! scope="row"|HP
+
|HP: 2500<br />Speed: 40.5<br />Autoheal: 5||HP: 3000<br />Autoheal: 12.5||HP: 4000<br />Autoheal: 20||HP: 5000<br />Autoheal: 27.5||HP: 6000<br />Autoheal: 35
|4200||4200||4600||5200||5800||6400
 
 
|-
 
|-
! scope="row"|Bonus regen.
 
|5||8||12||16||20||25
 
 
|}
 
|}
  
 
=== Guardian Commander ===
 
=== Guardian Commander ===
[[File:commassault.png|Guardian Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png<br />
 
 
 
* Best HP
 
* Best HP
* Medium speed (40)
+
* Medium speed
* Gains more HP from increased levels than other chassis do
+
* Gains more HP from increased levels than other chasis do
 
* Able to use most non-exotic weapons
 
* Able to use most non-exotic weapons
* Gains free Companion (light) Drones with levels
 
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5  
 
|-
 
|-
! scope="row"|HP
+
|HP: 3000<br />Speed: 40||HP: 3800<br />||HP: 4900<br />||HP: 6000<br />||HP: 7200<br />
|4400||4400||5000||5700||6600||7600
 
 
|-
 
|-
! scope="row"|Light Drones
 
|1||1||2||2||2||3
 
 
 
|}
 
|}
  
 
=== Recon Commander ===
 
=== Recon Commander ===
[[File:commrecon.png|Recon Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png<br />
 
 
 
* Lowest HP
 
* Lowest HP
 
* Highest Speed (43.5)
 
* Highest Speed (43.5)
 
* Can Jump
 
* Can Jump
 
* Uses light weapons
 
* Uses light weapons
* Has lowest buildpower (8 instead of 10)
 
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6
 +
|-
 +
|HP: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||HP: 4000
 
|-
 
|-
! scope="row"|HP
 
|3250||3250||3400||3600||3800||4000
 
 
|}
 
|}
  
 
=== Engineer Commander ===
 
=== Engineer Commander ===
[[File:commsupport.png|Engineer Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png<br />
 
 
 
* Lowest speed (36)
 
* Lowest speed (36)
 
* Low HP
 
* Low HP
* Gains buildpower and small amount of build range with levels
+
* Gains buildpower with levels
* Increased build range (220 + 12 per level, up to 280, compared to 144 for others)
+
* Increased build range (250 compared to 120 for others)  
* Fewer direct-damage weapons
+
* Fewer direct damage weapons  
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6
 
|-
 
|-
! scope="row"|HP
+
|HP: 2800<br />Build Power: 10||HP: 2800<br />Build Power: 12||HP: 3400<br />Build Power: 14||HP: 3800<br />Build Power: 16||HP: 4500<br />Build Power: 18||HP: 5000<br />Build Power: 20
|3800||3800||4000||4300||4600||5000
 
 
|-
 
|-
! scope="row"|Build power
 
|12||14||16||18||21||24
 
|}
 
 
=== Campaign Commander ===
 
[[File:cremcom.png|Campaign Commander|link=]]
 
 
The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the [[Battle Options#Start|modoption]] "Allow campaign commander chassis".
 
* All-rounder
 
* Good health and Medium speed (40)
 
* Can use any weapon or module
 
 
{| class="wikitable" style="text-align:center"
 
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
 
|-
 
! scope="row"|HP
 
| 4200 || 4200 || 4600|| 5200|| 5800|| 6400
 
 
|}
 
|}
  
Line 476: Line 198:
 
* Absolute modifiers
 
* 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 rather than by 1.1{{pow|5}} = 1.61051.
+
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.
 
 
Percentage modifiers from weapon boosters and converters <em>are</em> cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon rather than adding a bonus.
 
  
 +
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.
  
 
{{Navbox manual}}
 
{{Navbox manual}}

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