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		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5422</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5422"/>
		<updated>2019-04-25T11:09:34Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Constructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building economy and defenses&amp;lt;br/&amp;gt;Reclaiming and denying reclaim&amp;lt;br/&amp;gt;Repair support for armies&amp;lt;br/&amp;gt;Building forward bases||Raiders when undefended&amp;lt;br/&amp;gt;Small groups of scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5421</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5421"/>
		<updated>2019-04-25T11:07:24Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Constructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies&amp;lt;br/&amp;gt;Building Forward Bases||Raiders on Undefended Constructors&amp;lt;br/&amp;gt;Small Groups of Scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5420</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5420"/>
		<updated>2019-04-25T11:06:56Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Constructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies&amp;lt;br/&amp;gt;Building Forward Bases||Raiders on Undefended Constructors&amp;lt;br/&amp;gt;Swarms of Scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5419</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5419"/>
		<updated>2019-04-25T11:05:23Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Constructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies&amp;lt;br/&amp;gt;Building Forward Bases||Raiders on Undefended Constructors&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5418</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5418"/>
		<updated>2019-04-25T11:04:50Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Constructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies&amp;lt;br/&amp;gt;Building Firebases||Raiders on Undefended Constructors&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5417</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5417"/>
		<updated>2019-04-25T11:01:42Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Reclaim Rocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies||Raiders on Undefended Constructors&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=5416</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=5416"/>
		<updated>2019-04-25T10:56:10Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. &lt;br /&gt;
&lt;br /&gt;
Use [[Unit_classes#Constructor|Constructors]] to build up your base and economy, [[Unit_classes#Raider|Raider]] and [[Unit_classes#Assault|Assault]] units to attack at close range, [[Unit_classes#Skirmisher|Skirmishers]] and [[Unit_classes#Artillery|Artillery]] to engage at long range, and [[Unit_classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]] &lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=5415</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=5415"/>
		<updated>2019-04-25T10:55:36Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. Use [[Unit_classes#Constructor|Constructors]] to build up your base and economy, [[Unit_classes#Raider|Raider]] and [[Unit_classes#Assault|Assault]] units to attack at close range, [[Unit_classes#Skirmisher|Skirmishers]] and [[Unit_classes#Artillery|Artillery]] to engage at long range, and [[Unit_classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]] &lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5414</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5414"/>
		<updated>2019-04-25T10:54:41Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Constructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaim metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies||Raiders on Undefended Constructors&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5413</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=5413"/>
		<updated>2019-04-25T10:53:54Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Added Constructor class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Early game rush&amp;lt;br/&amp;gt;Armed reconnaissance&amp;lt;br/&amp;gt;Flanking skirmisher/artillery/support units&amp;lt;br/&amp;gt;Rushing through breaches in defense&amp;lt;br/&amp;gt;Fast response vs. other raiders&amp;lt;br/&amp;gt; ||LLTs&amp;lt;br/&amp;gt;Antiswarm/riot units&amp;lt;br/&amp;gt;Area bombers&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Frontal assault&amp;lt;br/&amp;gt;Screening allied units&amp;lt;br/&amp;gt;Pushing in the field&amp;lt;br/&amp;gt;General confrontations&amp;lt;br/&amp;gt; ||Raiders(when unsupported)&amp;lt;br/&amp;gt;Skirmishers&amp;lt;br/&amp;gt;Bombers&amp;lt;br/&amp;gt;Gunships&amp;lt;br/&amp;gt;Crawling bombs&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderassault.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation - always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Protip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|Countering assaults&amp;lt;br/&amp;gt;Harassing enemy forward positions&amp;lt;br/&amp;gt;Countering Riots&amp;lt;br/&amp;gt;Picking off short-ranged turrets&amp;lt;br/&amp;gt; ||Raiders&amp;lt;br/&amp;gt;Crawling bombs (depends on skirm type)&amp;lt;br/&amp;gt;Gunships, area bombers&amp;lt;br/&amp;gt;Defenses that can outrange skirms&amp;lt;br/&amp;gt;Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverskirm.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering raider swarms&amp;lt;br/&amp;gt;Protecting ranged units&amp;lt;br/&amp;gt;Secondary AA (against gunships)&amp;lt;br/&amp;gt; ||Skirmishers&amp;lt;br/&amp;gt;Static defense&amp;lt;br/&amp;gt;Outmaneuvering/bypassing them&amp;lt;br/&amp;gt;Assaults(sometimes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverriot.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Killing defences&amp;lt;br/&amp;gt;Causing attrition at range||Most other ground and air units &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumparty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable - just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similiar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Checking enemy unit composition&amp;lt;br/&amp;gt;Finding cloakers&amp;lt;br/&amp;gt;Killing undefended expansion||Raiders&amp;lt;br/&amp;gt;Riots&amp;lt;br/&amp;gt;Light defence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/spiderscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehscout.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Anti-air units exist for one purpose - defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering aircraft||Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/jumpaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/spideraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/tankaa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoveraa.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labled support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damage units and reclaim metal-filled wrecks for up to 40% of a unit's original value. Constructors can also assist other builders with construction. &lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Building Economy and Defenses&amp;lt;br/&amp;gt;Reclaiming and Denying Reclaim&amp;lt;br/&amp;gt;Repair Support for Armies||Raiders on Undefended Constructors&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldcon.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Protip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&amp;lt;br/&amp;gt;&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Countering Skirmishers&amp;lt;br/&amp;gt;Countering Assaults&amp;lt;br/&amp;gt;Countering clusters of units||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;Accurate units&amp;lt;br/&amp;gt;[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]]&amp;lt;br/&amp;gt;&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Protecting advancing units&amp;lt;br/&amp;gt;Protection against bombers&amp;lt;br/&amp;gt;Protection against [[Big Bertha]]s&amp;lt;br/&amp;gt;Some breathing room against artillery||Raiders (get inside the shield)&amp;lt;br/&amp;gt;High DPS/Burst damage units&amp;lt;br/&amp;gt;Focus fire from artillery&amp;lt;br/&amp;gt;EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is remember to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
||Sneaking into bases&amp;lt;br/&amp;gt;Closing the range against defences for low range units&amp;lt;br/&amp;gt;Hiding economy (only works until it's scouted)&amp;lt;br/&amp;gt;Hiding defences(only works until they fire)||Raiders&amp;lt;br/&amp;gt;Scouts&amp;lt;br/&amp;gt;AOE artillery (eg: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that these classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=5412</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=5412"/>
		<updated>2019-04-25T10:40:13Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. Use Constructors to build up your base and economy, [[Unit_classes#Raider|Raider]] and [[Unit_classes#Assault|Assault]] units to attack at close range, [[Unit_classes#Skirmisher|Skirmishers]] and [[Unit_classes#Artillery|Artillery]] to engage at long range, and [[Unit_classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]] &lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5411</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5411"/>
		<updated>2019-04-25T10:31:14Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Assisting Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the [[Cloakbot Factory]] (Shortcut B-Q). Factories produce new units. '''Your first factory is free''' and is teleported in, just like your commander. Starting with Cloakbots is a good choice for new players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by '''left-clicking''' the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply '''right-click''' the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press '''Alt''' while clicking to order the factory to make individual (non-repeating) units as soon as possible, and then continue on with your repeat queue. The unit in production will finish building, and then the units added this way will be started. &lt;br /&gt;
&lt;br /&gt;
'''Shift''' click adds/removes 5 of the chosen unit, '''Ctrl''' click is 20, and '''Ctrl+Shift''' click is 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Additional factories are expensive to build. When you do make a second factory, it is good practice to choose a [[Units|Factory]] other than the one you started with. Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5410</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5410"/>
		<updated>2019-04-25T10:29:49Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Assisting Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the [[Cloakbot Factory]] (Shortcut B-Q). Factories produce new units. '''Your first factory is free''' and is teleported in, just like your commander. Starting with Cloakbots is a good choice for new players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by '''left-clicking''' the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply '''right-click''' the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press '''Alt''' while clicking to order the factory to make individual (non-repeating) units as soon as possible, and then continue on with your repeat queue. The unit in production will finish building, and then the units added this way will be started. &lt;br /&gt;
&lt;br /&gt;
'''Shift''' click adds/removes 5 of the chosen unit, '''Ctrl''' click is 20, and '''Ctrl+Shift''' click is 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Factories are expensive. When you do make a second factory, it is often better to choose a factory different than the one you started with. Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5409</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5409"/>
		<updated>2019-04-25T10:28:52Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Assisting Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the [[Cloakbot Factory]] (Shortcut B-Q). Factories produce new units. '''Your first factory is free''' and is teleported in, just like your commander. Starting with Cloakbots is a good choice for new players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by '''left-clicking''' the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply '''right-click''' the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press '''Alt''' while clicking to order the factory to make individual (non-repeating) units as soon as possible, and then continue on with your repeat queue. The unit in production will finish building, and then the units added this way will be started. &lt;br /&gt;
&lt;br /&gt;
'''Shift''' click adds/removes 5 of the chosen unit, '''Ctrl''' click is 20, and '''Ctrl+Shift''' click is 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
When you do make a second factory, it is often better to choose a factory different than the one you started with. Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5408</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5408"/>
		<updated>2019-04-25T10:27:57Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Assisting Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the [[Cloakbot Factory]] (Shortcut B-Q). Factories produce new units. '''Your first factory is free''' and is teleported in, just like your commander. Starting with Cloakbots is a good choice for new players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by '''left-clicking''' the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply '''right-click''' the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press '''Alt''' while clicking to order the factory to make individual (non-repeating) units as soon as possible, and then continue on with your repeat queue. The unit in production will finish building, and then the units added this way will be started. &lt;br /&gt;
&lt;br /&gt;
'''Shift''' click adds/removes 5 of the chosen unit, '''Ctrl''' click is 20, and '''Ctrl+Shift''' click is 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
For your second factory, it is usually better to choose a factory different than the one you started with. Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5407</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5407"/>
		<updated>2019-04-25T10:25:01Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the [[Cloakbot Factory]] (Shortcut B-Q). Factories produce new units. '''Your first factory is free''' and is teleported in, just like your commander. Starting with Cloakbots is a good choice for new players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by '''left-clicking''' the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply '''right-click''' the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press '''Alt''' while clicking to order the factory to make individual (non-repeating) units as soon as possible, and then continue on with your repeat queue. The unit in production will finish building, and then the units added this way will be started. &lt;br /&gt;
&lt;br /&gt;
'''Shift''' click adds/removes 5 of the chosen unit, '''Ctrl''' click is 20, and '''Ctrl+Shift''' click is 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5406</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5406"/>
		<updated>2019-04-25T10:06:02Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the [[Cloakbot Factory]] (Shortcut B-Q). Factories produce new units. '''Your first factory is free''' and is teleported in, just like your commander. Starting with Cloakbots is a good choice for new players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5405</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5405"/>
		<updated>2019-04-25T10:02:48Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as a Mex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it. ''Shortcut: Press '''X''' and then '''Q'''''&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the '''Cloakbot Factory''' (Shortcut B-Q). Factories produce new units. Your first factory is free, and is teleported in, just like your commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5404</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5404"/>
		<updated>2019-04-25T09:58:51Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit. Holding '''Ctrl''' and dragging a rectangle will add multiple units to the selection.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as Mex (Shortcut X-Q).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it.&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the '''Cloakbot Factory''' (Shortcut B-Q). Factories produce new units. Your first factory is free, and is teleported in, just like your commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5403</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5403"/>
		<updated>2019-04-25T09:56:46Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected from anywhere on the map with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as Mex (Shortcut X-Q).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it.&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the '''Cloakbot Factory''' (Shortcut B-Q). Factories produce new units. Your first factory is free, and is teleported in, just like your commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5402</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5402"/>
		<updated>2019-04-25T09:55:56Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Choosing your Start location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat after pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as Mex (Shortcut X-Q).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it.&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the '''Cloakbot Factory''' (Shortcut B-Q). Factories produce new units. Your first factory is free, and is teleported in, just like your commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5401</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5401"/>
		<updated>2019-04-25T09:55:27Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Choosing your Start location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat, by pressing Enter to open a chat window.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as Mex (Shortcut X-Q).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it.&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the '''Cloakbot Factory''' (Shortcut B-Q). Factories produce new units. Your first factory is free, and is teleported in, just like your commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5400</id>
		<title>Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newbie_Guide&amp;diff=5400"/>
		<updated>2019-04-25T09:53:15Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Select Commander as first step&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to Zero-K? New to RTS games, even? This '''Newbie Guide''' will show you the ropes.&lt;br /&gt;
&lt;br /&gt;
Basic Gameplay, Commands and Controls;&lt;br /&gt;
This chapter will teach you everything you need to know to play the game. &lt;br /&gt;
&lt;br /&gt;
== Zooming == &lt;br /&gt;
First try to zoom out to get an overview of the map. Use your '''mouse wheel''', or '''PageUp'''/'''PageDown''' to zoom out/in. You can also press '''Ctrl+Tab''' to toggle full-map view.&lt;br /&gt;
&lt;br /&gt;
== Scrolling ==&lt;br /&gt;
You can use the '''arrow keys''', hold the '''middle mouse button''', or move your mouse to the edge of the screen to scroll. '''Middle-click''' on the '''minimap''' in the upper left will centre on that location&lt;br /&gt;
&lt;br /&gt;
''Hint:'' Use zooming to scroll: zoom out, move cursor to the desired position, then zoom in&lt;br /&gt;
&lt;br /&gt;
== Choosing your Start location ==&lt;br /&gt;
Pick one of the four [[Commander|Commanders]] and '''click''' anywhere '''in the green area''' to chose your starting location. Assuming it has not been chosen for you, normally, this is first phase of the game. The map will be divided into red tinted and green tinted areas. The green is your start box, the red is the enemies. [[typical opening|This]] page has more detail about what your typical opening moves to a game would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/I32xChI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Good starting locations are near metal spots, usually depicted as grey marks on the map. Pressing F4 will toggle metal view mode, which makes metal easier to see by circling them along with showing their output below the circle (Alternatively you can mouse over them to see their output value). Grey circles indicate they are unclaimed, teal/green ones indicate that you or your allies have claimed it, and red ones indicate that an enemy player has claimed it.&lt;br /&gt;
&lt;br /&gt;
F4 will also highlight metal sources (such as rocks or wrecks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/BefElFr.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the game will only start when all players have placed down their commanders or when a certain amount of time has passed. You can try to speed this up by typing '''!force''' in all chat.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
To select construction units such as your commander, '''left click''' them. Holding down the left mouse button draws a rectangle that selects all units inside the area. Your commander can also be selected with the keyboard shortcut '''CTRL+C'''.&lt;br /&gt;
&lt;br /&gt;
To add to/subtract from current selection, hold '''Ctrl + click''' on the unit.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
First, start your economy by making a Metal Extractor - often referred to as Mex (Shortcut X-Q).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/ZKxiAWv.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With your commander selected, select the '''Econ''' tab at the bottom left of the screen or press '''X''' to access the economy build menu. The Metal Extractor is at the top left of the economy tab, '''left click''' to select it.&lt;br /&gt;
&lt;br /&gt;
Click the '''left mouse button''' to place the building on top of one of the metal spots, right next to where your commander should have spawned. &lt;br /&gt;
&lt;br /&gt;
You can build any other buildings the same way as you built your metal extractor.&lt;br /&gt;
&lt;br /&gt;
== Queuing Orders == &lt;br /&gt;
'''Select the Metal Extractor''' (X-Q) from the build menu again, and while holding the '''SHIFT''' key, place it over the two other metal spots. This will place these orders at the end of his order queue, meaning he will execute them in sequence. Giving an order without SHIFT held cancels the queue in favour of the new order. &lt;br /&gt;
&amp;lt;br/&amp;gt;To cancel a single order in the queue, hold shift and click on its location- in the case of a build order, you must have a building selected to do this.&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order.&lt;br /&gt;
&lt;br /&gt;
''Hint'': Selecting the Area Mex command and dragging a circle radius over an area will order the commander (or any constructor selected) to place mexes over all spots in the area.&lt;br /&gt;
&lt;br /&gt;
== Multiple Building Placement ==&lt;br /&gt;
Select the '''Solar Collector''' (Shortcut X-S) from the build menu, you'll also find it under the '''Econ''' tab. When placing it, hold down Shift again, left click and drag to place a line of buildings. Make at least 4. Solar Collectors produce +2 energy, the yellow resource bar in the top center.&lt;br /&gt;
&lt;br /&gt;
Metal Extractors produce Metal, the blue-grey resource in the upper right of the screen. Solar collectors produce Energy, the yellow resource. You need both in equal amounts for construction.&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Build the '''Cloakbot Factory''' (Shortcut B-Q). Factories produce new units. Your first factory is free, and is teleported in, just like your commander.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html5media loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot;&amp;gt;https://i.imgur.com/lR2iqPI.mp4&amp;lt;/html5media&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Select your factory'''. You usually want to make sure it is set to '''repeat''', for constant production. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeat.png '''Left Click the repeat button''', so that it turns green. http://i131.photobucket.com/albums/p315/Saktoth/zktrepeaton.png&lt;br /&gt;
&lt;br /&gt;
You can add units to your factories production queue by left-clicking the icon of the units you wish to build. The factory will then immediately start production. To remove a unit from the queue, simply right-click the unit's icon. &lt;br /&gt;
&lt;br /&gt;
The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio.&lt;br /&gt;
&amp;lt;br/&amp;gt;If you need a unit quickly, you can press Alt while clicking and you will make that many units outside of the queued loop (i.e. they will only be made once), after the current unit is finished. Shift click adds/removes 5 of the chosen unit, Ctrl click 20, and Ctrl+Shift click 100. &lt;br /&gt;
&lt;br /&gt;
A good start is to order your factory to produce one construction bot and around five raiders. (remember to put them on repeat)&lt;br /&gt;
&lt;br /&gt;
[[File:Queued units.png]]&lt;br /&gt;
&lt;br /&gt;
== Assisting Factories ==&lt;br /&gt;
Any constructor, including your commander, can assist your factory's production. To do this, '''select the constructor''' and '''right click''' on the factory.&lt;br /&gt;
&amp;lt;br/&amp;gt;This will give a 'guard' order, which makes the unit automatically help to build anything the factory is building. This is much cheaper than building additional factories, so if you want to produce faster, assist.&lt;br /&gt;
&lt;br /&gt;
Only make an extra factory when you feel like you need extra tech (or in a forward position to reduce transit time).&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
===Unit Selection===&lt;br /&gt;
You can '''select multiple units''' of the same type on your screen by double-clicking one of them. You can also press CTRL-Z to select all units of all the unit types you currently have selected.&lt;br /&gt;
&lt;br /&gt;
You can control-group units by pressing Ctrl+# (# being any number from 0 to 9). Pressing the number key will select that group of units.&lt;br /&gt;
&lt;br /&gt;
===Unit Movement and Formations ===&lt;br /&gt;
You can order units to move by simply '''right-clicking''' at a location. Holding down the right mouse button when having multiple units selected draws a line or curve, which orders your units to spread out and proceed towards their position in the formation with equal spacing.&lt;br /&gt;
&lt;br /&gt;
If you give an explicit order of &amp;quot;Attack Move&amp;quot; ('''A''' on keyboard) or &amp;quot;Move&amp;quot;('''M''' on keyboard), you can also draw a line or curve for formation (without bringing up the build menu if the selection includes cons).&lt;br /&gt;
&lt;br /&gt;
More generally you can select a command and draw a line anywhere on the battlefield using the '''left mouse button'''. Depending on your unit selection, one of the following will happen:&lt;br /&gt;
* If only a single unit is selected, commands will be queued along the line. This allows you to quickly draw a path to go around obstacles such as static defenses and more.&lt;br /&gt;
* If a group of units is selected, one command for every unit will be created along the line. This can be used to draw a formation before engaging the enemy, to spread up and so on.&lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack Move&lt;br /&gt;
* Jump &lt;br /&gt;
* Move&lt;br /&gt;
* Patrol&lt;br /&gt;
* Manual Fire *&lt;br /&gt;
* Force Fire *&lt;br /&gt;
* Unload *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;To use a custom formation Attack or Unload order, you have to hold down the '''Alt''' key while drawing a line.&lt;br /&gt;
&lt;br /&gt;
=== Holding formation ===&lt;br /&gt;
If your units are in formation, they can be told to hold that formation by holding down the '''Ctrl''' key while giving a move order ('''right click'''). The entire formation will move at the speed of the slowest unit involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat ===&lt;br /&gt;
You can order units to attack a specific target by right clicking it. Note: Units will automatically fire at enemies in range, so may not fire at the target first. &lt;br /&gt;
&lt;br /&gt;
Nearly all units can shoot while moving. &lt;br /&gt;
&lt;br /&gt;
Hold down the SHIFT key while having units selected to take a look at their current command queue. While doing so you can also add new commands to your selected units, which will then process all commands one after the other.&lt;br /&gt;
&lt;br /&gt;
The '''Attack Move''' order will make units stop to engage enemies they encounter (like Attack Move in other RTS games). Additionally, they will also attempt to dodge enemy projectiles and kite enemies automatically; see [[Unit AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Area Orders===&lt;br /&gt;
By selecting a command, then pressing and holding the '''left mouse button''' an area order can be given. Drag the mouse to define a cylindrical area within which the command applies. &lt;br /&gt;
&lt;br /&gt;
This works for the following commands:&lt;br /&gt;
* Attack &lt;br /&gt;
* Area Attack&lt;br /&gt;
* Reclaim&lt;br /&gt;
* Repair&lt;br /&gt;
* Areamex&lt;br /&gt;
* Load&lt;br /&gt;
* Unload&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that there are various modifiers available for these commands. (For now) refer to [https://springrts.com/wiki/Balanced_Annihilation:Giving_Orders this page] for further information.''&lt;br /&gt;
&lt;br /&gt;
===Group of Combat Units===&lt;br /&gt;
If you have a group of units selected, holding down CRTL and giving the order of &amp;quot;area Attack&amp;quot; (holding &amp;quot;F&amp;quot; on keyboard + dragging mouse) will have each of these units attack a particular target in the area selected, whereas if you select this group of units and &amp;quot;area Attack&amp;quot; only (without CTRL), all of these units will together attack one target after the other in the area selected.&lt;br /&gt;
&lt;br /&gt;
If you have a group of units selected, holding down ALT and giving the order of &amp;quot;Attack&amp;quot; (&amp;quot;F&amp;quot; on keyboard) and drawing a line will spread targets along the line (useful for bombardments and laying down mines with Badger).&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
Chat messages can be sent to a certain receiver by pressing one of these key combinations:&lt;br /&gt;
* '''Alt+Enter''' Talk to allies&lt;br /&gt;
* '''Ctrl+Enter''' Talk to everyone&lt;br /&gt;
* '''Shift+Enter''' Talk to spectators&lt;br /&gt;
* '''Enter''' Talk to last receivers&lt;br /&gt;
&lt;br /&gt;
Alternatively, prefixes can be used to set the receiver, this also allows private messages:&lt;br /&gt;
* &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; Talk to allies&lt;br /&gt;
* &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; Talk to spectators&lt;br /&gt;
* ''No prefix'' Talk to everyone&lt;br /&gt;
* &amp;lt;code&amp;gt;/w [username]&amp;lt;/code&amp;gt; Send private message&lt;br /&gt;
&lt;br /&gt;
== Unit states ==&lt;br /&gt;
(Existence of unit states + very basic ones)&lt;br /&gt;
For a complete guide refer to [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
== Command queuing ==&lt;br /&gt;
You can queue any command (attack orders, build orders, movement orders, patrol orders, repair orders, etc).&lt;br /&gt;
&lt;br /&gt;
To do so, hold down '''Shift''' and give one or several units multiple orders. Holding down the '''Space key''' will allow you to insert an order at the start of the queue. If you hold down the '''Space key and the Shift key''', the command will be positioned so your units will have to spend as little time traveling in total as possible. Note that this calculation ignores obstacles, it's nowhere near perfect.&lt;br /&gt;
&lt;br /&gt;
== Factory orientation ==&lt;br /&gt;
You can use '''Insert''' or '''Delete''' to change which way your factory points.&lt;br /&gt;
&lt;br /&gt;
== Factory repeat ==&lt;br /&gt;
You can set your factories to repeat unit production (see [unitstates Unit States]). Any units you queue will be at the end of the queue upon completion. Holding down the '''Alt''' key when queuing a unit will add this unit after the first one in the queue and, even when repeat is enabled, '''not repeat''' it.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png If repeat is currently on, alt insert will place the new unit after the one currently being built.&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* In queue: Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
* Alt+Click on Knight&lt;br /&gt;
* Currently constructed: Reaver (r)&lt;br /&gt;
* New Queue: Knight, Glaive(r), Glaive(r), Envoy(r), Conjurer(r)&lt;br /&gt;
''here (r) means a unit will be put at the end of the queue upon completion - &amp;quot;repeated&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Placing map markers and map drawing==&lt;br /&gt;
Hold down the key '''below Esc'''. Depending or your keyboard this could be a tilde('''~''') a circumflex('''^''') or something else. With this key held down, use your mouse to:&lt;br /&gt;
* '''left click''' and move to draw&lt;br /&gt;
* '''middle click''' to ping the map with an unlabeled marker&lt;br /&gt;
* '''right click''' to erase previous drawings and markers&lt;br /&gt;
* '''double left click''' and type a message to place a labeled marker&lt;br /&gt;
&lt;br /&gt;
== Shortcuts ==&lt;br /&gt;
Most buttons have a shortcut (hotkey). It is either displayed right on top of the button or revealed when hovered over. To edit shortcuts, hold down '''Space''' and '''left click on the command menu'''. This will bring up a list of existing shortcuts.&lt;br /&gt;
&lt;br /&gt;
For further information refer to [[Hotkeys|Custom Keys]].&lt;br /&gt;
&lt;br /&gt;
== Manuals ==&lt;br /&gt;
Further manuals and guides can be found on the [Manual] page and in the forum's [http://zero-k.info/Forum?categoryID=2 Strategy and tips] section.&lt;br /&gt;
Manual for Spring UI commands found [https://springrts.com/wiki/UI_commands here].&lt;br /&gt;
&lt;br /&gt;
== Map views ==&lt;br /&gt;
* F1 toggles the height map&lt;br /&gt;
* F2 toggles the pathing map&lt;br /&gt;
* F4 toggles the metal map&lt;br /&gt;
* L toggles the line of sight view, it displays different colors for radar and direct line of sight and red where one of your units jams enemy radars&lt;br /&gt;
&lt;br /&gt;
== Build modifiers ==&lt;br /&gt;
''(For now) refer to http://springrts.com/wiki/Using_Orders#Building_Buildings''&lt;br /&gt;
&lt;br /&gt;
== Starting to fight ==&lt;br /&gt;
You have a choice of several factories, each with its own set of units. Of these, the Cloaky Bot Plant offers the best combination of flexibility and ease of use, and is recommended for new players.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you take a look at the [[Unit_classes|Unit Class]] guide to get an overview of what different unit types do. For information on specific units, consult the [http://www.zero-k.info/Static/UnitGuide Unit Guide]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5399</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5399"/>
		<updated>2019-04-25T09:43:54Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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 || Medium || 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 || Normal || 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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)''' || 10+ &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 only 0.4 metal and 0.4 energy per second. 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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5398</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5398"/>
		<updated>2019-04-25T09:43:35Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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 || Medium || 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 || Normal || 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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)''' || 10+ &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 only 0.4 metal and 0.4 energy per second. 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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5397</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5397"/>
		<updated>2019-04-25T09:42:44Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Noob's guide to picking first commander&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 || Medium || 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 || Normal || 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 also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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)''' || 10+ &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 only 0.4 metal and 0.4 energy per second. 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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5396</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5396"/>
		<updated>2019-04-25T09:07:17Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Weapon Range&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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)''' || 10+ &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 only 0.4 metal and 0.4 energy per second. 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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5395</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5395"/>
		<updated>2019-04-25T09:03:18Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Common attributes */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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;
| '''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)''' || 10+ &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;
| '''HP Regen''' || 5/s || &amp;amp;nbsp;&amp;amp;nbsp;&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 only 0.4 metal and 0.4 energy per second. 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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5394</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5394"/>
		<updated>2019-04-25T08:48:58Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: D-Gun = 2000 in weapondefs&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5393</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5393"/>
		<updated>2019-04-25T08:31:17Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Special */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5392</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5392"/>
		<updated>2019-04-25T08:29:15Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Special */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5391</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5391"/>
		<updated>2019-04-25T08:26:50Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Special */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5390</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5390"/>
		<updated>2019-04-25T08:23:38Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Normal */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5389</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5389"/>
		<updated>2019-04-25T08:19:10Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5388</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5388"/>
		<updated>2019-04-25T08:18:33Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5387</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5387"/>
		<updated>2019-04-25T08:17:48Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &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;
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&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;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules 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 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 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5386</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5386"/>
		<updated>2019-04-25T08:12:03Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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]]. Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&lt;br /&gt;
&lt;br /&gt;
Your commander can also be configured with a variety of [[#Module types|Modules]] to 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 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 no modules attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting weapon.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Each added level 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5385</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5385"/>
		<updated>2019-04-25T08:11:18Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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]]. Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.&lt;br /&gt;
&lt;br /&gt;
Your commander can also be configured with a variety of modules to 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 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 no modules attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting weapon.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Each added level 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5384</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5384"/>
		<updated>2019-04-25T08:08:55Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: /* Commander intro */&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]], which will change how your Commander performs.&lt;br /&gt;
&lt;br /&gt;
Your commander can also be configured with a variety of modules to 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 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 no modules attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting weapon.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Each added level 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5383</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5383"/>
		<updated>2019-04-25T08:07:21Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Out of date for new players, pea shooter. Cleanup&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;
Your commander can be configured with a variety of modules to 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 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 no modules attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting weapon.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Each added level 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. -2.5% 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. -2.5% 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,-10% 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;
| +8% 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&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&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;
| Add slow damage. Reduced direct 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;
| 310 || 0.33 || 55 || 165&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;
| 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;
|Default weapon&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 2 || 220 || 110&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  ||1400 || 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;
| 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;
| 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;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;
| 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;
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. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.&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;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&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: 3200 || HP: 3200 || HP: 3800&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 4600&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5500&amp;lt;br /&amp;gt;Bonus regen: 22,5||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;
&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: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600&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;
&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: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||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 (36)&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: 2800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 2800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3400&amp;lt;br /&amp;gt;Buildpower: 14||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4500&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 20&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% speed modules multiply a commander's speed 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>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Chicken_Defense&amp;diff=5382</id>
		<title>Chicken Defense</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Chicken_Defense&amp;diff=5382"/>
		<updated>2019-04-25T07:29:02Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Added Colorful Unit Preview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chicken Defense''' is a gamemode where the players and their robot armies attempt to fend off increasingly strong waves of chickens spawning from burrows scattered across the map. When the time comes, they must confront and defeat the chicken queen in order to win the game.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken.sized.jpg&lt;br /&gt;
&lt;br /&gt;
The Chickens, a ravenous semi-sapient species of organics that devour all in their path... Their origins are uncertain, but it is already clear that these monstrosities are not the product of natural evolution. Nor would any machine intelligence be utterly insane enough to create such an abomination. Whatever their roots, though, there are more important questions: Do these chicken hives have any ulterior goals? &lt;br /&gt;
&lt;br /&gt;
And if so, how do we stop them?&lt;br /&gt;
&lt;br /&gt;
== Playing Chicken Defense ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken_pigeon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickens.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickena.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickenr.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickenwurm.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken_roc.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken_sporeshooter.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickenf.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a game ===&lt;br /&gt;
Chicken Defense can be played by adding a chicken bot of the desired difficulty to the room. There are seven different difficulties:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Beginner''': For absolute strategy game newbies&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Very Easy''': For new Zero-K players or when playing PvP&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Easy''': Good for less-experienced players&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Normal''': A fairly average difficulty&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Hard''': Presents a greater challenge; for experienced players&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Suicidal''': Exactly what it says on the tin&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Custom''': Controlled using the mod options&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All difficulties also come in Eggs variants, where there are no mexes and chickens drop twice as many eggs (more on that later). You can set the game to Eggs mode in the Adv Options menu.&lt;br /&gt;
&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_attack.sized.jpg &lt;br /&gt;
&lt;br /&gt;
At the start of the game you are given a short time to build, but you will soon be attacked by wave after wave of Chickens. &lt;br /&gt;
&lt;br /&gt;
Two types of chickens will usually appear in each wave, although the hive may simply send a single type. &lt;br /&gt;
&lt;br /&gt;
Initially, you will only be attacked by basic [[Chicken|Chickens]], which are fairly easy to defeat. As the game progresses, the hive will send increasingly powerful forms, often with unique abilities, to defeat you.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_burrow.sized.jpg &lt;br /&gt;
&lt;br /&gt;
Chickens originate from [[Roost|Burrows]], which spawn within a certain distance from player units. At the start of a wave, each burrow sends its chickens at a random unit belonging to the closest human player. When in danger, Burrows can also spawn defensive [[Chicken Tube|Chicken Tubes]] to protect themselves.&lt;br /&gt;
&lt;br /&gt;
The more players there are and the fewer burrows alive, the faster burrows will spawn. &lt;br /&gt;
&lt;br /&gt;
The Hive Anger meter increases continuously over the course of the game. &lt;br /&gt;
&lt;br /&gt;
Chicken Defense has a final boss. When the Hive Anger reaches 100%, burrows stop spawning and the Queen appears. The players must work together to kill her before she flattens everything in her path.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_eggs.sized.jpg &lt;br /&gt;
&lt;br /&gt;
Chickens drop eggs when killed, which can be reclaimed for metal. Burrows also drop multiple eggs when killed.&lt;br /&gt;
&lt;br /&gt;
=== Hive Tech and Anger ===&lt;br /&gt;
Chickens will gradually upgrade to more advanced forms with the game timer. If the players are not aggressive, the chickens will &amp;quot;tech up&amp;quot; faster.&lt;br /&gt;
Conversely, killing a burrow will cause the tech meter to regress by a large amount. This means that you can literally bomb the chickens back into the Stone Age (or the Triassic).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_burrowbomb.sized.jpg&lt;br /&gt;
&lt;br /&gt;
On the flip side, however, killing too many burrows will also cause the hive to perceive you as a greater threat (Hive Anger), increasing the number of chickens spawning and causing the Queen to appear earlier. More defensive Tubes will also be spawned by burrows. It may be necessary to strike a balance between tech and anger.&lt;br /&gt;
&lt;br /&gt;
Note that the chicken tech time modifier cannot be less than -50% of the current gametime.&lt;br /&gt;
&lt;br /&gt;
=== Player Aggression Rating ===&lt;br /&gt;
The PAR (sometimes referred to as &amp;quot;aggro&amp;quot;) is an indicator of how aggressively the humans are playing, and controls a lot of the chicken behavior. Specifically:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The PAR goes up by (1/playercount) when a burrow is killed.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The PAR goes down by 0.25 every wave.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Positive values will increase the number of chickens and defensive tubes spawned (to drive back the enemy).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Negative values will cause the chickens to increment their tech timer.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Killing a burrow while the PAR is positive will make the queen appear sooner (proportional to the current value of the PAR).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;At sufficiently low PAR values, the chickens will use special &amp;quot;plots&amp;quot; to inflict damage on the enemy base. These range from spawning small digger chickens in the back of the enemy base, to deploying Chicken Spires, to spawning even the vaunted White Dragons.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, it's best to keep PAR at an neutral-ish value (slightly negative to slightly positive).&lt;br /&gt;
&lt;br /&gt;
=== White Dragons ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_dragon.sized.jpg &lt;br /&gt;
&lt;br /&gt;
The White Dragons, gatekeepers of the Hive, are deployed when the chickens are sufficiently threatened by their robot enemies. When the Hive Anger reaches a specific point (varies with difficulty level), these dragons will appear at random locations on the map and make a beeline for enemy forces.&lt;br /&gt;
&lt;br /&gt;
Dragons are extremely fearsome close up, but enough sustained fire will take them down. Don't take too long though; while they all spawn at different random locations on the map, things could turn out very badly for you if they link up.&lt;br /&gt;
&lt;br /&gt;
At sufficiently low PAR values, Dragons can also spawn next to a random player structure every few waves.&lt;br /&gt;
&lt;br /&gt;
=== The Queen ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_queen.sized.jpg &lt;br /&gt;
&lt;br /&gt;
The matriach of the Chickens, the queen only appears on the battlefield when all else fails. She is an extremely fearsome beast, with jaws of iron, devastating acid bile, and the ability to fire lethal &amp;quot;spores&amp;quot; at land and air targets alike. An extremely tough hide, multiple organ redundancy and rapid cellular regeneration enable her to survive seemingly impossible amounts of enemy fire.&lt;br /&gt;
&lt;br /&gt;
Like the Dragons, the Queen appears at a random place on the map, at a minimum distance from player units. In addition to attacking the enemy, she also functions as multiple mobile burrows in one, spawning chickens during waves.&lt;br /&gt;
&lt;br /&gt;
The queen becomes progressively more resistant to damage with an increasing number of players. Additionally, as she takes damage, she gains new attacks including another spore spray, dropping Dodos, and even Basilisks or Tiamats (in addition to any chickens spawned during waves).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_landqueen.sized.jpg&lt;br /&gt;
 &lt;br /&gt;
Oh, did we forget to brief you? After a certain amount of time in the air, the Queen can land. She has a slightly different suite of attacks here, and can take quite a bit more punishment.&lt;br /&gt;
She doesn't stay on the ground though, after a similar period of time she'll take to the sky again.&lt;br /&gt;
&lt;br /&gt;
=== The Chicken Panel ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_panel.png &lt;br /&gt;
&lt;br /&gt;
The Chicken Panel gives you all relevant information on your current Chicken game. &lt;br /&gt;
&lt;br /&gt;
The main display shows you the current Hive anger and projected time to queen arrival, the number of chickens and burrows alive at present and total kills, the tech time reduction from burrows, and the difficulty.&lt;br /&gt;
Mousing over each entry (except difficulty) gives you additional information:&lt;br /&gt;
* Hive anger increase from each burrow kill; projected White Dragon arrival time&lt;br /&gt;
* Chicken wave frequency; breakdown of live/killed chickens by type&lt;br /&gt;
* Frequency of burrow spawns under current conditions; burrow respawn chance&lt;br /&gt;
* Tech time increase per wave per burrow; reduction thereof from kill&lt;br /&gt;
&lt;br /&gt;
=== PvP Mode ===&lt;br /&gt;
PvP mode (where chickens are added to a normal player vs. player game) works slightly differently. The queen does not attack at 100% Hive Anger; instead, regular waves of White Dragons will appear and pummel the players until all burrows on the map are removed.&lt;br /&gt;
&lt;br /&gt;
No reduction occurs in either chicken or burrow counts compared to regular mode, so this can be much harder than normal mode!&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Chicken_Defense&amp;diff=5381</id>
		<title>Chicken Defense</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Chicken_Defense&amp;diff=5381"/>
		<updated>2019-04-25T07:21:11Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Maybe clarifying chicken defense for noobs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chicken Defense''' is a gamemode where the players and their robot armies attempt to fend off increasingly strong waves of chickens spawning from burrows scattered across the map. When the time comes, they must confront and defeat the chicken queen in order to win the game.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken.sized.jpg&lt;br /&gt;
&lt;br /&gt;
The Chickens, a ravenous semi-sapient species of organics that devour all in their path... Their origins are uncertain, but it is already clear that these monstrosities are not the product of natural evolution. Nor would any machine intelligence be utterly insane enough to create such an abomination. Whatever their roots, though, there are more important questions: Do these chicken hives have any ulterior goals? &lt;br /&gt;
&lt;br /&gt;
And if so, how do we stop them?&lt;br /&gt;
&lt;br /&gt;
== Playing Chicken Defense ==&lt;br /&gt;
=== Setting up a game ===&lt;br /&gt;
Chicken Defense can be played by adding a chicken bot of the desired difficulty to the room. There are seven different difficulties:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Beginner''': For absolute strategy game newbies&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Very Easy''': For new Zero-K players or when playing PvP&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Easy''': Good for less-experienced players&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Normal''': A fairly average difficulty&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Hard''': Presents a greater challenge; for experienced players&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Suicidal''': Exactly what it says on the tin&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Custom''': Controlled using the mod options&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All difficulties also come in Eggs variants, where there are no mexes and chickens drop twice as many eggs (more on that later). You can set the game to Eggs mode in the Adv Options menu.&lt;br /&gt;
&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_attack.sized.jpg &lt;br /&gt;
&lt;br /&gt;
At the start of the game you are given a short time to build, but you will soon be attacked by wave after wave of Chickens. &lt;br /&gt;
&lt;br /&gt;
Two types of chickens will usually appear in each wave, although the hive may simply send a single type. &lt;br /&gt;
&lt;br /&gt;
Initially, you will only be attacked by basic [[Chicken|Chickens]], which are fairly easy to defeat. As the game progresses, the hive will send increasingly powerful forms, often with unique abilities, to defeat you.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_burrow.sized.jpg &lt;br /&gt;
&lt;br /&gt;
Chickens originate from [[Roost|Burrows]], which spawn within a certain distance from player units. At the start of a wave, each burrow sends its chickens at a random unit belonging to the closest human player. When in danger, Burrows can also spawn defensive [[Chicken Tube|Chicken Tubes]] to protect themselves.&lt;br /&gt;
&lt;br /&gt;
The more players there are and the fewer burrows alive, the faster burrows will spawn. &lt;br /&gt;
&lt;br /&gt;
The Hive Anger meter increases continuously over the course of the game. &lt;br /&gt;
&lt;br /&gt;
Chicken Defense has a final boss. When the Hive Anger reaches 100%, burrows stop spawning and the Queen appears. The players must work together to kill her before she flattens everything in her path.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_eggs.sized.jpg &lt;br /&gt;
&lt;br /&gt;
Chickens drop eggs when killed, which can be reclaimed for metal. Burrows also drop multiple eggs when killed.&lt;br /&gt;
&lt;br /&gt;
=== Hive Tech and Anger ===&lt;br /&gt;
Chickens will gradually upgrade to more advanced forms with the game timer. If the players are not aggressive, the chickens will &amp;quot;tech up&amp;quot; faster.&lt;br /&gt;
Conversely, killing a burrow will cause the tech meter to regress by a large amount. This means that you can literally bomb the chickens back into the Stone Age (or the Triassic).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_burrowbomb.sized.jpg&lt;br /&gt;
&lt;br /&gt;
On the flip side, however, killing too many burrows will also cause the hive to perceive you as a greater threat (Hive Anger), increasing the number of chickens spawning and causing the Queen to appear earlier. More defensive Tubes will also be spawned by burrows. It may be necessary to strike a balance between tech and anger.&lt;br /&gt;
&lt;br /&gt;
Note that the chicken tech time modifier cannot be less than -50% of the current gametime.&lt;br /&gt;
&lt;br /&gt;
=== Player Aggression Rating ===&lt;br /&gt;
The PAR (sometimes referred to as &amp;quot;aggro&amp;quot;) is an indicator of how aggressively the humans are playing, and controls a lot of the chicken behavior. Specifically:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The PAR goes up by (1/playercount) when a burrow is killed.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The PAR goes down by 0.25 every wave.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Positive values will increase the number of chickens and defensive tubes spawned (to drive back the enemy).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Negative values will cause the chickens to increment their tech timer.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Killing a burrow while the PAR is positive will make the queen appear sooner (proportional to the current value of the PAR).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;At sufficiently low PAR values, the chickens will use special &amp;quot;plots&amp;quot; to inflict damage on the enemy base. These range from spawning small digger chickens in the back of the enemy base, to deploying Chicken Spires, to spawning even the vaunted White Dragons.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, it's best to keep PAR at an neutral-ish value (slightly negative to slightly positive).&lt;br /&gt;
&lt;br /&gt;
=== White Dragons ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_dragon.sized.jpg &lt;br /&gt;
&lt;br /&gt;
The White Dragons, gatekeepers of the Hive, are deployed when the chickens are sufficiently threatened by their robot enemies. When the Hive Anger reaches a specific point (varies with difficulty level), these dragons will appear at random locations on the map and make a beeline for enemy forces.&lt;br /&gt;
&lt;br /&gt;
Dragons are extremely fearsome close up, but enough sustained fire will take them down. Don't take too long though; while they all spawn at different random locations on the map, things could turn out very badly for you if they link up.&lt;br /&gt;
&lt;br /&gt;
At sufficiently low PAR values, Dragons can also spawn next to a random player structure every few waves.&lt;br /&gt;
&lt;br /&gt;
=== The Queen ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_queen.sized.jpg &lt;br /&gt;
&lt;br /&gt;
The matriach of the Chickens, the queen only appears on the battlefield when all else fails. She is an extremely fearsome beast, with jaws of iron, devastating acid bile, and the ability to fire lethal &amp;quot;spores&amp;quot; at land and air targets alike. An extremely tough hide, multiple organ redundancy and rapid cellular regeneration enable her to survive seemingly impossible amounts of enemy fire.&lt;br /&gt;
&lt;br /&gt;
Like the Dragons, the Queen appears at a random place on the map, at a minimum distance from player units. In addition to attacking the enemy, she also functions as multiple mobile burrows in one, spawning chickens during waves.&lt;br /&gt;
&lt;br /&gt;
The queen becomes progressively more resistant to damage with an increasing number of players. Additionally, as she takes damage, she gains new attacks including another spore spray, dropping Dodos, and even Basilisks or Tiamats (in addition to any chickens spawned during waves).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_landqueen.sized.jpg&lt;br /&gt;
 &lt;br /&gt;
Oh, did we forget to brief you? After a certain amount of time in the air, the Queen can land. She has a slightly different suite of attacks here, and can take quite a bit more punishment.&lt;br /&gt;
She doesn't stay on the ground though, after a similar period of time she'll take to the sky again.&lt;br /&gt;
&lt;br /&gt;
=== The Chicken Panel ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_panel.png &lt;br /&gt;
&lt;br /&gt;
The Chicken Panel gives you all relevant information on your current Chicken game. &lt;br /&gt;
&lt;br /&gt;
The main display shows you the current Hive anger and projected time to queen arrival, the number of chickens and burrows alive at present and total kills, the tech time reduction from burrows, and the difficulty.&lt;br /&gt;
Mousing over each entry (except difficulty) gives you additional information:&lt;br /&gt;
* Hive anger increase from each burrow kill; projected White Dragon arrival time&lt;br /&gt;
* Chicken wave frequency; breakdown of live/killed chickens by type&lt;br /&gt;
* Frequency of burrow spawns under current conditions; burrow respawn chance&lt;br /&gt;
* Tech time increase per wave per burrow; reduction thereof from kill&lt;br /&gt;
&lt;br /&gt;
=== PvP Mode ===&lt;br /&gt;
PvP mode (where chickens are added to a normal player vs. player game) works slightly differently. The queen does not attack at 100% Hive Anger; instead, regular waves of White Dragons will appear and pummel the players until all burrows on the map are removed.&lt;br /&gt;
&lt;br /&gt;
No reduction occurs in either chicken or burrow counts compared to regular mode, so this can be much harder than normal mode!&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Widow&amp;diff=5380</id>
		<title>Widow</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Widow&amp;diff=5380"/>
		<updated>2019-04-25T06:58:46Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Striders, survival&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked scout/anti-heavy from the [[Spider Factory]] with an exceptionally strong [[Weapon_classes#EMP|EMP]] stunner.{{ Infobox zkunit&lt;br /&gt;
| name = Widow&lt;br /&gt;
| defname = spiderantiheavy&lt;br /&gt;
| description = Cloaked Scout/Anti-Heavy&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spiderantiheavy.png&lt;br /&gt;
| icontype = spiderspecialscout&lt;br /&gt;
| cost = 280&lt;br /&gt;
| hitpoints = 270&lt;br /&gt;
| movespeed = 77&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 35&lt;br /&gt;
	| empdamage = 8000&lt;br /&gt;
	| empdps = 229&lt;br /&gt;
	| stuntime = 30&lt;br /&gt;
	| range = 120&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 4&lt;br /&gt;
	| upkeepmobile = 12&lt;br /&gt;
	| decloakradius = 60&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Widow is an excellent scout, and very difficult to detect. It can penetrate deep into enemy lines. &lt;br /&gt;
&lt;br /&gt;
The Widow's short-range stunner will paralyze any one target for a very long time, except for some [[Strider Hub|Striders]].&lt;br /&gt;
&lt;br /&gt;
Its weapon has a very long reload and works best as a force multiplier to help your army take out a single hard-to-destroy target. When encountering smaller units, the widow is most likely to survive by using hit-and-run tactics and finding a secluded spot to [[Cloak|cloak]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Widow&amp;diff=5379</id>
		<title>Widow</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Widow&amp;diff=5379"/>
		<updated>2019-04-25T06:35:45Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: EMP and role&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked scout/anti-heavy from the [[Spider Factory]] with an exceptionally strong [[Weapon_classes#EMP|EMP]] stunner.{{ Infobox zkunit&lt;br /&gt;
| name = Widow&lt;br /&gt;
| defname = spiderantiheavy&lt;br /&gt;
| description = Cloaked Scout/Anti-Heavy&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spiderantiheavy.png&lt;br /&gt;
| icontype = spiderspecialscout&lt;br /&gt;
| cost = 280&lt;br /&gt;
| hitpoints = 270&lt;br /&gt;
| movespeed = 77&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 35&lt;br /&gt;
	| empdamage = 8000&lt;br /&gt;
	| empdps = 229&lt;br /&gt;
	| stuntime = 30&lt;br /&gt;
	| range = 120&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 4&lt;br /&gt;
	| upkeepmobile = 12&lt;br /&gt;
	| decloakradius = 60&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Widow's EMP stunner is capable of stunning almost any single target for a long period of time. &lt;br /&gt;
&lt;br /&gt;
Widow is useful in two ways. Firstly it is an excellent scout, and very difficult to detect. It can penetrate deep into enemy lines. It is also good against heavy enemies and enemy infrastructure.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=5378</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=5378"/>
		<updated>2019-04-25T06:31:14Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: Link to EMP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| movespeed = 81&lt;br /&gt;
| turnrate = 264&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 18&lt;br /&gt;
	| reloadtime = 1.73&lt;br /&gt;
	| dps = 10.4&lt;br /&gt;
	| empdamage = 600&lt;br /&gt;
	| empdps = 346&lt;br /&gt;
	| stuntime = 3&lt;br /&gt;
	| range = 240&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a small amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, and can keep units stunlocked very effectively, which makes it a powerful addition to any spiderball. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to stunlock enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. &lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Blitz&amp;diff=5377</id>
		<title>Blitz</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Blitz&amp;diff=5377"/>
		<updated>2019-04-25T06:29:53Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning assault/raider tank from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Blitz&lt;br /&gt;
| defname = tankheavyraid&lt;br /&gt;
| description = Lightning Assault/Raider Tank&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankheavyraid.png&lt;br /&gt;
| icontype = tankraider&lt;br /&gt;
| cost = 300&lt;br /&gt;
| hitpoints = 1100&lt;br /&gt;
| movespeed = 102&lt;br /&gt;
| turnrate = 102&lt;br /&gt;
| sight = 450&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Lightning Gun&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 180&lt;br /&gt;
	| reloadtime = 2.7&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| empdamage = 500&lt;br /&gt;
	| empdps = 185&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 245&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Blitz is a high-tech raider. Its weapon, a lightning gun, deals mostly paralyzing [[Weapon_classes#EMP|EMP]] damage. This way, the Blitz can disable turrets, waltz through the defensive line, and proceed to level the economic heart of the opponent's base.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
The Blitz often outperforms most other raiders in battle for a variety of reasons. 1st, since the Blitz has so much HP compared to other raiders, it can more easily survive battles against other raiders long enough for it to retreat home for repairs. 2nd, its lightning gun leaves most other raiders paralyzed after a single shot, allowing it to easily escape from assaults by most other raiders. (Prior to version 1.6.5.6, it could one-shot [[Glaive]]s.)&lt;br /&gt;
&lt;br /&gt;
However, the Blitz's lightning gun overkills much cheaper and faster scouts like [[Flea]]s and [[Dart]]s, so you may opt to counter Blitzes with them (in addition to using riot units like [[Reaver]]s or [[Mace]]s).&lt;br /&gt;
&lt;br /&gt;
Many low-weight riot units, such as [[Reaver]]s, [[Outlaw]]s, [[Mace]]s, [[Ripper]]s, and [[Redback]]s struggle to defeat Blitzes in even matchups due to the Blitz's high health and emp damage (in addition to its fast speed). In many respects, the Blitz is more of a fast assault unit (like the [[Ravager]] and [[Halberd]]) than a pure low-health raider (like the [[Glaive]] or [[Bandit]]), and in an even match, the Blitz is likely to come out on top of those riot units.&lt;br /&gt;
&lt;br /&gt;
- As a Cloakbot player, it might be better to counter Blitzes with [[Knight]]s instead of [[Reaver]]s, since not only do Knights have more health, and deliver more damage-per-shot, than both Blitzes and Reavers, they also do more EMP damage-per-shot than Blitzes. Therefore, in an even match between Knights and Blitzes, Knights will most likely come out on top of the more frail Blitzes.&lt;br /&gt;
&lt;br /&gt;
- Likewise, as a Shieldbot player, you may want to use [[Felon]]s to counter Blitzes instead of [[Outlaw]]s, since Outlaws do so little damage to a Blitz that you'd need many of them to feasibly slow down just one of them (let alone take one out). Felons, on the other hand, excel at quickly taking down Blitzes with their shield guns (assuming that they have a fully-charged shield).&lt;br /&gt;
&lt;br /&gt;
- As mentioned before, the Blitz overkills [[Dart]]s, so you may want to use them to counter Blitzes instead of [[Ripper]]s. Moreover, a single [[Dominatrix]] can capture a single Blitz in less than 4 seconds, and multiple Dominatrices can assist in the capturing process. In a larger combat setting that pits multiple Blitzes with multiple Dominatrices, if your Dominatrices are able to capture even one Blitz, any captured Blitzes are likely to turn on their former comrades, helping your Dominatrices to come out of this battle on top.&lt;br /&gt;
&lt;br /&gt;
- As a Hover player, consider using [[Claymore]]s against large numbers of Blitzes, with the occasional [[Mace]] or 2 thrown in. Since a single Claymore comes close to killing a single Blitz with a single depth charge, adding a Mace to a group of Claymores should help in quickly putting the weakened Blitzes out of their misery.&lt;br /&gt;
&lt;br /&gt;
- As mentioned before, the Blitz overkills [[Flea]]s, so you may want to use them to counter Blitzes instead of [[Redback]]s. Alternatively, [[Venom]]s stand a fighting chance at putting a stop to the Blitzes' rampage, since for their cost, Venoms deal more emp damage-per-shot than the Blitz, and have both a higher rate-of-fire and a wider area-of-effect. However, since Venoms do so little normal damage, they need to rely upon other harder-hitting units, such as [[Hermit]]s or [[Redback]]s to finish off the enemy Blitzes for good.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gnat&amp;diff=5376</id>
		<title>Gnat</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gnat&amp;diff=5376"/>
		<updated>2019-04-25T06:28:38Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-heavy [[Weapon_classes#EMP|EMP]] drone from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Gnat&lt;br /&gt;
| defname = gunshipemp&lt;br /&gt;
| description = Anti-Heavy EMP Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipemp.png&lt;br /&gt;
| icontype = gunshipscout&lt;br /&gt;
| cost = 90&lt;br /&gt;
| hitpoints = 350&lt;br /&gt;
| movespeed = 225&lt;br /&gt;
| turnrate = 189&lt;br /&gt;
| sight = 380&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 1.20&lt;br /&gt;
	| empdamage = 600&lt;br /&gt;
	| empdps = 500&lt;br /&gt;
	| stuntime = 2&lt;br /&gt;
	| range = 180&lt;br /&gt;
	| inaccuracy = 9.0&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gnat can be used to paralyze enemy units. It makes an excellent defensive unit, and when combined with locusts or other units can halt the enemy to give you time to kill him. Offensively it can paralyze even heavily fortified areas, but dies relatively easily to defenders. It deals no damage on its own.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Imp&amp;diff=5375</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Imp&amp;diff=5375"/>
		<updated>2019-04-25T06:27:56Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an all terrain burrowing [[Weapon_classes#EMP|EMP]] bomb from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Imp&lt;br /&gt;
| defname = cloakbomb&lt;br /&gt;
| description = All Terrain EMP Bomb (Burrows)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
| icontype = spiderbomb&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 50&lt;br /&gt;
| movespeed = 126&lt;br /&gt;
| turnrate = 494&lt;br /&gt;
| sight = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = EMP Explosion&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| empdamage = 2500&lt;br /&gt;
	| empdps = 0&lt;br /&gt;
	| stuntime = 16&lt;br /&gt;
	| aoe = 176&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| customdata1 = Only when idle&lt;br /&gt;
	| customdata2 = Free and automated&lt;br /&gt;
	| decloakradius = 75&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Imp relies on its speed and small size to dodge inaccurate weapons, especially those of assaults and many skirmishers. It can paralyze heavy units or packs of lighter raiders which cannot kill it before it is already in range. Reavers or Glaives can then eliminate the helpless enemies without risk. Counter with defenses or single cheap units to set off a premature detonation. This unit [[Cloak|cloaks]] when otherwise idle.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Imp is best used defensively - it is easier to kill a stunned enemy within your territory than within the enemy's.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Imp&amp;diff=5374</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Imp&amp;diff=5374"/>
		<updated>2019-04-25T06:26:29Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an all terrain burrowing EMP bomb from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Imp&lt;br /&gt;
| defname = cloakbomb&lt;br /&gt;
| description = All Terrain EMP Bomb (Burrows)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
| icontype = spiderbomb&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 50&lt;br /&gt;
| movespeed = 126&lt;br /&gt;
| turnrate = 494&lt;br /&gt;
| sight = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = EMP Explosion&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| empdamage = 2500&lt;br /&gt;
	| empdps = 0&lt;br /&gt;
	| stuntime = 16&lt;br /&gt;
	| aoe = 176&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| customdata1 = Only when idle&lt;br /&gt;
	| customdata2 = Free and automated&lt;br /&gt;
	| decloakradius = 75&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Imp relies on its speed and small size to dodge inaccurate weapons, especially those of assaults and many skirmishers. It can paralyze heavy units or packs of lighter raiders which cannot kill it before it is already in range. Reavers or Glaives can then eliminate the helpless enemies without risk. Counter with defenses or single cheap units to set off a premature detonation. This unit [[Cloak|cloaks]] when otherwise idle.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Imp is best used defensively - it is easier to kill a stunned enemy within your territory than within the enemy's.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Imp&amp;diff=5373</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Imp&amp;diff=5373"/>
		<updated>2019-04-25T06:26:08Z</updated>

		<summary type="html">&lt;p&gt;172.98.67.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an all terrain burrowing EMP bomb from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Imp&lt;br /&gt;
| defname = cloakbomb&lt;br /&gt;
| description = All Terrain EMP Bomb (Burrows)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
| icontype = spiderbomb&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 50&lt;br /&gt;
| movespeed = 126&lt;br /&gt;
| turnrate = 494&lt;br /&gt;
| sight = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = EMP Explosion&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| empdamage = 2500&lt;br /&gt;
	| empdps = 0&lt;br /&gt;
	| stuntime = 16&lt;br /&gt;
	| aoe = 176&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| customdata1 = Only when idle&lt;br /&gt;
	| customdata2 = Free and automated&lt;br /&gt;
	| decloakradius = 75&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Imp relies on its speed and small size to dodge inaccurate weapons, especially those of assaults and many skirmishers. It can paralyze heavy units or packs of lighter raiders which cannot kill it before it is already in range. Reavers or Glaives can then eliminate the helpless enemies without risk. Counter with defenses or single cheap units to set off a premature detonation. This unit [[cloaks]] when otherwise idle.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Imp is best used defensively - it is easier to kill a stunned enemy within your territory than within the enemy's.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>172.98.67.66</name></author>
		
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