<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Faffnir</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Faffnir"/>
	<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/Special:Contributions/Faffnir"/>
	<updated>2026-04-17T19:49:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=5549</id>
		<title>Funnelweb</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=5549"/>
		<updated>2019-07-07T16:04:45Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Add changes from v1.7.6.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shield support strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Funnelweb&lt;br /&gt;
| defname = striderfunnelweb&lt;br /&gt;
| description = Shield Support Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png&lt;br /&gt;
| icontype = t3special&lt;br /&gt;
| cost = 3000&lt;br /&gt;
| hitpoints = 6500&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| sight = 650&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 40&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 23000&lt;br /&gt;
	| regen = 300&lt;br /&gt;
	| regencost = 48&lt;br /&gt;
	| radius = 550&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 1400&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The slow all-terrain Funnelweb features an extremely powerful wide-area shield and high nano power for post-battle utility. It is otherwise unarmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Radar_Tower&amp;diff=5548</id>
		<title>Radar Tower</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Radar_Tower&amp;diff=5548"/>
		<updated>2019-07-07T15:49:34Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Add info about Sparrow morph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an early warning system.{{ Infobox zkunit&lt;br /&gt;
| name = Radar Tower&lt;br /&gt;
| defname = staticradar&lt;br /&gt;
| description = Early Warning System&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticradar.png&lt;br /&gt;
| icontype = radar&lt;br /&gt;
| cost = 55&lt;br /&gt;
| hitpoints = 80&lt;br /&gt;
| energy = -0.8&lt;br /&gt;
| sight = 800&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 2100&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability morph&lt;br /&gt;
	| to = [[Sparrow]]&lt;br /&gt;
	| cost = 80&lt;br /&gt;
	| time = 20&lt;br /&gt;
	| disabled = Yes&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Radar tower provides early warning of enemy units and their movements over a moderate distance at virtually no cost. It has a very small but steady energy cost and will automatically shut down if you run out of energy. Radar coverage is blocked by terrain such as mountains. Some units may carry a radar jammer or be able to [[cloak]] and evade detection by radar.&lt;br /&gt;
&lt;br /&gt;
The Radar tower can also be morphed into a light scout plane, the [[Sparrow]], mainly used for early game scouting when the Airplane factory is not available.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=5547</id>
		<title>Template:Navbox units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=5547"/>
		<updated>2019-07-07T15:43:32Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Add Sparrow to unit navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox units&lt;br /&gt;
| title      = [[Units]]&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
| list1      = * [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
* [[Reaver]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Sling]]&lt;br /&gt;
* [[Phantom]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Imp]]&lt;br /&gt;
* [[Iris]]&lt;br /&gt;
&lt;br /&gt;
| group2     = [[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
| list2      = * [[Convict]]&lt;br /&gt;
* [[Dirtbag]]&lt;br /&gt;
* [[Bandit]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Thug]]&lt;br /&gt;
* [[Outlaw]]&lt;br /&gt;
* [[Felon]]&lt;br /&gt;
* [[Racketeer]]&lt;br /&gt;
* [[Vandal]]&lt;br /&gt;
* [[Snitch]]&lt;br /&gt;
* [[Aspis]]&lt;br /&gt;
&lt;br /&gt;
| group3     = [[Rover Assembly|Rovers]]&lt;br /&gt;
| list3      = * [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
| group4     = [[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
| list4      = * [[Quill]]&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Scalpel]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Claymore]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Lance]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
&lt;br /&gt;
| group5     = [[Gunship Plant|Gunships]]&lt;br /&gt;
| list5      = * [[Wasp]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Locust]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Nimbus]]&lt;br /&gt;
* [[Revenant]]&lt;br /&gt;
* [[Krow]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Charon]]&lt;br /&gt;
* [[Hercules]]&lt;br /&gt;
&lt;br /&gt;
| group6     = [[Airplane Plant|Airplanes]]&lt;br /&gt;
| list6      = * [[Crane]]&lt;br /&gt;
* [[Swift]]&lt;br /&gt;
* [[Raptor]]&lt;br /&gt;
* [[Raven]]&lt;br /&gt;
* [[Phoenix]]&lt;br /&gt;
* [[Thunderbird]]&lt;br /&gt;
* [[Likho]]&lt;br /&gt;
* [[Sparrow]]&lt;br /&gt;
* [[Owl]]&lt;br /&gt;
&lt;br /&gt;
| group7     = [[Spider Factory|Spiders]]&lt;br /&gt;
| list7      = * [[Weaver]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Hermit]]&lt;br /&gt;
* [[Venom]]&lt;br /&gt;
* [[Redback]]&lt;br /&gt;
* [[Recluse]]&lt;br /&gt;
* [[Crab]]&lt;br /&gt;
* [[Tarantula]]&lt;br /&gt;
* [[Widow]]&lt;br /&gt;
&lt;br /&gt;
| group8     = [[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| list8      = * [[Constable]]&lt;br /&gt;
* [[Puppy]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
* [[Placeholder]]&lt;br /&gt;
* [[Moderator]]&lt;br /&gt;
* [[Jack]]&lt;br /&gt;
* [[Jugglenaut]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Toad]]&lt;br /&gt;
* [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
| group9     = [[Tank Foundry|Heavy Tanks]]&lt;br /&gt;
| list9      = * [[Welder]]&lt;br /&gt;
* [[Kodachi]]&lt;br /&gt;
* [[Blitz]]&lt;br /&gt;
* [[Ogre]]&lt;br /&gt;
* [[Minotaur]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Emissary]]&lt;br /&gt;
* [[Tremor]]&lt;br /&gt;
* [[Ettin]]&lt;br /&gt;
&lt;br /&gt;
| group10     = [[Amphbot Factory|Amphbots]]&lt;br /&gt;
| list10      = * [[Conch]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Buoy]]&lt;br /&gt;
* [[Scallop]]&lt;br /&gt;
* [[Grizzly]]&lt;br /&gt;
* [[Angler]]&lt;br /&gt;
* [[Limpet]]&lt;br /&gt;
* [[Lobster]]&lt;br /&gt;
* [[Djinn]]&lt;br /&gt;
&lt;br /&gt;
| group11     = [[Shipyard|Ships]]&lt;br /&gt;
| list11      = * [[Mariner]]&lt;br /&gt;
* [[Cutter]]&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Seawolf]]&lt;br /&gt;
* [[Corsair]]&lt;br /&gt;
* [[Mistral]]&lt;br /&gt;
* [[Siren]]&lt;br /&gt;
* [[Envoy]]&lt;br /&gt;
* [[Zephyr]]&lt;br /&gt;
&lt;br /&gt;
| group12     = [[Strider Hub|Striders]]&lt;br /&gt;
| list12      = * [[Athena]]&lt;br /&gt;
* [[Ultimatum]]&lt;br /&gt;
* [[Scorpion]]&lt;br /&gt;
* [[Dante]]&lt;br /&gt;
* [[Merlin]]&lt;br /&gt;
* [[Funnelweb]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Detriment]]&lt;br /&gt;
* [[Shogun]]&lt;br /&gt;
* [[Reef]]&lt;br /&gt;
* [[Scylla]]&lt;br /&gt;
&lt;br /&gt;
| group13     = [[Missile Silo|Tactical Missiles]]&lt;br /&gt;
| list13      = * [[Eos]]&lt;br /&gt;
* [[Quake]]&lt;br /&gt;
* [[Shockley]]&lt;br /&gt;
* [[Inferno]]&lt;br /&gt;
&lt;br /&gt;
| group14     = Other Units&lt;br /&gt;
| list14      = * [[Commander]]&lt;br /&gt;
* [[Firefly]]&lt;br /&gt;
* [[Viper]]&lt;br /&gt;
* [[Gull]]&lt;br /&gt;
&lt;br /&gt;
| group15     = [[Chicken Defense|Chickens]]&lt;br /&gt;
| list15      = * [[Chicken]]&lt;br /&gt;
* [[Pigeon]]&lt;br /&gt;
* [[Spiker]]&lt;br /&gt;
* [[Cockatrice]]&lt;br /&gt;
* [[Lobber]]&lt;br /&gt;
* [[Wurm]]&lt;br /&gt;
* [[Roc]]&lt;br /&gt;
* [[Sporeshooter]]&lt;br /&gt;
* [[Talon]]&lt;br /&gt;
* [[Basilisk]]&lt;br /&gt;
* [[Blobber]]&lt;br /&gt;
* [[Blimpy]]&lt;br /&gt;
* [[Tiamat]]&lt;br /&gt;
* [[White Dragon]]&lt;br /&gt;
* [[Chicken Queen]] ([[Chicken Flyer Queen|flying]])&lt;br /&gt;
* [[Digger]]&lt;br /&gt;
* [[Dodo]]&lt;br /&gt;
* [[Spidermonkey]]&lt;br /&gt;
* [[Blooper]]&lt;br /&gt;
&lt;br /&gt;
| group16     = Unused Units&lt;br /&gt;
| list16      = * [[Nebula]]&lt;br /&gt;
* [[Spicula]]&lt;br /&gt;
* [[Kestrel]]&lt;br /&gt;
* [[Eclipse]]&lt;br /&gt;
* [[Trisula]]&lt;br /&gt;
* [[Morningstar]]&lt;br /&gt;
* [[Lancelet]]&lt;br /&gt;
* [[Daimyo]]&lt;br /&gt;
* [[Vanquisher]]&lt;br /&gt;
* [[Listener (burrowed)]]&lt;br /&gt;
* [[Surfboard]]&lt;br /&gt;
* [[Chicken Queen (old)]]&lt;br /&gt;
* [[Chicken Brood Queen]]&lt;br /&gt;
&lt;br /&gt;
| below       = [[Buildings]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Sparrow&amp;diff=5546</id>
		<title>Sparrow</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Sparrow&amp;diff=5546"/>
		<updated>2019-07-07T15:42:37Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Add page for Sparrow. Correct image needs to be added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light scout plane.&lt;br /&gt;
&lt;br /&gt;
{{ Infobox zkunit&lt;br /&gt;
| name = Sparrow&lt;br /&gt;
| defname = planelightscout&lt;br /&gt;
| description = Light Scout Plane&lt;br /&gt;
| icontype = scoutplane&lt;br /&gt;
| cost = 135&lt;br /&gt;
| hitpoints = 350&lt;br /&gt;
| movespeed = 210&lt;br /&gt;
| sight = 950&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Sparrow is unarmed and fragile, but has the benefit that it can be morphed from a basic radar tower. This makes airborne scouting in the early game available regardless of which factory is chosen.&lt;br /&gt;
&lt;br /&gt;
It can also be built directly from the Airplane factory but is mostly inferior to the other choices available there like the Swift and the Owl.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=4294</id>
		<title>Template:Navbox changelog</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=4294"/>
		<updated>2018-07-02T17:15:51Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox changelog&lt;br /&gt;
| title      = Changelog&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = 2018&lt;br /&gt;
| list1      =&lt;br /&gt;
* [[v1.6.1.6]]&lt;br /&gt;
* [[v1.6.2.3]]&lt;br /&gt;
* [[v1.6.2.9]]&lt;br /&gt;
* [[v1.6.2.10]]&lt;br /&gt;
* [[v1.6.2.14]]&lt;br /&gt;
* [[v1.6.3.2]]&lt;br /&gt;
* [[v1.6.3.5]]&lt;br /&gt;
* [[v1.6.5.0]]&lt;br /&gt;
* [[v1.6.5.1]]&lt;br /&gt;
* [[v1.6.5.2]]&lt;br /&gt;
* [[v1.6.5.5]]&lt;br /&gt;
* [[V1.6.5.6]]&lt;br /&gt;
&lt;br /&gt;
| group2     = 2017&lt;br /&gt;
| list2      =&lt;br /&gt;
* [[v1.5.1.5]]&lt;br /&gt;
* [[v1.5.1.11]]&lt;br /&gt;
* [[v1.5.2.5]]&lt;br /&gt;
* [[v1.5.2.20]]&lt;br /&gt;
* [[v1.5.2.24]]&lt;br /&gt;
* [[v1.5.3.2]]&lt;br /&gt;
* [[v1.5.3.4]]&lt;br /&gt;
* [[v1.5.4.0]]&lt;br /&gt;
* [[v1.5.4.4]]&lt;br /&gt;
* [[v1.5.4.11]]&lt;br /&gt;
* [[v1.5.5.0]]&lt;br /&gt;
* [[v1.5.6.0]]&lt;br /&gt;
* [[v1.5.7.1]]&lt;br /&gt;
* [[v1.5.7.8]]&lt;br /&gt;
* [[v1.5.8.2]]&lt;br /&gt;
* [[v1.5.9.3]]&lt;br /&gt;
* [[v1.5.10.2]]&lt;br /&gt;
* [[v1.5.11.1]]&lt;br /&gt;
* [[v1.5.11.6]]&lt;br /&gt;
* [[v1.5.11.9]]&lt;br /&gt;
&lt;br /&gt;
| group3     = 2016&lt;br /&gt;
| list3      =&lt;br /&gt;
* [[v1.4.2.5]]&lt;br /&gt;
* [[v1.4.2.8]]&lt;br /&gt;
* [[v1.4.2.14]]&lt;br /&gt;
* [[v1.4.3.3]]&lt;br /&gt;
* [[v1.4.4.0]]&lt;br /&gt;
* [[v1.4.5.0]]&lt;br /&gt;
* [[v1.4.6.0]]&lt;br /&gt;
* [[v1.4.7.0]]&lt;br /&gt;
* [[v1.4.9.2]]&lt;br /&gt;
* [[v1.4.11.0]]&lt;br /&gt;
* [[v1.4.11.15]]&lt;br /&gt;
* [[v1.4.12.7]]&lt;br /&gt;
* [[v1.4.12.15]]&lt;br /&gt;
&lt;br /&gt;
| group4     = 2015&lt;br /&gt;
| list4      =&lt;br /&gt;
* [[v1.3.1.1]]&lt;br /&gt;
* [[v1.3.1.5]]&lt;br /&gt;
* [[v1.3.1.8]]&lt;br /&gt;
* [[v1.3.1.12]]&lt;br /&gt;
* [[v1.3.1.15]]&lt;br /&gt;
* [[v1.3.1.17]]&lt;br /&gt;
* [[v1.3.4.1]]&lt;br /&gt;
* [[v1.3.5.1]]&lt;br /&gt;
* [[v1.3.6.0]]&lt;br /&gt;
* [[v1.3.6.1]]&lt;br /&gt;
* [[v1.3.7.1]]&lt;br /&gt;
* [[v1.3.8.5]]&lt;br /&gt;
* [[v1.3.8.7]]&lt;br /&gt;
* [[v1.3.8.12]]&lt;br /&gt;
* [[v1.3.9.0]]&lt;br /&gt;
* [[v1.3.10.0]]&lt;br /&gt;
* [[v1.3.11.3]]&lt;br /&gt;
* [[v1.3.12.1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group5     = 2013&lt;br /&gt;
| list5      = &lt;br /&gt;
* [[v1.2.1.0]]&lt;br /&gt;
* [[v1.2.1.1]]&lt;br /&gt;
* [[v1.2.2.9]]&lt;br /&gt;
* [[v1.2.3.0]]&lt;br /&gt;
* [[v1.2.3.7]]&lt;br /&gt;
* [[v1.2.4.0]]&lt;br /&gt;
* [[v1.2.4.9]]&lt;br /&gt;
* [[v1.2.6.0]]&lt;br /&gt;
* [[v1.2.7.0]]&lt;br /&gt;
* [[v1.2.9.0]]&lt;br /&gt;
* [[v1.2.11.0]]&lt;br /&gt;
* [[v1.2.12.0]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.6&amp;diff=4293</id>
		<title>V1.6.5.6</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.6&amp;diff=4293"/>
		<updated>2018-07-02T17:15:12Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.6 - Balance and map updates ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25670 Thread]'''&lt;br /&gt;
&lt;br /&gt;
Here are some balance changes a result your feedback and our matchup data. Tanks and Thunderbird have received nerfs while the Rover and Spider riots have small buffs. We have also rotated out four maps from the matchmaker.&lt;br /&gt;
&lt;br /&gt;
Maps&lt;br /&gt;
&lt;br /&gt;
Added:&lt;br /&gt;
&lt;br /&gt;
    Otago 1.1&lt;br /&gt;
    Shimmershore v1.0&lt;br /&gt;
    Zed 2.3&lt;br /&gt;
    Obsidian_1.5&lt;br /&gt;
&lt;br /&gt;
Removed:&lt;br /&gt;
&lt;br /&gt;
    Desert Needle Small 3.2&lt;br /&gt;
    Vittra v2.1&lt;br /&gt;
    Barren 2&lt;br /&gt;
    Hide_and_Seek_v03&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Balance&lt;br /&gt;
&lt;br /&gt;
Blitz has less damage to nerf it against Glaive and a little less range to nerf it against everything.&lt;br /&gt;
&lt;br /&gt;
    Damage 200 -&amp;gt; 180&lt;br /&gt;
    Range 260 -&amp;gt; 245&lt;br /&gt;
&lt;br /&gt;
Ripper should generally be better against raiders.&lt;br /&gt;
&lt;br /&gt;
    Range 290 -&amp;gt; 300&lt;br /&gt;
    Reload 1.7 -&amp;gt; 1.633&lt;br /&gt;
&lt;br /&gt;
Widow has a bit more range to help it reach tall turrets on cliffs.&lt;br /&gt;
&lt;br /&gt;
    Range 100 -&amp;gt; 120&lt;br /&gt;
&lt;br /&gt;
Thunderbird hits targets in a thinner line but should do approximately the same amount of single target damage.&lt;br /&gt;
&lt;br /&gt;
    AoE 192 -&amp;gt; 160&lt;br /&gt;
    Spray angle reduced by 1/6th&lt;br /&gt;
    Damage (per bolt) 675 -&amp;gt; 650&lt;br /&gt;
&lt;br /&gt;
Redback and Scorpion particle beams have a bit more burst. This is a 5% increase to DPS.&lt;br /&gt;
&lt;br /&gt;
    Damage 60 -&amp;gt; 70&lt;br /&gt;
    Reload 0.3 -&amp;gt; 0.333&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Content&lt;br /&gt;
&lt;br /&gt;
    Added a jumpjet loadscreen by thetryhardrabbit&lt;br /&gt;
    Added a sonic gun sound by Apelsinsaft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fixes&lt;br /&gt;
&lt;br /&gt;
    Fixed Chainsaw firing issue.&lt;br /&gt;
    Fixed some unit shader issues on poor graphics cards.&lt;br /&gt;
    Fixed set target command in rectangle mode.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=4164</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=4164"/>
		<updated>2018-06-02T11:41:57Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: remove incorrect info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frequently Asked Questions''' - Zero-K&lt;br /&gt;
(still under construction)&lt;br /&gt;
&lt;br /&gt;
==I'm new to Zero-K. Where should I start?==&lt;br /&gt;
First you should read the [[Newbie Guide]] and try some practice games against the AI.&lt;br /&gt;
Some missions are designed for new players to get to know the interface and some basic gameplay ideas (e.g. [http://zero-k.info/Missions/Detail/97 Sandbox] and [http://zero-k.info/Missions/Detail/100 2v1]). You can also access them from Zero-K lobby directly. &lt;br /&gt;
&lt;br /&gt;
You can also spectate some online games to see which things are significant.&lt;br /&gt;
&lt;br /&gt;
==How can I unlock commander modules?==&lt;br /&gt;
You have to visit the [http://www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the &amp;quot;Home&amp;quot; tab. From here, scroll down until you see &amp;quot;You can unlock technology&amp;quot; and click on this link. Alternatively you can [http://zero-k.info/My/UnlockList click here] if you're logged in. Note that you do not have to unlock anything from this page; all modules are currently unlocked in-game for all players. Unlocking these just makes them available for preconfigured commanders.&lt;br /&gt;
&lt;br /&gt;
==How do I gain rating? ==&lt;br /&gt;
You can gain rating if you're winning multiplayer games. Based on you enemies' skill you will gain/lose more or less rating.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on fixed rating thresholds, rating colors are defined by your gaming skills (calculated by a specific algorithm called WHR, similar to ELO) expressed as a percentiles of the playerbase. Rating colors can only be gained or lost after holding one's position in the new percentile for multiple games.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the rating colors:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Color !! Theme !! Percentile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_7.png&amp;quot;/&amp;gt;  ||	Gamma ray ||	Singularity||	Top 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_6.png&amp;quot;/&amp;gt;  ||	X ray ||	Neutron star||	Top 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_5.png&amp;quot;/&amp;gt; ||	Blue white ||	Supergiant||	Top 10%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_4.png&amp;quot;/&amp;gt;  ||	Bright yellow ||	Giant||	Top 20%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_3.png&amp;quot;/&amp;gt;  ||	Orange	|| Subgiant||	Top 40%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_2.png&amp;quot;/&amp;gt;  ||	Red||	Red dwarf||	Top 60%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_1.png&amp;quot;/&amp;gt;  ||	Dark red||	Brown dwarf||	Top 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;  ||	Infrared||	Nebula||	Everyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rank level itself is defined by the cumulated total time spent ingame.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the ranks, with color Infrared:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/1_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/3_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/4_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/5_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/7_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The progress bar &amp;quot;Level XXX&amp;quot; shows your rank level (i.e. dependent on total time spent ingame).&lt;br /&gt;
&lt;br /&gt;
The progress bar below it shows your position in respect to the next cosmic object (in other words, how far you are to the next color, dependent on your gaming skills).&lt;br /&gt;
&lt;br /&gt;
==How much XP do I need to reach the next level?== &lt;br /&gt;
Mouse over the XP bar on the home page; the XP needed is displayed in the tooltip.&lt;br /&gt;
&lt;br /&gt;
==My FPS is low after some time have passed ingame. What can I do?==&lt;br /&gt;
Try to reduce your graphics settings. To do so, go to the Settings Tab on Zero-K Lobby and click Graphics Settings -&amp;gt; Run SpringSettings. Some system-intensive elements that you could tone down/disable are shadows and water type. Try a new game and probably change some settings again.&lt;br /&gt;
&lt;br /&gt;
==I get ugly bubbles in the minimap/the whole screen flashbangs.==&lt;br /&gt;
Do you get bubbles like this?&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/clans/FAQ_bg.png&lt;br /&gt;
&lt;br /&gt;
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.&lt;br /&gt;
Disable widgets that draw via F11 menu to find the problematic widget. &lt;br /&gt;
This should largely be fixed, if it still happens make a bugreport please.&lt;br /&gt;
&lt;br /&gt;
==I have some game ideas. Where can I post them?==&lt;br /&gt;
Visit the [http://zero-k.info/Forum Zero-K forum] and pose your ideas in one of the sections.&lt;br /&gt;
Furthermore, you can create a new issue on our development site: https://github.com/ZeroK-RTS/Zero-K/issues&lt;br /&gt;
&lt;br /&gt;
==What do all the ingame abbreviations mean?==&lt;br /&gt;
You can look up some abbreviations used ingame [[Abbreviations|here in this list]]. Some abbreviations unrelated to the game can be looked up on [http://en.wiktionary.org/wiki/Appendix:Internet_slang this page]. Another way is to ask players ingame.&lt;br /&gt;
&lt;br /&gt;
==How can I support the game? Donations?==&lt;br /&gt;
On the one hand you can [http://zero-k.info/Contributions donate some coins] so we can pay the server costs. On the other hand you can support us by simply playing the game or hosting one of our [http://zero-k.info/Wiki/Fanart web banners] on your site. Thanks a lot! :-)&lt;br /&gt;
&lt;br /&gt;
==How do I change my password? ==&lt;br /&gt;
On your home/account page, click ''Account maintenance'' and enter your new password.&lt;br /&gt;
&lt;br /&gt;
==I forgot my password / username. Help me pls!==&lt;br /&gt;
If you forgot your password / username please contact one of the server admins to receive your password / username. They will reset it to something and pm it to you.&lt;br /&gt;
&lt;br /&gt;
==My game crashes/has graphical glitches. How do I fix it? ==&lt;br /&gt;
First check the [http://springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [https://github.com/ZeroK-RTS Github development site].&lt;br /&gt;
&lt;br /&gt;
==I have a bug report!==&lt;br /&gt;
You can post in the [http://zero-k.info/Forum?categoryID=3 Help &amp;amp; Bugs subforum] or make an issue report on [https://github.com/ZeroK-RTS Github] (more technical). &lt;br /&gt;
&lt;br /&gt;
Please include diagnostic logs as appropriate. You can automatically upload the log from ingame through ''Main Menu'' -&amp;gt; ''Help'' -&amp;gt; ''Report a Bug''.&lt;br /&gt;
&lt;br /&gt;
Otherwise, look for infolog_full.txt in your installation folder. Be sure to [http://www.pastebin.com pastebin] your infolog and give the link instead of posting the whole thing on the forum or github.&lt;br /&gt;
&lt;br /&gt;
==My question isn't answered here. Where can I ask my question?==&lt;br /&gt;
As above you can visit the [http://zero-k.info/Forum forum] and ask your question in one of the listed sections.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also ask players ingame to get help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=4163</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=4163"/>
		<updated>2018-06-02T11:29:07Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: remove as info is not current and I can't find what the level intervals are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frequently Asked Questions''' - Zero-K&lt;br /&gt;
(still under construction)&lt;br /&gt;
&lt;br /&gt;
==I'm new to Zero-K. Where should I start?==&lt;br /&gt;
First you should read the [[Newbie Guide]] and try some practice games against the AI.&lt;br /&gt;
Some missions are designed for new players to get to know the interface and some basic gameplay ideas (e.g. [http://zero-k.info/Missions/Detail/97 Sandbox] and [http://zero-k.info/Missions/Detail/100 2v1]). You can also access them from Zero-K lobby directly. &lt;br /&gt;
&lt;br /&gt;
You can also spectate some online games to see which things are significant.&lt;br /&gt;
&lt;br /&gt;
==How can I unlock commander modules?==&lt;br /&gt;
You have to visit the [http://www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the &amp;quot;Home&amp;quot; tab. From here, scroll down until you see &amp;quot;You can unlock technology&amp;quot; and click on this link. Alternatively you can [http://zero-k.info/My/UnlockList click here] if you're logged in. Note that you do not have to unlock anything from this page; all modules are currently unlocked in-game for all players. Unlocking these just makes them available for preconfigured commanders.&lt;br /&gt;
&lt;br /&gt;
==How do I gain rating? ==&lt;br /&gt;
You can gain rating if you're winning multiplayer games. Based on you enemies' skill you will gain/lose more or less rating.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on fixed rating thresholds, rating colors are defined by your gaming skills (calculated by a specific algorithm called WHR, similar to ELO) expressed as a percentiles of the playerbase. Rating colors can only be gained or lost after holding one's position in the new percentile for multiple games.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the rating colors:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Color !! Theme !! Percentile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_7.png&amp;quot;/&amp;gt;  ||	Gamma ray ||	Singularity||	Top 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_6.png&amp;quot;/&amp;gt;  ||	X ray ||	Neutron star||	Top 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_5.png&amp;quot;/&amp;gt; ||	Blue white ||	Supergiant||	Top 10%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_4.png&amp;quot;/&amp;gt;  ||	Bright yellow ||	Giant||	Top 20%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_3.png&amp;quot;/&amp;gt;  ||	Orange	|| Subgiant||	Top 40%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_2.png&amp;quot;/&amp;gt;  ||	Red||	Red dwarf||	Top 60%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_1.png&amp;quot;/&amp;gt;  ||	Dark red||	Brown dwarf||	Top 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;  ||	Infrared||	Nebula||	Everyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rank level itself is defined by the cumulated total time spent ingame.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the ranks, with color Infrared:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/1_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/3_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/4_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/5_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/7_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The progress bar &amp;quot;Level XXX&amp;quot; shows your rank level (i.e. dependent on total time spent ingame).&lt;br /&gt;
&lt;br /&gt;
The progress bar below it shows your position in respect to the next cosmic object (in other words, how far you are to the next color, dependent on your gaming skills).&lt;br /&gt;
&lt;br /&gt;
==How much XP do I need to reach the next level?== &lt;br /&gt;
Mouse over the XP bar on the home page; the XP needed is displayed in the tooltip.&lt;br /&gt;
You can also calculate it yourself:&lt;br /&gt;
&lt;br /&gt;
XP for next level = level `'''` 80 + 20 `'''` level^2 &lt;br /&gt;
for instance:&lt;br /&gt;
* Level 1: 100&lt;br /&gt;
* Level 2: 240&lt;br /&gt;
* Level 3: 420&lt;br /&gt;
* Level 4: 680&lt;br /&gt;
* Level 5: 900&lt;br /&gt;
* Level 6: 1200&lt;br /&gt;
&lt;br /&gt;
==My FPS is low after some time have passed ingame. What can I do?==&lt;br /&gt;
Try to reduce your graphics settings. To do so, go to the Settings Tab on Zero-K Lobby and click Graphics Settings -&amp;gt; Run SpringSettings. Some system-intensive elements that you could tone down/disable are shadows and water type. Try a new game and probably change some settings again.&lt;br /&gt;
&lt;br /&gt;
==I get ugly bubbles in the minimap/the whole screen flashbangs.==&lt;br /&gt;
Do you get bubbles like this?&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/clans/FAQ_bg.png&lt;br /&gt;
&lt;br /&gt;
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.&lt;br /&gt;
Disable widgets that draw via F11 menu to find the problematic widget. &lt;br /&gt;
This should largely be fixed, if it still happens make a bugreport please.&lt;br /&gt;
&lt;br /&gt;
==I have some game ideas. Where can I post them?==&lt;br /&gt;
Visit the [http://zero-k.info/Forum Zero-K forum] and pose your ideas in one of the sections.&lt;br /&gt;
Furthermore, you can create a new issue on our development site: https://github.com/ZeroK-RTS/Zero-K/issues&lt;br /&gt;
&lt;br /&gt;
==What do all the ingame abbreviations mean?==&lt;br /&gt;
You can look up some abbreviations used ingame [[Abbreviations|here in this list]]. Some abbreviations unrelated to the game can be looked up on [http://en.wiktionary.org/wiki/Appendix:Internet_slang this page]. Another way is to ask players ingame.&lt;br /&gt;
&lt;br /&gt;
==How can I support the game? Donations?==&lt;br /&gt;
On the one hand you can [http://zero-k.info/Contributions donate some coins] so we can pay the server costs. On the other hand you can support us by simply playing the game or hosting one of our [http://zero-k.info/Wiki/Fanart web banners] on your site. Thanks a lot! :-)&lt;br /&gt;
&lt;br /&gt;
==How do I change my password? ==&lt;br /&gt;
On your home/account page, click ''Account maintenance'' and enter your new password.&lt;br /&gt;
&lt;br /&gt;
==I forgot my password / username. Help me pls!==&lt;br /&gt;
If you forgot your password / username please contact one of the server admins to receive your password / username. They will reset it to something and pm it to you.&lt;br /&gt;
&lt;br /&gt;
==My game crashes/has graphical glitches. How do I fix it? ==&lt;br /&gt;
First check the [http://springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [https://github.com/ZeroK-RTS Github development site].&lt;br /&gt;
&lt;br /&gt;
==I have a bug report!==&lt;br /&gt;
You can post in the [http://zero-k.info/Forum?categoryID=3 Help &amp;amp; Bugs subforum] or make an issue report on [https://github.com/ZeroK-RTS Github] (more technical). &lt;br /&gt;
&lt;br /&gt;
Please include diagnostic logs as appropriate. You can automatically upload the log from ingame through ''Main Menu'' -&amp;gt; ''Help'' -&amp;gt; ''Report a Bug''.&lt;br /&gt;
&lt;br /&gt;
Otherwise, look for infolog_full.txt in your installation folder. Be sure to [http://www.pastebin.com pastebin] your infolog and give the link instead of posting the whole thing on the forum or github.&lt;br /&gt;
&lt;br /&gt;
==My question isn't answered here. Where can I ask my question?==&lt;br /&gt;
As above you can visit the [http://zero-k.info/Forum forum] and ask your question in one of the listed sections.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also ask players ingame to get help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=4162</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=4162"/>
		<updated>2018-06-02T11:11:48Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: change rank to rating to avoid confusion with rank/level system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frequently Asked Questions''' - Zero-K&lt;br /&gt;
(still under construction)&lt;br /&gt;
&lt;br /&gt;
==I'm new to Zero-K. Where should I start?==&lt;br /&gt;
First you should read the [[Newbie Guide]] and try some practice games against the AI.&lt;br /&gt;
Some missions are designed for new players to get to know the interface and some basic gameplay ideas (e.g. [http://zero-k.info/Missions/Detail/97 Sandbox] and [http://zero-k.info/Missions/Detail/100 2v1]). You can also access them from Zero-K lobby directly. &lt;br /&gt;
&lt;br /&gt;
You can also spectate some online games to see which things are significant.&lt;br /&gt;
&lt;br /&gt;
==How can I unlock commander modules?==&lt;br /&gt;
You have to visit the [http://www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the &amp;quot;Home&amp;quot; tab. From here, scroll down until you see &amp;quot;You can unlock technology&amp;quot; and click on this link. Alternatively you can [http://zero-k.info/My/UnlockList click here] if you're logged in. Note that you do not have to unlock anything from this page; all modules are currently unlocked in-game for all players. Unlocking these just makes them available for preconfigured commanders.&lt;br /&gt;
&lt;br /&gt;
==How do I gain rating? ==&lt;br /&gt;
You can gain rating if you're winning multiplayer games. Based on you enemies' skill you will gain/lose more or less rating.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on fixed rating thresholds, rating colors are defined by your gaming skills (calculated by a specific algorithm called WHR, similar to ELO) expressed as a percentiles of the playerbase. Rating colors can only be gained or lost after holding one's position in the new percentile for multiple games.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the rating colors:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Color !! Theme !! Percentile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_7.png&amp;quot;/&amp;gt;  ||	Gamma ray ||	Singularity||	Top 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_6.png&amp;quot;/&amp;gt;  ||	X ray ||	Neutron star||	Top 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_5.png&amp;quot;/&amp;gt; ||	Blue white ||	Supergiant||	Top 10%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_4.png&amp;quot;/&amp;gt;  ||	Bright yellow ||	Giant||	Top 20%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_3.png&amp;quot;/&amp;gt;  ||	Orange	|| Subgiant||	Top 40%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_2.png&amp;quot;/&amp;gt;  ||	Red||	Red dwarf||	Top 60%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_1.png&amp;quot;/&amp;gt;  ||	Dark red||	Brown dwarf||	Top 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;  ||	Infrared||	Nebula||	Everyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rank level itself is defined by the cumulated total time spent ingame.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the ranks, with color Infrared:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/1_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/3_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/4_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/5_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/7_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The progress bar &amp;quot;Level XXX&amp;quot; shows your rank level (i.e. dependent on total time spent ingame).&lt;br /&gt;
&lt;br /&gt;
The progress bar below it shows your position in respect to the next cosmic object (in other words, how far you are to the next color, dependent on your gaming skills).&lt;br /&gt;
&lt;br /&gt;
==How can I reach a new rank? How are they split?==&lt;br /&gt;
Rank system is based on user's level, which increases as you play in multiplayer games:&lt;br /&gt;
* http://zero-k.info/img/ranks/1.png = levels 0-9&lt;br /&gt;
* http://zero-k.info/img/ranks/2.png = levels 10-19&lt;br /&gt;
* http://zero-k.info/img/ranks/3.png = levels 20-29&lt;br /&gt;
* http://zero-k.info/img/ranks/4.png = levels 30-39&lt;br /&gt;
* http://zero-k.info/img/ranks/5.png = levels 40-49&lt;br /&gt;
* http://zero-k.info/img/ranks/6.png = levels 50-59&lt;br /&gt;
* http://zero-k.info/img/ranks/7.png = levels 60-69&lt;br /&gt;
* http://zero-k.info/img/ranks/8.png = levels 70-79&lt;br /&gt;
* http://zero-k.info/img/ranks/9.png = levels 80+&lt;br /&gt;
&lt;br /&gt;
==How much XP do I need to reach the next level?== &lt;br /&gt;
Mouse over the XP bar on the home page; the XP needed is displayed in the tooltip.&lt;br /&gt;
You can also calculate it yourself:&lt;br /&gt;
&lt;br /&gt;
XP for next level = level `'''` 80 + 20 `'''` level^2 &lt;br /&gt;
for instance:&lt;br /&gt;
* Level 1: 100&lt;br /&gt;
* Level 2: 240&lt;br /&gt;
* Level 3: 420&lt;br /&gt;
* Level 4: 680&lt;br /&gt;
* Level 5: 900&lt;br /&gt;
* Level 6: 1200&lt;br /&gt;
&lt;br /&gt;
==My FPS is low after some time have passed ingame. What can I do?==&lt;br /&gt;
Try to reduce your graphics settings. To do so, go to the Settings Tab on Zero-K Lobby and click Graphics Settings -&amp;gt; Run SpringSettings. Some system-intensive elements that you could tone down/disable are shadows and water type. Try a new game and probably change some settings again.&lt;br /&gt;
&lt;br /&gt;
==I get ugly bubbles in the minimap/the whole screen flashbangs.==&lt;br /&gt;
Do you get bubbles like this?&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/clans/FAQ_bg.png&lt;br /&gt;
&lt;br /&gt;
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.&lt;br /&gt;
Disable widgets that draw via F11 menu to find the problematic widget. &lt;br /&gt;
This should largely be fixed, if it still happens make a bugreport please.&lt;br /&gt;
&lt;br /&gt;
==I have some game ideas. Where can I post them?==&lt;br /&gt;
Visit the [http://zero-k.info/Forum Zero-K forum] and pose your ideas in one of the sections.&lt;br /&gt;
Furthermore, you can create a new issue on our development site: https://github.com/ZeroK-RTS/Zero-K/issues&lt;br /&gt;
&lt;br /&gt;
==What do all the ingame abbreviations mean?==&lt;br /&gt;
You can look up some abbreviations used ingame [[Abbreviations|here in this list]]. Some abbreviations unrelated to the game can be looked up on [http://en.wiktionary.org/wiki/Appendix:Internet_slang this page]. Another way is to ask players ingame.&lt;br /&gt;
&lt;br /&gt;
==How can I support the game? Donations?==&lt;br /&gt;
On the one hand you can [http://zero-k.info/Contributions donate some coins] so we can pay the server costs. On the other hand you can support us by simply playing the game or hosting one of our [http://zero-k.info/Wiki/Fanart web banners] on your site. Thanks a lot! :-)&lt;br /&gt;
&lt;br /&gt;
==How do I change my password? ==&lt;br /&gt;
On your home/account page, click ''Account maintenance'' and enter your new password.&lt;br /&gt;
&lt;br /&gt;
==I forgot my password / username. Help me pls!==&lt;br /&gt;
If you forgot your password / username please contact one of the server admins to receive your password / username. They will reset it to something and pm it to you.&lt;br /&gt;
&lt;br /&gt;
==My game crashes/has graphical glitches. How do I fix it? ==&lt;br /&gt;
First check the [http://springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [https://github.com/ZeroK-RTS Github development site].&lt;br /&gt;
&lt;br /&gt;
==I have a bug report!==&lt;br /&gt;
You can post in the [http://zero-k.info/Forum?categoryID=3 Help &amp;amp; Bugs subforum] or make an issue report on [https://github.com/ZeroK-RTS Github] (more technical). &lt;br /&gt;
&lt;br /&gt;
Please include diagnostic logs as appropriate. You can automatically upload the log from ingame through ''Main Menu'' -&amp;gt; ''Help'' -&amp;gt; ''Report a Bug''.&lt;br /&gt;
&lt;br /&gt;
Otherwise, look for infolog_full.txt in your installation folder. Be sure to [http://www.pastebin.com pastebin] your infolog and give the link instead of posting the whole thing on the forum or github.&lt;br /&gt;
&lt;br /&gt;
==My question isn't answered here. Where can I ask my question?==&lt;br /&gt;
As above you can visit the [http://zero-k.info/Forum forum] and ask your question in one of the listed sections.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also ask players ingame to get help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Rank&amp;diff=4161</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Rank&amp;diff=4161"/>
		<updated>2018-06-02T11:05:56Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[FAQ#How_do_I_gain_rating.3F]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=User_talk:Faffnir&amp;diff=4160</id>
		<title>User talk:Faffnir</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=User_talk:Faffnir&amp;diff=4160"/>
		<updated>2018-06-02T09:17:45Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: /* Good work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Good work ==&lt;br /&gt;
&lt;br /&gt;
Just saw your work on the [[Commander]] page; good job, and thanks! - [[User:Histidine|Histidine]] ([[User talk:Histidine|talk]]) 05:59, 2 June 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Thanks, I appreciate your work as well :-) [[User:Faffnir|Faffnir]] ([[User talk:Faffnir|talk]]) 11:17, 2 June 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Rating&amp;diff=4157</id>
		<title>Rating</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Rating&amp;diff=4157"/>
		<updated>2018-05-31T16:27:03Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[FAQ#How_do_I_gain_rating.3F]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=User:Faffnir&amp;diff=4153</id>
		<title>User:Faffnir</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=User:Faffnir&amp;diff=4153"/>
		<updated>2018-05-31T11:24:45Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: draft basic mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=common basic mistakes draft=&lt;br /&gt;
&lt;br /&gt;
==economy==&lt;br /&gt;
excess metal&lt;br /&gt;
never linking mexes to grid&lt;br /&gt;
overproduce energy structures&lt;br /&gt;
overproduce buildpower&lt;br /&gt;
dont rebuild destroyed mexes&lt;br /&gt;
ignore reclaiming metal&lt;br /&gt;
&lt;br /&gt;
==strategy==&lt;br /&gt;
no game plan&lt;br /&gt;
unrealistic game plan - ie detriment rush&lt;br /&gt;
overreliance on one strategy&lt;br /&gt;
treating commander like a hero unit (exaggerate either value or expectations)&lt;br /&gt;
&lt;br /&gt;
==general==&lt;br /&gt;
idling yourself&lt;br /&gt;
tunnel vision&lt;br /&gt;
taking yourself too seriously (ego)&lt;br /&gt;
&lt;br /&gt;
not spacing out dangerous buildings (caretakers etc)&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Testing&amp;diff=4152</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Testing&amp;diff=4152"/>
		<updated>2018-05-31T10:37:14Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sandbox]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Sandbox&amp;diff=4151</id>
		<title>Sandbox</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Sandbox&amp;diff=4151"/>
		<updated>2018-05-31T10:36:53Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes you might want to test things out to see how units and interactions work in-game. Here's how to do this easily:&lt;br /&gt;
&lt;br /&gt;
1. Go to make a single player skirmish game. Press advanced and make yourself spectate the game. Put one inactive AI on both teams. Choose a map you want. The setup should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbox1.jpg|thumbnail|none]]&lt;br /&gt;
&lt;br /&gt;
Go ahead and start the game&lt;br /&gt;
&lt;br /&gt;
2. Once you are in-game enable cheats by typing /cheat in chat. Open the handy cheat sheet with the button under the minimap. Check &amp;quot;Global spec control&amp;quot; to get full control of both AIs. There are also a few other useful self-explanatory actions on the cheat sheet.&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbox2.jpg|thumbnail|none]]&lt;br /&gt;
&lt;br /&gt;
3. Now you can go ahead and test things out as you wish.&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Sandbox2.jpg&amp;diff=4150</id>
		<title>File:Sandbox2.jpg</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Sandbox2.jpg&amp;diff=4150"/>
		<updated>2018-05-31T10:33:08Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: In-game setup for testing/sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In-game setup for testing/sandbox&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Sandbox1.jpg&amp;diff=4149</id>
		<title>File:Sandbox1.jpg</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Sandbox1.jpg&amp;diff=4149"/>
		<updated>2018-05-31T10:32:37Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Lobby setup for testing/sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Lobby setup for testing/sandbox&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Terms&amp;diff=4148</id>
		<title>Terms</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Terms&amp;diff=4148"/>
		<updated>2018-05-31T09:59:27Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Abbreviations]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Glossary&amp;diff=4147</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Glossary&amp;diff=4147"/>
		<updated>2018-05-31T09:58:57Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Abbreviations]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=User:Faffnir&amp;diff=4146</id>
		<title>User:Faffnir</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=User:Faffnir&amp;diff=4146"/>
		<updated>2018-05-30T16:51:09Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=4145</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=4145"/>
		<updated>2018-05-30T16:50:46Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add some basic info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;http://zero-k.info/img/zk_logo.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;font-size:200%&amp;quot;&amp;gt;'''Welcome to the Zero-K Wiki!'''&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open source RTS game '''[http://zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful pages on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the in game chat&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts)&lt;br /&gt;
* Please note the wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual | Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Changelogs | Changelogs]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Zero-K on Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Changelogs&amp;diff=4144</id>
		<title>Changelogs</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Changelogs&amp;diff=4144"/>
		<updated>2018-05-30T16:49:07Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of patch changelogs for Zero-K&lt;br /&gt;
&lt;br /&gt;
{{navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=User:Faffnir&amp;diff=4143</id>
		<title>User:Faffnir</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=User:Faffnir&amp;diff=4143"/>
		<updated>2018-05-29T21:18:00Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: Created page with &amp;quot;= Main page= &amp;lt;center&amp;gt;http://zero-k.info/img/zk_logo.png&amp;lt;/center&amp;gt; &amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;font-size:200%&amp;quot;&amp;gt;'''Welcome to the Zero-K Wiki!'''&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt; ----   This is the offi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Main page=&lt;br /&gt;
&amp;lt;center&amp;gt;http://zero-k.info/img/zk_logo.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;font-size:200%&amp;quot;&amp;gt;'''Welcome to the Zero-K Wiki!'''&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open source RTS game '''[http://zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful pages on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the in game chat&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts)&lt;br /&gt;
* Please note the wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Manual | The Manual]]&lt;br /&gt;
: [[Template:Navbox changelog | Patches]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders The ladders]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Zero-K on Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4142</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4142"/>
		<updated>2018-05-29T20:30:00Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add support modules table&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.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 Weak attack drone&lt;br /&gt;
| 300&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;
! Battle drone&lt;br /&gt;
| +1 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4141</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4141"/>
		<updated>2018-05-29T19:53:15Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: improve stackable module table&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.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 Weak attack drone&lt;br /&gt;
| 300&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;
! Battle drone&lt;br /&gt;
| +1 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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4140</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4140"/>
		<updated>2018-05-29T19:04:15Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: correct drone stack limit&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.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) 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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4139</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4139"/>
		<updated>2018-05-29T19:01:58Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: remove out of date warning&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.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4138</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4138"/>
		<updated>2018-05-29T19:00:32Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: correct morph cost&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;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4133</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4133"/>
		<updated>2018-05-29T18:07:37Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add weapon booster table&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;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 || 400 || 200 || +100&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4124</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4124"/>
		<updated>2018-05-29T16:09:37Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: clarify bonus regen for strike commander, as all comms have base regen 5&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;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 || 400 || 200 || +100&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 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;
== 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 || 45 ||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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4123</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4123"/>
		<updated>2018-05-29T16:07:09Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add base hp regen&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;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 || 400 || 200 || +100&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 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;
== 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 || 45 ||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&amp;lt;br /&amp;gt;Regen: 5||HP: 3200&amp;lt;br /&amp;gt;Regen: 5||HP: 3800&amp;lt;br /&amp;gt;Regen: 12.5||HP: 4600&amp;lt;br /&amp;gt;Regen: 20||HP: 5500&amp;lt;br /&amp;gt;Regen: 27.5||HP: 6400&amp;lt;br /&amp;gt;Regen: 35&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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4122</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4122"/>
		<updated>2018-05-29T16:01:00Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: actually correct build ranges&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;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 || 400 || 200 || +100&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 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;
== 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 || 45 ||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. 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&amp;lt;br /&amp;gt;Regen: 5||HP: 3200&amp;lt;br /&amp;gt;Regen: 5||HP: 3800&amp;lt;br /&amp;gt;Regen: 12.5||HP: 4600&amp;lt;br /&amp;gt;Regen: 20||HP: 5500&amp;lt;br /&amp;gt;Regen: 27.5||HP: 6400&amp;lt;br /&amp;gt;Regen: 35&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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4121</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=4121"/>
		<updated>2018-05-29T15:51:47Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: correct engineer build 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;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&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 || 400 || 200 || +100&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 stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &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;
Modules:&lt;br /&gt;
* '''Advanced targeting system:''' +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
* '''Damage booster:''' +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
* '''High density plating:''' +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
* '''Ablative armor plates:''' +600 HP&lt;br /&gt;
* '''Companion drone:''' +Weak automatically reconstructed attack drone&lt;br /&gt;
* '''Battle drone:''' +Upgraded autoconstructed drone with slowing laser, requires Companion drone first.&lt;br /&gt;
* '''Carrepairer's nanolathe:''' +4 Buildpower.&lt;br /&gt;
* '''High power servos:''' +8% speed.&lt;br /&gt;
* '''Autorepair system:''' +10HP/sec -100 HP[/list]&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 cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. 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;
=== 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 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;
== 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 || 45 ||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. Chassis other than the Engineer Commander have 10 build power and 128 build range while the Engineer commander gains build power with levels and has 250 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&amp;lt;br /&amp;gt;Regen: 5||HP: 3200&amp;lt;br /&amp;gt;Regen: 5||HP: 3800&amp;lt;br /&amp;gt;Regen: 12.5||HP: 4600&amp;lt;br /&amp;gt;Regen: 20||HP: 5500&amp;lt;br /&amp;gt;Regen: 27.5||HP: 6400&amp;lt;br /&amp;gt;Regen: 35&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 120 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>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.2.10&amp;diff=4120</id>
		<title>V1.6.2.10</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.2.10&amp;diff=4120"/>
		<updated>2018-05-29T15:25:35Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add changelog navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.2.10 - Factory Cost ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24800 Thread]'''&lt;br /&gt;
&lt;br /&gt;
This is a tiny version prompted by a failure to include the Antinuke fix in the previous release. We've taken the opportunity to nerf Dart, reduce the factory cost change and improve the singleplayer UI.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
Factory (and Strider Hub) cost 1000 -&amp;gt; 800 (was 600).&lt;br /&gt;
&lt;br /&gt;
Dart:&lt;br /&gt;
 * Cost 35 -&amp;gt; 40.&lt;br /&gt;
 * Damage 45/135 -&amp;gt; 35/140.&lt;br /&gt;
 * Range 180 -&amp;gt; 150.&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer ===&lt;br /&gt;
 * Added an ally to the Jumpfac mission to make it a bit easier.&lt;br /&gt;
 * Added the load game submenu to the Singleplayer menu. Save/load still requires a lot of fixing and testing.&lt;br /&gt;
 * Added a restart option to the ingame menu for singleplayer and coop games.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
 * Actually fixed Antinuke.&lt;br /&gt;
 * Added custom boxes for Apophis v2_3.&lt;br /&gt;
 * Fixed rare errors with shield colour and Starlight death.&lt;br /&gt;
&lt;br /&gt;
{{navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.2.14&amp;diff=4119</id>
		<title>V1.6.2.14</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.2.14&amp;diff=4119"/>
		<updated>2018-05-29T15:25:14Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add changelog navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== March 3rd 2v2 Tournament and Zero-K v1.6.2.14 - Tank Buffs ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24845?page=1 Thread]'''&lt;br /&gt;
&lt;br /&gt;
There will be a 2v2 tournament held on Saturday 3rd March at 19:00 UTC. Learn more and sign up here: http://zero-k.info/Forum/Thread/24838&lt;br /&gt;
&lt;br /&gt;
In Zero-K v1.6.2.14 we address the rocky Tank earlygame. Welder should now live up the the name 'Armed Constructor' and their raiders should be a bit better at contesting the map. Thunderbirds are also slightly nerfed and there are many fixes.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Welder:&lt;br /&gt;
 * Cost 250 -&amp;gt; 220&lt;br /&gt;
 * Health 1900 -&amp;gt; 2000 (nice round numbers)&lt;br /&gt;
 * DPS 42.8 -&amp;gt; 90&lt;br /&gt;
 * Range 220 -&amp;gt; 240&lt;br /&gt;
Tanks seemed really hurt by the expense of their constructor and it could not even fight many raiders. This Welder can beat a lone Scorcher and, surprisingly, does not completely dominate other raiders (except for Dagger).&lt;br /&gt;
&lt;br /&gt;
Kodachi:&lt;br /&gt;
 * Cost 180 -&amp;gt; 160&lt;br /&gt;
 * Increased accuracy.&lt;br /&gt;
 * Increased weapon velocity and arc slightly, probably cancels out.&lt;br /&gt;
&lt;br /&gt;
Blitz:&lt;br /&gt;
 * Damage 190 -&amp;gt; 170&lt;br /&gt;
 * Reload time 3s -&amp;gt; 2.6s&lt;br /&gt;
The damage nerf has no effect on most raider matchups so, against, raiders this is mostly a buff.&lt;br /&gt;
&lt;br /&gt;
Ettin:&lt;br /&gt;
 * Cost 550 -&amp;gt; 500&lt;br /&gt;
 * Damage 81.5 -&amp;gt; 90&lt;br /&gt;
Tank AA seems terrible compared to other AA so here is a small buff.&lt;br /&gt;
&lt;br /&gt;
Thresher:&lt;br /&gt;
 * Cost 500 -&amp;gt; 450&lt;br /&gt;
Static flak is also a bit terrible.&lt;br /&gt;
&lt;br /&gt;
Thunderbird:&lt;br /&gt;
 * Rearm time 5s -&amp;gt; 15s&lt;br /&gt;
Subsequent Thunderbird strikes after a surprise switch seemed too closely spaced. The switcher could often get multiple good disarm runs in quick succession. Happily, this change should have little effect on teamgames where Thunderbirds tend to be less reusable.&lt;br /&gt;
&lt;br /&gt;
Commanders:&lt;br /&gt;
 * Level 4 morph cost 400 -&amp;gt; 600.&lt;br /&gt;
 * High Powered Servos effect 10% -&amp;gt; 8%.&lt;br /&gt;
Some buffs for later level commanders would be nice but little can be done without art.&lt;br /&gt;
&lt;br /&gt;
Fixed an interaction between EMP+damage weapons and disarm. Disarm is intended to be pushed up by EMP, or, equivalently, every EMP weapon is supposed to behave as if it also deals disarm damage. This was working as intended for pure EMP weapons but not for weapons which also deal a bit of normal damage.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
 * Fixed Fencer missile smoke.&lt;br /&gt;
 * Decloak is now drawn faster.&lt;br /&gt;
 * Enemy units fade away on cloak instead of suddenly disappearing.&lt;br /&gt;
 * Improved Kodachi ground fire effect. Increased the size of the effect to more accurately portray the danger zone.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
 * Grizzly can no longer walk backwards.&lt;br /&gt;
 * CAI no longer produces gravity gun units (to 'fix' overzealous recursion detection).&lt;br /&gt;
 * Fixed Raven dive against speed module commanders.&lt;br /&gt;
 * Fixed AI names in endgame graphs.&lt;br /&gt;
 * Endgame graph no longer appears in coop campaign when the host leaves (for SP consistency).&lt;br /&gt;
 * Fixed some rare bugs related to orphaning of Missile Silo and Starlight children.&lt;br /&gt;
 * Fixed Jack and Scythe(and Dirtbag) attack range movement behaviour.&lt;br /&gt;
 * Fixed units getting stuck on poorly shaped factories, such as the Rover factory.&lt;br /&gt;
 * Fixed the weird decloak behaviour seen over the past few days. This was due to engine changes.&lt;br /&gt;
&lt;br /&gt;
{{navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.3.2&amp;diff=4118</id>
		<title>V1.6.3.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.3.2&amp;diff=4118"/>
		<updated>2018-05-29T15:24:26Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.3.2 - Rabbit Hole of Balance ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24901 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The smooth aiming update from early February is paying dividends in balance disruption. Units with high turn rate (ie Reaver) and high fire rate (ie Reaver) gained the ability to jink while constantly firing at their target, effectively increasing their DPS. We're working to address this, as well as to make Tank and Jumpbot back into real factories.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Units can now be force fired at trees, rocks and wrecks to clear paths and deny reclaim.&lt;br /&gt;
&lt;br /&gt;
Reaver:&lt;br /&gt;
&lt;br /&gt;
 * Auto regen +30 -&amp;gt; +20&lt;br /&gt;
 * DPS reduced by 7.2%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kodachi:&lt;br /&gt;
&lt;br /&gt;
 * Auto regen +10 -&amp;gt; +15&lt;br /&gt;
 * Burn time lots -&amp;gt; 5s.&lt;br /&gt;
 * Damage 120 -&amp;gt; 150.&lt;br /&gt;
 * Ground fire DPS increased by 25%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blitz:&lt;br /&gt;
&lt;br /&gt;
 * Removed unique EMP explosion as it is often detrimental.&lt;br /&gt;
 * Normal damge 170 -&amp;gt; 200&lt;br /&gt;
 * Reload time 2.6 -&amp;gt; 2.7 (old value was 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ogre:&lt;br /&gt;
&lt;br /&gt;
 * Health 1650 -&amp;gt; 1850&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pyro:&lt;br /&gt;
&lt;br /&gt;
 * Increased burn chance from 10% to 40%.&lt;br /&gt;
&lt;br /&gt;
For the mathematically disinclined this corresponds to a 95% chance to set units on fire after a second of continuous fire. Previously the burn chance after a second was 47%.&lt;br /&gt;
&lt;br /&gt;
Made puppies not terrible:&lt;br /&gt;
&lt;br /&gt;
 * Removed goo inefficiency (goo cost 75m -&amp;gt; 50m).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grizzly:&lt;br /&gt;
&lt;br /&gt;
 * Health 9000 -&amp;gt; 8400&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siren:&lt;br /&gt;
&lt;br /&gt;
 * Now hits, even if it misses (like Ripper).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dante&lt;br /&gt;
&lt;br /&gt;
 * Increased Flamethrower burn chance to 40%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commanders:&lt;br /&gt;
&lt;br /&gt;
 * Build power module nerfed from 5bp to 4bp.&lt;br /&gt;
 * Increased Flamethrower burn chance to 40%.&lt;br /&gt;
 * Engineer commander now aims prior to firing, resulting in a slightly longer effective unpack time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faraday:&lt;br /&gt;
&lt;br /&gt;
 * Reload time 2.4 -&amp;gt; 2.6 (pre-buff was 2.8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personal shields now start at 100% charge. This affects some shieldbots and commanders.&lt;br /&gt;
&lt;br /&gt;
Unit AI:&lt;br /&gt;
&lt;br /&gt;
 * Fencer now uses its limited AI to keep away from Ogre (default off).&lt;br /&gt;
 * Units no longer try to jink around Kodachi.&lt;br /&gt;
 * Kodachi tries to keep at maximum range against more types of unit.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
 * Added 'Edit Behaviour' to space+click menu opens the initial unit states menu entry for the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
&lt;br /&gt;
 * Fixed random startboxes.&lt;br /&gt;
 * Fixed Welder firing jerkyness.&lt;br /&gt;
 * Fixed enemy cloak visual error.&lt;br /&gt;
 * Fixed projectile lights stacking issue.&lt;br /&gt;
 * Fixed pause button issue.&lt;br /&gt;
 * Fixed rare Raven issue that could cause it to be stuck low.&lt;br /&gt;
 * Fixed Cutter Debris size.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.3.5&amp;diff=4117</id>
		<title>V1.6.3.5</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.3.5&amp;diff=4117"/>
		<updated>2018-05-29T15:23:24Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.3.5 - Sea and Rogue Fix ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24974 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The most noticeable features of this versions is a balance pass for sea and a fix for the Rogue buff. The projectile speed buff for Rogue was accidentally not applied due to a bug. This has been fixed. We've also made other fixes and balance changes, including engine stability fixes that are not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shogun:&lt;br /&gt;
&lt;br /&gt;
 * Cost 4K -&amp;gt; 5K&lt;br /&gt;
 * HP 12K -&amp;gt; 8K&lt;br /&gt;
 * Reload time 10s -&amp;gt; 15s (DPS 450 -&amp;gt; 300)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
&lt;br /&gt;
 * Cost 220 -&amp;gt; 240&lt;br /&gt;
 * Speed 3.2 -&amp;gt; 2.7&lt;br /&gt;
 * Damage 512 -&amp;gt; 234&lt;br /&gt;
 * Reduced spray angle and projectiles per shot.&lt;br /&gt;
 * Reload time (for each shotgun) 2.4s -&amp;gt; 2.0s&lt;br /&gt;
&lt;br /&gt;
The weapon changes make its shotgun the same as that of a Scallop.&lt;br /&gt;
&lt;br /&gt;
Cutter:&lt;br /&gt;
&lt;br /&gt;
 * Slightly increased size.&lt;br /&gt;
 * Reload time 1.5s -&amp;gt; 2.0s&lt;br /&gt;
 * Range 330 -&amp;gt; 260&lt;br /&gt;
 * Damage 34 -&amp;gt; 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunter:&lt;br /&gt;
&lt;br /&gt;
 * Increased model and collision size by a bit less than 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mistral:&lt;br /&gt;
&lt;br /&gt;
 * Damage 280 -&amp;gt; 200 per rocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siren:&lt;br /&gt;
&lt;br /&gt;
 * Health 4000 -&amp;gt; 3750&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envoy:&lt;br /&gt;
&lt;br /&gt;
 * Health 2500 -&amp;gt; 2000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rogue:&lt;br /&gt;
&lt;br /&gt;
 * Fixed the bug that prevented the projectile speed buff from 170 -&amp;gt; 200 taking effect.&lt;br /&gt;
 * Health 570 -&amp;gt; 580&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Glaive:&lt;br /&gt;
&lt;br /&gt;
 * Speed 3.9 -&amp;gt; 3.85&lt;br /&gt;
&lt;br /&gt;
Note that Glaive had 3.8 speed and cost 65 metal this time last year.&lt;br /&gt;
&lt;br /&gt;
Increased Gremlin DPS by 5.4%.&lt;br /&gt;
&lt;br /&gt;
Tarantula buff:&lt;br /&gt;
&lt;br /&gt;
 * Cost 400 -&amp;gt; 380.&lt;br /&gt;
 * Damage 220 -&amp;gt; 260.&lt;br /&gt;
 * Projectile velocity increased 22%.&lt;br /&gt;
&lt;br /&gt;
It has much less DPS/cost than Vandal so the change is probably safe.&lt;br /&gt;
&lt;br /&gt;
Phoenix:&lt;br /&gt;
&lt;br /&gt;
 * Health 650 -&amp;gt; 720&lt;br /&gt;
 * Possibly increased the spray angle of its bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early Engineer commander nerfs:&lt;br /&gt;
&lt;br /&gt;
 * Level 1 buildpower 12 -&amp;gt; 10. Other levels are unchanged so you now consistently gain 2 BP per level up to 20.&lt;br /&gt;
 * Build range 250 -&amp;gt; 220 but with a bonus of +12 per level up to a maximum of 280.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other commanders:&lt;br /&gt;
&lt;br /&gt;
 * Build range 128 -&amp;gt; 144&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sight range buffs:&lt;br /&gt;
&lt;br /&gt;
 * Dirtbag 300 -&amp;gt; 350&lt;br /&gt;
 * Mason 255 -&amp;gt; 273&lt;br /&gt;
 * Welder 280 -&amp;gt; 300&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added overkill prevention for Stinger and Grizzly.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
 * Reduced Grizzly laser brightness.&lt;br /&gt;
 * Reduced some spider reply volumes.&lt;br /&gt;
 * Fixed some burst damage displays on the UI.&lt;br /&gt;
 * Moved HUD skin options to advanced options.&lt;br /&gt;
 * Selection rank now only inherits through commander morph.&lt;br /&gt;
 * Updated old avatars.&lt;br /&gt;
 * Fixed some units failing to fire at wrecks (such as Tremor).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Previous Versions ===&lt;br /&gt;
&lt;br /&gt;
 * Locust fire angle 90 -&amp;gt; 135&lt;br /&gt;
 * Optimized Tremor.&lt;br /&gt;
 * Fixed Adv. Radar animation.&lt;br /&gt;
 * Fixed the double cloak cost bug.&lt;br /&gt;
 * Fixed Solar AI.&lt;br /&gt;
 * Fixed overhead icons for captured units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.0&amp;diff=4116</id>
		<title>V1.6.5.0</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.0&amp;diff=4116"/>
		<updated>2018-05-29T15:17:42Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.0 - Fancy shields ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25268 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The fixes and features have stacked to the point that it is time to make a content release. The most noticable change is the much improved shield shader, which only just missed out on inclusion in our initial release. A notable fix is to overkill prevention against healing targets as this was reasonably easy to trigger with light artillery.&lt;br /&gt;
&lt;br /&gt;
 * Added fancy hex grid shield with a wobble effect on impact.&lt;br /&gt;
 * Improved Ramp terraform tooltip to make it clearer how to change height.&lt;br /&gt;
 * &amp;quot;Exit to Lobby&amp;quot; resigns. If you want to leave and reconnect, for whatever reason, go to Lobby (F11) and press Leave.&lt;br /&gt;
 * Default to All Chat when you have no teammates.&lt;br /&gt;
 * Added a button to the top left of the UI for defence range settings. Added a setting to draw scouted radar ranges.&lt;br /&gt;
 * Updated Kamikaze trophy icon.&lt;br /&gt;
 * Fixed some main menu tooltip bugs.&lt;br /&gt;
 * Fixed some reconnection detection issues.&lt;br /&gt;
 * Fixed low command visibility settings.&lt;br /&gt;
 * Fixed Guardian steel skin.&lt;br /&gt;
 * Fixed overkill prevention against targets which are regenerating or being repaired.&lt;br /&gt;
 * Fixed various minor bugs an errors, especially relating to save/load.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.1&amp;diff=4115</id>
		<title>V1.6.5.1</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.1&amp;diff=4115"/>
		<updated>2018-05-29T15:17:11Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.1 - Balance update ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25315 Thread]'''&lt;br /&gt;
&lt;br /&gt;
We have taken a look at games and feedback and come up with a small balance update. Inconsistent, and sometimes drastic, unit interaction with gravity guns and other sources of impulse have also been fixed.&lt;br /&gt;
&lt;br /&gt;
Glaive is now slightly less cost effective, but their behavior is unchanged.&lt;br /&gt;
&lt;br /&gt;
 * Cost 60 -&amp;gt; 65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welder was dealing a lot more damage than intended, possibly due to an engine update or fixed scripting issue.&lt;br /&gt;
&lt;br /&gt;
 * Cost 220 -&amp;gt; 230&lt;br /&gt;
 * DPS 72 -&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pyro may now be more effective in groups.&lt;br /&gt;
&lt;br /&gt;
 * Now avoids shooting through allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Constable is lighter as an experiment.&lt;br /&gt;
&lt;br /&gt;
 * Cost 160 -&amp;gt; 130&lt;br /&gt;
 * Buildpower 5 -&amp;gt; 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seawolf previously escaped the ongoing sea changes:&lt;br /&gt;
&lt;br /&gt;
 * Cost 200 -&amp;gt; 220&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shogun has a respite from the recent nerf, which was a bit too far:&lt;br /&gt;
&lt;br /&gt;
 * Reload time 15s -&amp;gt; 12.5s&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.2&amp;diff=4114</id>
		<title>V1.6.5.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.2&amp;diff=4114"/>
		<updated>2018-05-29T15:16:47Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.2 – Fixes ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25508 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The commander regeneration bug prompted an urgent fix. We also managed to get in an improvement to Missile Silo controls, and address various other issues while we were at it.&lt;br /&gt;
&lt;br /&gt;
=== UI ===&lt;br /&gt;
 * Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
 * Fixed commanders' autorepair scaling with their buildpower.&lt;br /&gt;
 * Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).&lt;br /&gt;
 * Fixed Swift speed boost's cooldown bar.&lt;br /&gt;
 * Fixed metal spot circle thickness and mex animation speed with high metal mults.&lt;br /&gt;
 * Fixed commanders displaying the wrong decloak distance.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Changelogs]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.5&amp;diff=4113</id>
		<title>V1.6.5.5</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.5&amp;diff=4113"/>
		<updated>2018-05-29T15:16:11Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.5 – Fix update: the return ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25579 Thread]'''&lt;br /&gt;
&lt;br /&gt;
More fixes for issues that some of us just couldn't leave well enough alone, and other things besides.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
 * Added autosave functionality&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
 * Added option to not automatically unpause the game in singleplayer when closing menu&lt;br /&gt;
 * Added a slider to scale healthbar size&lt;br /&gt;
 * Pregame building queue anti-spam: now limited to 30 buildings&lt;br /&gt;
 * Camera pan speed setting in main menu affects all camera types&lt;br /&gt;
 * Prettier loading bar&lt;br /&gt;
 * Reorder main menu options to be more easily readable&lt;br /&gt;
 * Tweak load game menu&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
 * Fixed game ending before start if someone quits&lt;br /&gt;
 * (Perhaps) fixed main menu blackout bug&lt;br /&gt;
 * Fixed Flux Amplifier damage bonuses&lt;br /&gt;
 * Misc. fixes&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Steam updates to lobby menu/client should be much smaller now&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.5&amp;diff=4112</id>
		<title>V1.6.5.5</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.5&amp;diff=4112"/>
		<updated>2018-05-29T15:15:55Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.5 – Fix update: the return ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25579 Thread]'''&lt;br /&gt;
&lt;br /&gt;
More fixes for issues that some of us just couldn't leave well enough alone, and other things besides.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
 * Added autosave functionality&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
 * Added option to not automatically unpause the game in singleplayer when closing menu&lt;br /&gt;
 * Added a slider to scale healthbar size&lt;br /&gt;
 * Pregame building queue anti-spam: now limited to 30 buildings&lt;br /&gt;
 * Camera pan speed setting in main menu affects all camera types&lt;br /&gt;
 * Prettier loading bar&lt;br /&gt;
 * Reorder main menu options to be more easily readable&lt;br /&gt;
 * Tweak load game menu&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
 * Fixed game ending before start if someone quits&lt;br /&gt;
 * (Perhaps) fixed main menu blackout bug&lt;br /&gt;
 * Fixed Flux Amplifier damage bonuses&lt;br /&gt;
 * Misc. fixes&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
 Steam updates to lobby menu/client should be much smaller now&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.5&amp;diff=4111</id>
		<title>V1.6.5.5</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.5&amp;diff=4111"/>
		<updated>2018-05-29T15:15:02Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: fix headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.5 – Fix update: the return ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25579 Thread]'''&lt;br /&gt;
&lt;br /&gt;
More fixes for issues that some of us just couldn't leave well enough alone, and other things besides.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
 Added autosave functionality&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
 Added option to not automatically unpause the game in singleplayer when closing menu&lt;br /&gt;
 Added a slider to scale healthbar size&lt;br /&gt;
 Pregame building queue anti-spam: now limited to 30 buildings&lt;br /&gt;
 Camera pan speed setting in main menu affects all camera types&lt;br /&gt;
 Prettier loading bar&lt;br /&gt;
 Reorder main menu options to be more easily readable&lt;br /&gt;
 Tweak load game menu&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
 Fixed game ending before start if someone quits&lt;br /&gt;
 (Perhaps) fixed main menu blackout bug&lt;br /&gt;
 Fixed Flux Amplifier damage bonuses&lt;br /&gt;
 Misc. fixes&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
 Steam updates to lobby menu/client should be much smaller now&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.5.2&amp;diff=4110</id>
		<title>V1.6.5.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.5.2&amp;diff=4110"/>
		<updated>2018-05-29T15:14:40Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: fix headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.5.2 – Fixes ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/25508 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The commander regeneration bug prompted an urgent fix. We also managed to get in an improvement to Missile Silo controls, and address various other issues while we were at it.&lt;br /&gt;
&lt;br /&gt;
=== UI ===&lt;br /&gt;
* Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed commanders' autorepair scaling with their buildpower.&lt;br /&gt;
* Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).&lt;br /&gt;
* Fixed Swift speed boost's cooldown bar.&lt;br /&gt;
* Fixed metal spot circle thickness and mex animation speed with high metal mults.&lt;br /&gt;
* Fixed commanders displaying the wrong decloak distance.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Changelogs]]&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.3.5&amp;diff=4109</id>
		<title>V1.6.3.5</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.3.5&amp;diff=4109"/>
		<updated>2018-05-29T15:13:57Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: fix headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.3.5 - Sea and Rogue Fix ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24974 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The most noticeable features of this versions is a balance pass for sea and a fix for the Rogue buff. The projectile speed buff for Rogue was accidentally not applied due to a bug. This has been fixed. We've also made other fixes and balance changes, including engine stability fixes that are not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shogun:&lt;br /&gt;
&lt;br /&gt;
 Cost 4K -&amp;gt; 5K&lt;br /&gt;
 HP 12K -&amp;gt; 8K&lt;br /&gt;
 Reload time 10s -&amp;gt; 15s (DPS 450 -&amp;gt; 300)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
&lt;br /&gt;
 Cost 220 -&amp;gt; 240&lt;br /&gt;
 Speed 3.2 -&amp;gt; 2.7&lt;br /&gt;
 Damage 512 -&amp;gt; 234&lt;br /&gt;
 Reduced spray angle and projectiles per shot.&lt;br /&gt;
 Reload time (for each shotgun) 2.4s -&amp;gt; 2.0s&lt;br /&gt;
&lt;br /&gt;
The weapon changes make its shotgun the same as that of a Scallop.&lt;br /&gt;
&lt;br /&gt;
Cutter:&lt;br /&gt;
&lt;br /&gt;
 Slightly increased size.&lt;br /&gt;
 Reload time 1.5s -&amp;gt; 2.0s&lt;br /&gt;
 Range 330 -&amp;gt; 260&lt;br /&gt;
 Damage 34 -&amp;gt; 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunter:&lt;br /&gt;
&lt;br /&gt;
 Increased model and collision size by a bit less than 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mistral:&lt;br /&gt;
&lt;br /&gt;
 Damage 280 -&amp;gt; 200 per rocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siren:&lt;br /&gt;
&lt;br /&gt;
 Health 4000 -&amp;gt; 3750&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Envoy:&lt;br /&gt;
&lt;br /&gt;
 Health 2500 -&amp;gt; 2000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rogue:&lt;br /&gt;
&lt;br /&gt;
 Fixed the bug that prevented the projectile speed buff from 170 -&amp;gt; 200 taking effect.&lt;br /&gt;
 Health 570 -&amp;gt; 580&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Glaive:&lt;br /&gt;
&lt;br /&gt;
 Speed 3.9 -&amp;gt; 3.85&lt;br /&gt;
&lt;br /&gt;
Note that Glaive had 3.8 speed and cost 65 metal this time last year.&lt;br /&gt;
&lt;br /&gt;
Increased Gremlin DPS by 5.4%.&lt;br /&gt;
&lt;br /&gt;
Tarantula buff:&lt;br /&gt;
&lt;br /&gt;
 Cost 400 -&amp;gt; 380.&lt;br /&gt;
 Damage 220 -&amp;gt; 260.&lt;br /&gt;
 Projectile velocity increased 22%.&lt;br /&gt;
&lt;br /&gt;
It has much less DPS/cost than Vandal so the change is probably safe.&lt;br /&gt;
&lt;br /&gt;
Phoenix:&lt;br /&gt;
&lt;br /&gt;
 Health 650 -&amp;gt; 720&lt;br /&gt;
 Possibly increased the spray angle of its bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early Engineer commander nerfs:&lt;br /&gt;
&lt;br /&gt;
 Level 1 buildpower 12 -&amp;gt; 10. Other levels are unchanged so you now consistently gain 2 BP per level up to 20.&lt;br /&gt;
 Build range 250 -&amp;gt; 220 but with a bonus of +12 per level up to a maximum of 280.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other commanders:&lt;br /&gt;
&lt;br /&gt;
 Build range 128 -&amp;gt; 144&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sight range buffs:&lt;br /&gt;
&lt;br /&gt;
 Dirtbag 300 -&amp;gt; 350&lt;br /&gt;
 Mason 255 -&amp;gt; 273&lt;br /&gt;
 Welder 280 -&amp;gt; 300&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added overkill prevention for Stinger and Grizzly.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
 Reduced Grizzly laser brightness.&lt;br /&gt;
 Reduced some spider reply volumes.&lt;br /&gt;
 Fixed some burst damage displays on the UI.&lt;br /&gt;
 Moved HUD skin options to advanced options.&lt;br /&gt;
 Selection rank now only inherits through commander morph.&lt;br /&gt;
 Updated old avatars.&lt;br /&gt;
 Fixed some units failing to fire at wrecks (such as Tremor).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Previous Versions ===&lt;br /&gt;
&lt;br /&gt;
 Locust fire angle 90 -&amp;gt; 135&lt;br /&gt;
 Optimized Tremor.&lt;br /&gt;
 Fixed Adv. Radar animation.&lt;br /&gt;
 Fixed the double cloak cost bug.&lt;br /&gt;
 Fixed Solar AI.&lt;br /&gt;
 Fixed overhead icons for captured units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.3.2&amp;diff=4108</id>
		<title>V1.6.3.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.3.2&amp;diff=4108"/>
		<updated>2018-05-29T15:13:33Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: fix headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.3.2 - Rabbit Hole of Balance ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24901 Thread]'''&lt;br /&gt;
&lt;br /&gt;
The smooth aiming update from early February is paying dividends in balance disruption. Units with high turn rate (ie Reaver) and high fire rate (ie Reaver) gained the ability to jink while constantly firing at their target, effectively increasing their DPS. We're working to address this, as well as to make Tank and Jumpbot back into real factories.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Units can now be force fired at trees, rocks and wrecks to clear paths and deny reclaim.&lt;br /&gt;
&lt;br /&gt;
Reaver:&lt;br /&gt;
&lt;br /&gt;
 Auto regen +30 -&amp;gt; +20&lt;br /&gt;
 DPS reduced by 7.2%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kodachi:&lt;br /&gt;
&lt;br /&gt;
 Auto regen +10 -&amp;gt; +15&lt;br /&gt;
 Burn time lots -&amp;gt; 5s.&lt;br /&gt;
 Damage 120 -&amp;gt; 150.&lt;br /&gt;
 Ground fire DPS increased by 25%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blitz:&lt;br /&gt;
&lt;br /&gt;
 Removed unique EMP explosion as it is often detrimental.&lt;br /&gt;
 Normal damge 170 -&amp;gt; 200&lt;br /&gt;
 Reload time 2.6 -&amp;gt; 2.7 (old value was 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ogre:&lt;br /&gt;
&lt;br /&gt;
 Health 1650 -&amp;gt; 1850&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pyro:&lt;br /&gt;
&lt;br /&gt;
 Increased burn chance from 10% to 40%.&lt;br /&gt;
&lt;br /&gt;
For the mathematically disinclined this corresponds to a 95% chance to set units on fire after a second of continuous fire. Previously the burn chance after a second was 47%.&lt;br /&gt;
&lt;br /&gt;
Made puppies not terrible:&lt;br /&gt;
&lt;br /&gt;
 Removed goo inefficiency (goo cost 75m -&amp;gt; 50m).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grizzly:&lt;br /&gt;
&lt;br /&gt;
 Health 9000 -&amp;gt; 8400&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siren:&lt;br /&gt;
&lt;br /&gt;
 Now hits, even if it misses (like Ripper).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dante&lt;br /&gt;
&lt;br /&gt;
 Increased Flamethrower burn chance to 40%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commanders:&lt;br /&gt;
&lt;br /&gt;
 Build power module nerfed from 5bp to 4bp.&lt;br /&gt;
 Increased Flamethrower burn chance to 40%.&lt;br /&gt;
 Engineer commander now aims prior to firing, resulting in a slightly longer effective unpack time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faraday:&lt;br /&gt;
&lt;br /&gt;
 Reload time 2.4 -&amp;gt; 2.6 (pre-buff was 2.8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personal shields now start at 100% charge. This affects some shieldbots and commanders.&lt;br /&gt;
&lt;br /&gt;
Unit AI:&lt;br /&gt;
&lt;br /&gt;
 Fencer now uses its limited AI to keep away from Ogre (default off).&lt;br /&gt;
 Units no longer try to jink around Kodachi.&lt;br /&gt;
 Kodachi tries to keep at maximum range against more types of unit.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
 Added 'Edit Behaviour' to space+click menu opens the initial unit states menu entry for the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
&lt;br /&gt;
 Fixed random startboxes.&lt;br /&gt;
 Fixed Welder firing jerkyness.&lt;br /&gt;
 Fixed enemy cloak visual error.&lt;br /&gt;
 Fixed projectile lights stacking issue.&lt;br /&gt;
 Fixed pause button issue.&lt;br /&gt;
 Fixed rare Raven issue that could cause it to be stuck low.&lt;br /&gt;
 Fixed Cutter Debris size.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.2.10&amp;diff=4107</id>
		<title>V1.6.2.10</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.2.10&amp;diff=4107"/>
		<updated>2018-05-29T15:12:55Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.2.10 - Factory Cost ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24800 Thread]'''&lt;br /&gt;
&lt;br /&gt;
This is a tiny version prompted by a failure to include the Antinuke fix in the previous release. We've taken the opportunity to nerf Dart, reduce the factory cost change and improve the singleplayer UI.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
Factory (and Strider Hub) cost 1000 -&amp;gt; 800 (was 600).&lt;br /&gt;
&lt;br /&gt;
Dart:&lt;br /&gt;
 * Cost 35 -&amp;gt; 40.&lt;br /&gt;
 * Damage 45/135 -&amp;gt; 35/140.&lt;br /&gt;
 * Range 180 -&amp;gt; 150.&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer ===&lt;br /&gt;
 * Added an ally to the Jumpfac mission to make it a bit easier.&lt;br /&gt;
 * Added the load game submenu to the Singleplayer menu. Save/load still requires a lot of fixing and testing.&lt;br /&gt;
 * Added a restart option to the ingame menu for singleplayer and coop games.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
 * Actually fixed Antinuke.&lt;br /&gt;
 * Added custom boxes for Apophis v2_3.&lt;br /&gt;
 * Fixed rare errors with shield colour and Starlight death.&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.1.6&amp;diff=4106</id>
		<title>V1.6.1.6</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.1.6&amp;diff=4106"/>
		<updated>2018-05-29T15:11:25Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.1.6 - Amphbots and Lobsters ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24659 Thread]'''&lt;br /&gt;
&lt;br /&gt;
This release is primarily a balance patch with some much-needed love for Amphbots. They have finally received an &amp;quot;artillery&amp;quot; unit and, as is tradition among the Bot factories, it has new and unusual mechanics. This artillery, the Lobster, throws allies (and enemies) at its problems and should have many creative uses. Limpet and Archer have also received buffs and there are nerfs for Siren, Racketeer and Blastwing.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=cy1A1lPQEsA&lt;br /&gt;
&lt;br /&gt;
= Balance =&lt;br /&gt;
Added Amphibious 'artillery', the Lobster.&lt;br /&gt;
 * Uses nearby units as ammo, launching them at its target.&lt;br /&gt;
 * 340 cost.&lt;br /&gt;
&lt;br /&gt;
Removed the water tank mechanic from Archer. Now it constantly fires at full capacity.&lt;br /&gt;
&lt;br /&gt;
Slow waves no longer deal damage to ally units in order to buff Limpet and for consistency with Outlaw. This affects Limpet, Commander Slowbomb and Disco Rave Party.&lt;br /&gt;
&lt;br /&gt;
Racketeer:&lt;br /&gt;
 * Health 950 -&amp;gt; 780&lt;br /&gt;
 * Reload 6s -&amp;gt; 7s&lt;br /&gt;
 * Timer 8s -&amp;gt; 9s&lt;br /&gt;
&lt;br /&gt;
Siren main gun reload time 2s -&amp;gt; 3s.&lt;br /&gt;
&lt;br /&gt;
Gunships now ram and climb cliffs instead of teleporting to the top.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
 * Made overdrive not spend all excess energy unless every player has full storage. Hold back some energy from overdrive to be given to players who have less energy income and energy in storage than their teams average spare energy.&lt;br /&gt;
 * FFA maps now default to shuffle even when played with 2 teams.&lt;br /&gt;
&lt;br /&gt;
= Interface =&lt;br /&gt;
 * The default Ctrl+Z hotkey no longer ignores builders. Settings for current players are unaffected.&lt;br /&gt;
 * Allies now have more vivid and distinct teamcolours in small teams.&lt;br /&gt;
 * Energy economy breakdown now shows overall overdrive efficiency.&lt;br /&gt;
 * Added a large cursors option, mostly for an issue with 4k screens.&lt;br /&gt;
 * Structure terraform up/down mouse hold very slightly more lenient with regard to movement.&lt;br /&gt;
 * Added Artemis to Unit Marker.&lt;br /&gt;
 * Made all units easier to select, particularly factories.&lt;br /&gt;
 * Rearranged the ingame menu. Most importantly, moved Hotkeys and Unit Behaviour to root. Fleshed out the simple settings menu.&lt;br /&gt;
 * Commander shock rifle now shows directional particles (same as Phantom sniper).&lt;br /&gt;
&lt;br /&gt;
= Fixes =&lt;br /&gt;
 * Fixed Crab attack jittering issues (#2693).&lt;br /&gt;
 * Fixed icon distance settings being overridden to the default (#2715).&lt;br /&gt;
 * Fixed a rare resource bar crash at game start (#2692, #2252).&lt;br /&gt;
 * Fixed Gesture menu hold threshold being 0.5s if you set it to 1.0s (#2679).&lt;br /&gt;
 * Fixed startbox editor crash (#2694).&lt;br /&gt;
 * Fixed Gesture menu preventing minimap clicks (#2677).&lt;br /&gt;
 * Fixed extraneous lobby button when there is no lobby (#2127).&lt;br /&gt;
 * Fixed the language list being spammed with untranslated languages (#2614).&lt;br /&gt;
 * Fixed Quake enabling buildings to be stacked in the same spot (#2650).&lt;br /&gt;
 * Fixed Libyan flag being the old green one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.2.3&amp;diff=4105</id>
		<title>V1.6.2.3</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.2.3&amp;diff=4105"/>
		<updated>2018-05-29T15:10:23Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add thread and changelog navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.2.3 - Balance Update ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24764 Thread]'''&lt;br /&gt;
&lt;br /&gt;
This is a balance patch that escalated. A Scorcher fix turned into widespread smooth aiming and the investigation of collisions bug lead to fixes throughout the entire collision damage system. Alongside these changes are a number of balance changes informed by feedback and recent tournaments. Ronin has a small nerf and there are buffs for some niche riot and scout units. We've iterated on Lobster design and mechanics to make the unit more reliably useful.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Units now aim smoothly at their target, with a few exceptions for technical reasons. This will likely disrupt a lot of balance, particularly among raiders and riot units.&lt;br /&gt;
&lt;br /&gt;
Fixed/improved collision damages and velocities:&lt;br /&gt;
 * Fixed incorrect unit-unit collision damage. There was a bug causing pairs of units to receive a lot of damage if they were of the same type and little damage otherwise.&lt;br /&gt;
 * Fixed collision speed. Colliding units now collide in-elastically and correctly based on mass.&lt;br /&gt;
 * Fixed ridiculously elastic unit-wreck collision as well as very low damage.&lt;br /&gt;
 * Fixed weirdly applied velocity for unit-ground collision. Gravity guns should cause less movement stutter on heavy units.&lt;br /&gt;
&lt;br /&gt;
Ronin:&lt;br /&gt;
 * 80% movement speed for 3s after firing (55 elmo/s, normal is 69).&lt;br /&gt;
The slow stacks with other sources of slow (as normal) and the penalty time is tied to reload time so is increased by status effects.&lt;br /&gt;
&lt;br /&gt;
Phantom:&lt;br /&gt;
 * Increased horizontal aim speed by 71% (210 → 360 °/s).&lt;br /&gt;
 * Decreased movement turn rate by 15% (430 → 360 °/s).&lt;br /&gt;
Phantom can now aim constantly at static targets. This will reduce instances of friendly fire.&lt;br /&gt;
&lt;br /&gt;
Rogue:&lt;br /&gt;
 * Slightly reduced precision at leading targets. This may be an improvement as a group of Rogue will spread their shots.&lt;br /&gt;
&lt;br /&gt;
Lobster:&lt;br /&gt;
 * Always lobs.&lt;br /&gt;
 * Units reliably take 4.5s to arrive.&lt;br /&gt;
 * Confers collision damage resistance upon launch. Starts to wear off after 5s.&lt;br /&gt;
 * Can fire up much higher cliffs than the previous version and is less dependent on map gravity.&lt;br /&gt;
 * Range 600 -&amp;gt; 660.&lt;br /&gt;
 * LOS 660 -&amp;gt; 500 (the +10% range rule does not apply above 600 range).&lt;br /&gt;
 * Increased aim speed by 266%.&lt;br /&gt;
&lt;br /&gt;
Mace:&lt;br /&gt;
 * Health 1200 -&amp;gt; 1400.&lt;br /&gt;
 * Increased horizontal aim speed by 25% (600 → 750 °/s).&lt;br /&gt;
 * Increased acceleration by 7.1% (126 → 135 elmo/s²).&lt;br /&gt;
 * Increased turn rate by 7.6% (86 → 92 °/s).&lt;br /&gt;
 * Moved its model forwards slightly (6 elmos) so that it looks more 'balanced'.&lt;br /&gt;
&lt;br /&gt;
Flea:&lt;br /&gt;
 * Increased range 140 -&amp;gt; 155.&lt;br /&gt;
&lt;br /&gt;
Redback:&lt;br /&gt;
 * Cost 280 -&amp;gt; 250.&lt;br /&gt;
 * Speed increased 5.8% (51 → 54 elmo/s).&lt;br /&gt;
&lt;br /&gt;
Recluse:&lt;br /&gt;
 * Increased ability to lead targets. Actual weapon physics and accuracy should be unaffected.&lt;br /&gt;
&lt;br /&gt;
Dart:&lt;br /&gt;
 * Damage 55 -&amp;gt; 45.&lt;br /&gt;
 * Added 135 slow damage.&lt;br /&gt;
&lt;br /&gt;
Commander modules:&lt;br /&gt;
 * Flamethrower +10% damage.&lt;br /&gt;
 * Lightning Gun +10% reload time (1.67 → 1.83 s).&lt;br /&gt;
 * Disruptor Ammo cost 450 -&amp;gt; 300.&lt;br /&gt;
&lt;br /&gt;
Hercules heavy transport (already in previous releases):&lt;br /&gt;
 * Cost 500 -&amp;gt; 750.&lt;br /&gt;
 * Health 1100 -&amp;gt; 1800.&lt;br /&gt;
 * Speed 8 -&amp;gt; 9.&lt;br /&gt;
&lt;br /&gt;
Scorpion (already in previous releases):&lt;br /&gt;
 * Tail weapon ranges 470 -&amp;gt; 490 so it can reliably fire its tail when its claws are in range.&lt;br /&gt;
&lt;br /&gt;
Detriment (already in previous releases):&lt;br /&gt;
 * Gauss damage 160 -&amp;gt; 200 (matches Gauss turret).&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
Fixed/improved some unit selection:&lt;br /&gt;
 * Clicking on a unit and releasing the mouse now selects the unit if the unit moves away from the mouse cursor before release.&lt;br /&gt;
 * Shift clicking selected units now removes them from your selection.&lt;br /&gt;
 * Ctrl clicking units now selects/deselects all units of that type of the screen.&lt;br /&gt;
&lt;br /&gt;
Misc. changes:&lt;br /&gt;
 * Added cumulative overdrive metal ingame graph.&lt;br /&gt;
 * Added a time indicator to construction tooltips that shows the maximum speed at which the selected units can complete the construction.&lt;br /&gt;
 * Increased the size of most selection hitvolumes by about 35%. Units are now easier to select and target.&lt;br /&gt;
 * Ally unit selections are shown by default when spectating a team and when commsharing.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
 * Removed the short movement orders that are issued by factories. This fixes some problems with temporary unit blocking.&lt;br /&gt;
 * Fixed autogroup failing to include units at the end of factory queues in some situations.&lt;br /&gt;
 * Fixed Raven dive against spherical units.&lt;br /&gt;
 * Fixed Show All Commands options for showing your own commands but not those of your allies.&lt;br /&gt;
 * Fixed gravity gun and Archer tooltips.&lt;br /&gt;
 * Fixed Wind Generator interaction with the water level modoption.&lt;br /&gt;
 * Default map boxes extend 20% into the map instead of 30%.&lt;br /&gt;
&lt;br /&gt;
{{navbox changelog}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.6.2.9&amp;diff=4104</id>
		<title>V1.6.2.9</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.6.2.9&amp;diff=4104"/>
		<updated>2018-05-29T15:09:39Z</updated>

		<summary type="html">&lt;p&gt;Faffnir: add thread and changelog navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero-K v1.6.2.9 - Shieldbot Balance ==&lt;br /&gt;
'''[https://zero-k.info/Forum/Thread/24790 Thread]'''&lt;br /&gt;
&lt;br /&gt;
Shieldbots escaped the previous patch relatively unscathed. Here is a version to rectify this oversight.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Racketeer:&lt;br /&gt;
 * Reload time 7s -&amp;gt; 10s.&lt;br /&gt;
 * Disarm time 9s -&amp;gt; 6s.&lt;br /&gt;
 * Damage 1500 -&amp;gt; 1800.&lt;br /&gt;
This is indeed a significant nerf. The intention is to specialize Racketeer against heavy units as it is currently a quite oppressive against units in the 150 to 400 cost range. Two Racketeers should be able to reliably lock down a heavy unit, however, an army of Racketeers will no longer be able to disable entire armies.&lt;br /&gt;
&lt;br /&gt;
Rogue:&lt;br /&gt;
 * Projectile speed 170 -&amp;gt; 200.&lt;br /&gt;
This change violates Quants Rule but it otherwise looks quite small and reasonable. Was projectile speed the root cause of all the issues with Rogue? Try it and see.&lt;br /&gt;
&lt;br /&gt;
Felon:&lt;br /&gt;
 * Shield charge 1200 -&amp;gt; 1600.&lt;br /&gt;
Higher max capacity is a buff to Felons ability to suck charge from nearby shields. It also prevents it going from perfectly fine to dead against a Phantom. Now the Cloakbot player needs to wait do some damage or wait for it to engage before picking up massive value.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
 * Reduced the command reply spam prevention timer and added an option to control it in the Audio submenu (with simple settings unticked). Also added an option for selection reply spam prevention.&lt;br /&gt;
 * Clicking the other mouse button while issuing a line command now cancels the command. This is consistent with area commands.&lt;br /&gt;
 * Made commander selection tooltips more descriptive by default.&lt;br /&gt;
 * Fixed occasional flicker caused by selection modkeys.&lt;br /&gt;
 * Added an attack command helper. Units are now targeted by attack or set target commands even if they move out from under the mouse between press and release. Similar behaviour exists for unit selection.&lt;br /&gt;
 * Made Lobster able to set target allies.&lt;br /&gt;
 * Set target command is now removed on Stop for bombers (for consistency with other units).&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Fixes ===&lt;br /&gt;
 * Fixed Lobsters ability to fire much further than its range by targeting speedy units as they move towards it.&lt;br /&gt;
 * Fixed Raven diving too low into shields when targeting tall structures.&lt;br /&gt;
 * Fixed (removed) the ability of transports to occasionally pick up mobile enemy units.&lt;br /&gt;
 * Fixed chick and antinuke refusal to fire.&lt;br /&gt;
 * Fixed Gauss aiming over obstacles.&lt;br /&gt;
&lt;br /&gt;
{{navbox changelog}}&lt;/div&gt;</summary>
		<author><name>Faffnir</name></author>
		
	</entry>
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