<?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=Jenbak</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=Jenbak"/>
	<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/Special:Contributions/Jenbak"/>
	<updated>2026-05-01T09:00:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Mason&amp;diff=10106</id>
		<title>Mason</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Mason&amp;diff=10106"/>
		<updated>2025-01-06T22:39:46Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Added the build range buff. Only in description because UnitData doesn' t have build range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction rover from the [[Rover Assembly]].{{Autoinfobox zkunit&lt;br /&gt;
| defname = vehcon&lt;br /&gt;
}}==Description==&lt;br /&gt;
Highly mobile and capable of taking a beating, the Mason can quickly expand over a large area. Has an extended build range of 210 elmo instead of the usual 180.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=9098</id>
		<title>Envoy</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=9098"/>
		<updated>2024-01-24T08:31:18Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: removed turnrate decimal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cruiser (artillery) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Envoy&lt;br /&gt;
| defname = shiparty&lt;br /&gt;
| description = Artillery Cruiser&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shiparty.png&lt;br /&gt;
| icontype = shiparty&lt;br /&gt;
| cost = 1200&lt;br /&gt;
| hitpoints = 2600&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 85&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601x2&lt;br /&gt;
	| reloadtime = 7.3&lt;br /&gt;
	| dps = 120&lt;br /&gt;
	| range = 1200&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 350&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Cruiser packs a powerful, long-range artillery cannon, useful for bombarding fixed emplacements and shore targets. Beware of aircraft, submarines and raider ships.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Siren&amp;diff=9097</id>
		<title>Siren</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Siren&amp;diff=9097"/>
		<updated>2024-01-23T07:57:32Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Redundant &amp;quot;s&amp;quot; in reload speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a destroyer (riot/assault) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Siren&lt;br /&gt;
| defname = shipassault&lt;br /&gt;
| description = Riot/Assault Destroyer (Anti-Sub)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipassault.png&lt;br /&gt;
| icontype = shipassault&lt;br /&gt;
| cost = 900&lt;br /&gt;
| hitpoints = 7800&lt;br /&gt;
| movespeed = 60&lt;br /&gt;
| turnrate = 63&lt;br /&gt;
| sight = 440&lt;br /&gt;
| sonar = 440&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Sonic Blaster&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 175&lt;br /&gt;
	| reloadtime = 1.066&lt;br /&gt;
	| dps = 165&lt;br /&gt;
	| range = 290&lt;br /&gt;
	| aoe = 100&lt;br /&gt;
	| projectilespeed = 700&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Destroyer Missiles&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 16&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 800&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 1800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Destroyer is a general-purpose combat vessel, combining a strong area-of-effect sonic cannon, a medium-range vertical launch missile, and strong armor. Use its sonic gun against smaller opponents above and below the water, and its missile against static targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=9096</id>
		<title>Envoy</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=9096"/>
		<updated>2024-01-23T07:56:24Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: turnrate change that was missed, also redundant &amp;quot;s&amp;quot; in reload speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cruiser (artillery) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Envoy&lt;br /&gt;
| defname = shiparty&lt;br /&gt;
| description = Artillery Cruiser&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shiparty.png&lt;br /&gt;
| icontype = shiparty&lt;br /&gt;
| cost = 1200&lt;br /&gt;
| hitpoints = 2600&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 85.56&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601x2&lt;br /&gt;
	| reloadtime = 7.3&lt;br /&gt;
	| dps = 120&lt;br /&gt;
	| range = 1200&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 350&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Cruiser packs a powerful, long-range artillery cannon, useful for bombarding fixed emplacements and shore targets. Beware of aircraft, submarines and raider ships.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gull&amp;diff=9095</id>
		<title>Gull</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gull&amp;diff=9095"/>
		<updated>2024-01-23T07:53:47Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Added link to Dominatrix, grammar fix and extra explanation to capture mechanic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a carrier drone created by the [[Reef]].{{ Infobox zkunit&lt;br /&gt;
| name = Gull&lt;br /&gt;
| defname = dronecarry&lt;br /&gt;
| description = Carrier Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/dronecarry.png&lt;br /&gt;
| icontype = smallgunship&lt;br /&gt;
| cost = 15&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| movespeed = 257&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| altitude = 120&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 12&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 363&lt;br /&gt;
	| range = 250&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gull is a small, aggressive drone armed with a capture ray similar to the [[Dominatrix]].&lt;br /&gt;
The captured enemies are transferred to the Reef, so the drone can be destroyed without losing control. After a successful control, the Gull cannot fire for 5 seconds. If multiple Gulls fired at the same target, only one has to reload.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Magpie&amp;diff=9094</id>
		<title>Magpie</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Magpie&amp;diff=9094"/>
		<updated>2024-01-23T07:46:39Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a tactical strike bomber from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Magpie&lt;br /&gt;
| defname = bomberstrike&lt;br /&gt;
| description = Tactical Strike Bomber&lt;br /&gt;
| image = bomberstrike&lt;br /&gt;
| icontype = bomberskirm&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 900&lt;br /&gt;
| movespeed = 252&lt;br /&gt;
| sight = 780&lt;br /&gt;
| altitude = 240&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 180 × 2&lt;br /&gt;
	| reloadtime = 15&lt;br /&gt;
	| range = 550&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| homing = 82&lt;br /&gt;
	| projectilespeed = 400&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Magpie launches short-range homing missiles at ground and air targets. It makes up for its low damage and long reload time by boasting the range and maneuverability to hit dangerous targets and make it back to base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Grizzly&amp;diff=9093</id>
		<title>Grizzly</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Grizzly&amp;diff=9093"/>
		<updated>2024-01-23T07:45:58Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy amphibious assault walker from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Grizzly&lt;br /&gt;
| defname = amphassault&lt;br /&gt;
| description = Heavy Amphibious Assault Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphassault.png&lt;br /&gt;
| icontype = amphassault&lt;br /&gt;
| cost = 1900&lt;br /&gt;
| hitpoints = 8700&lt;br /&gt;
| movespeed = 45&lt;br /&gt;
| turnrate = 103.95&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = High-Energy Laserbeam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 750.1 × 2&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 250&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 40&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Grizzly is a classic assault unit - relatively slow, clumsy and next to unstoppable. Its weapon is a high power laser beam with high range and damage, ineffective against swarmers and fast aircraft but not much else. While its weapon cannot fire underwater, the Grizzly can float to surface in order to shoot.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gremlin&amp;diff=9092</id>
		<title>Gremlin</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gremlin&amp;diff=9092"/>
		<updated>2024-01-23T07:44:08Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Extra flavor to description and strategy following the free cloaking buff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked anti-air bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Gremlin&lt;br /&gt;
| defname = cloakaa&lt;br /&gt;
| description = Cloaked Anti-Air Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakaa.png&lt;br /&gt;
| icontype = kbotaa&lt;br /&gt;
| cost = 130&lt;br /&gt;
| hitpoints = 550&lt;br /&gt;
| movespeed = 93&lt;br /&gt;
| turnrate = 435&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Laser&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.30&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 720&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 0&lt;br /&gt;
	| upkeepmobile = 0&lt;br /&gt;
	| decloakradius = 125&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Fast and fairly sturdy for its price, the Gremlin is good budget mobile anti-air. It can cloak for free, allowing it to provide unexpected anti-air protection or escape ground forces it's defenseless against.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Gremlin does not have an especially strong anti-air weapon for its cost, but its cloak allows it to ambush enemy air units, especially gunships. Gremlins may also be used as cheap scouts or spotters for artillery, remember to toggle hold fire if intended they stay hidden should a stray flying unit close in.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=9091</id>
		<title>Reaver</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=9091"/>
		<updated>2024-01-23T07:37:47Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Reaver&lt;br /&gt;
| defname = cloakriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
| icontype = kbotriot&lt;br /&gt;
| cost = 210&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 53&lt;br /&gt;
| turnrate = 282&lt;br /&gt;
| sight = 350&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Pulse MG&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 45 × 3&lt;br /&gt;
	| reloadtime = 0.50&lt;br /&gt;
	| dps = 270&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 580&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 20&lt;br /&gt;
	| timetoenable = 5.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Reaver's devastating heavy Energy Machine Gun is effective versus most enemy units, in particular raiders. It performs poorly versus static defense, so do not use it as an assault unit. Counter by staying out of their range, as they are slow. Reavers quickly regenerate damage when out of combat.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Reaver is a fearsome combatant at close quarters, but suffers from low range and speed. As such, they are best employed in combination with another unit (like the [[Glaive]] or [[Ronin]]) which can deal with any opposing long-range attackers. Alternatively, an [[Iris]] or multiple [[Charon|Charons]] will let your Reavers close the distance before the opposition can react.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Ronin&amp;diff=9090</id>
		<title>Ronin</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Ronin&amp;diff=9090"/>
		<updated>2024-01-23T07:35:31Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a skirmisher bot (direct-fire) from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Ronin&lt;br /&gt;
| defname = cloakskirm&lt;br /&gt;
| description = Skirmisher Bot (Direct-Fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakskirm.png&lt;br /&gt;
| icontype = kbotskirm&lt;br /&gt;
| cost = 90&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 370&lt;br /&gt;
| sight = 523&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Rocket&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 180&lt;br /&gt;
	| reloadtime = 3.5&lt;br /&gt;
	| dps = 51&lt;br /&gt;
	| range = 455&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Ronin's low damage, low speed unguided rockets are redeemed by their range. They are most effective in a line formation, firing at maximum range and kiting the enemy.&lt;br /&gt;
&lt;br /&gt;
When reloading, their movement speed is reduced by 66% (dropping it to 55.4 elmo/s)&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Compared to most other skirmishers the Ronin has less range, but is very cheap and inflicts more damage for its cost. Furthermore, unlike most skirmishers the Ronin's projectile travels horizontally rather than arcing, so they cannot fire past each other effectively. Therefore, good positioning is essential for Ronins to fire uninterrupted, and to avoid losing many Ronins at once to area-of-effect attacks.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gull&amp;diff=9089</id>
		<title>Gull</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gull&amp;diff=9089"/>
		<updated>2024-01-23T07:30:05Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a carrier drone created by the [[Reef]].{{ Infobox zkunit&lt;br /&gt;
| name = Gull&lt;br /&gt;
| defname = dronecarry&lt;br /&gt;
| description = Carrier Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/dronecarry.png&lt;br /&gt;
| icontype = smallgunship&lt;br /&gt;
| cost = 15&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| movespeed = 257&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| altitude = 120&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 12&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 363&lt;br /&gt;
	| range = 250&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gull is a small, aggressive drone armed with a capture ray, similar to the Dominatrix.&lt;br /&gt;
The captured enemies are transferred to the Reef, so the drone can be destroyed without control. &lt;br /&gt;
After taking control of a unit for the Reef, the Gull cannot fire for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Siren&amp;diff=9088</id>
		<title>Siren</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Siren&amp;diff=9088"/>
		<updated>2024-01-23T07:16:41Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a destroyer (riot/assault) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Siren&lt;br /&gt;
| defname = shipassault&lt;br /&gt;
| description = Riot/Assault Destroyer (Anti-Sub)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipassault.png&lt;br /&gt;
| icontype = shipassault&lt;br /&gt;
| cost = 900&lt;br /&gt;
| hitpoints = 7800&lt;br /&gt;
| movespeed = 60&lt;br /&gt;
| turnrate = 63&lt;br /&gt;
| sight = 440&lt;br /&gt;
| sonar = 440&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Sonic Blaster&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 175&lt;br /&gt;
	| reloadtime = 1.066s&lt;br /&gt;
	| dps = 165&lt;br /&gt;
	| range = 290&lt;br /&gt;
	| aoe = 100&lt;br /&gt;
	| projectilespeed = 700&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Destroyer Missiles&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 16&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 800&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 1800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Destroyer is a general-purpose combat vessel, combining a strong area-of-effect sonic cannon, a medium-range vertical launch missile, and strong armor. Use its sonic gun against smaller opponents above and below the water, and its missile against static targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=9087</id>
		<title>Envoy</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=9087"/>
		<updated>2024-01-23T07:15:34Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Jan 21 balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cruiser (artillery) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Envoy&lt;br /&gt;
| defname = shiparty&lt;br /&gt;
| description = Artillery Cruiser&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shiparty.png&lt;br /&gt;
| icontype = shiparty&lt;br /&gt;
| cost = 1200&lt;br /&gt;
| hitpoints = 2600&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 92&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601x2&lt;br /&gt;
	| reloadtime = 7.3s&lt;br /&gt;
	| dps = 120&lt;br /&gt;
	| range = 1200&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 350&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Cruiser packs a powerful, long-range artillery cannon, useful for bombarding fixed emplacements and shore targets. Beware of aircraft, submarines and raider ships.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=9012</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=9012"/>
		<updated>2023-11-01T09:13:46Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Disruptor Bomb AoE 256&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]].&lt;br /&gt;
&lt;br /&gt;
[[File:commstrike.png|Strike Commander|link=#Strike Commander]]&lt;br /&gt;
[[File:commassault.png|Guardian Commander|link=#Guardian Commander]]&lt;br /&gt;
[[File:commrecon.png|Recon Commander|link=#Recon Commander]]&lt;br /&gt;
[[File:commsupport.png|Engineer Commander|link=#Engineer Commander]]&lt;br /&gt;
[[File:cremcom.png|Campaign Commander|link=#Campaign Commander]]&lt;br /&gt;
&lt;br /&gt;
Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;|Commander !! HP !! Speed !! Can Jump !! Build Power !! Modules&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Strike&lt;br /&gt;
| High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Guardian&lt;br /&gt;
| Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Recon&lt;br /&gt;
| Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Engineer&lt;br /&gt;
| Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Campaign&lt;br /&gt;
| High || Medium || Module || Normal || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
Your Commander can be configured with a variety of [[#Module types|Modules]] to better suit your play style. A Commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level, you spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.&lt;br /&gt;
&lt;br /&gt;
Commanders start with a Beam Laser and a radar module attached.&lt;br /&gt;
&lt;br /&gt;
At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands.&lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the Commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer Commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
== Experience Points (XP) ==&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
* Each mission gives fixed XP for having completed them&lt;br /&gt;
* Each bonus objective gives XP&lt;br /&gt;
* If you've completed all the bonus objectives then you've got all the XP for a mission&lt;br /&gt;
&lt;br /&gt;
== General scaling per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with level. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! +&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Base [[File:Ibeam.png|20px|Metal]] cost&lt;br /&gt;
| - ||50 || 100 || 150 || 200 || colspan=&amp;quot;2&amp;quot;|+50&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second)&lt;br /&gt;
| - || 5 || 7.5 || 10 || 12.5 || colspan=&amp;quot;2&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Total Weapon slots&lt;br /&gt;
| 0 || 1 || 1 || 2 || 2 || colspan=&amp;quot;2&amp;quot;|+0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Total Module slots&lt;br /&gt;
| 0 || 1 || 3 || 5 || 8 || colspan=&amp;quot;2&amp;quot;|+3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; names in the unlock list. Their icon color depends on their nature.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
{{unit image|module_ablative_armor}} {{unit image|module_autorepair}} {{unit image|module_high_power_servos}}&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 5 times each. Stacking them repeatedly will create a powerful Commander, even though their bonuses as quite minor. These are &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, they are useful if you intend on getting Commanders which do many things, or a single buff Commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the Commander a sitting duck.&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 !! Campaign&lt;br /&gt;
|-&lt;br /&gt;
! Advanced Targeting System&lt;br /&gt;
| +7.5% range for all weapons. -1 speed.&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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;
| +15% damage for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High Density Plating&lt;br /&gt;
| +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander.&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative Armor Plates&lt;br /&gt;
| +600 HP. More effective on Guardian Commander.&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion Drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle Drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion Drone.&lt;br /&gt;
| 350&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! CarRepairer's Nanolathe&lt;br /&gt;
| +5 Buildpower. More effective on Engineer Commander.&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High Power Servos&lt;br /&gt;
| +3 speed, -1s reload for jumpjets&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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. More effective on Strike Commander.&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
{{unit image|module_fieldradar}} {{unit image|module_areashield}} {{unit image|module_jammer}}&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;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan&amp;lt;/span&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 !! Campaign&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; | ✔ || 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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field Radar Module&lt;br /&gt;
| Basic radar with 1800 elmo range.&lt;br /&gt;
| 75&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || 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;
| 3&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal Cloak&lt;br /&gt;
| Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.&amp;lt;br&amp;gt; Does not work with shields. Reduces movement speed by 12%.&lt;br /&gt;
| 400&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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, charges at 16 HP/sec. &amp;lt;br&amp;gt; Prevents Commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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;
| 3&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Jumpjets&lt;br /&gt;
| 400 elmo range, 20 sec cooldown&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;color:red&amp;quot; | ✘ || style=&amp;quot;color:red&amp;quot; | ✘ || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || style=&amp;quot;color:red&amp;quot; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
{{unit image|weaponmod_standoff_rocket}} {{unit image|weaponmod_autoflechette}} {{unit image|weaponmod_high_frequency_beam}}&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 3 Commander. They are a space-effective way to spend a module slot, but you need to have a weapon that they affect. They are &amp;lt;span style=&amp;quot;color:#b7f&amp;quot;&amp;gt;purple&amp;lt;/span&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 !! Campaign&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor Ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2&amp;amp;times; 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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux Amplifier&lt;br /&gt;
| Improves stun duration by 2 seconds and [[EMP|&amp;lt;abbr title=&amp;quot;electromagnetic pulse&amp;quot;&amp;gt;EMP&amp;lt;/abbr&amp;gt;]] damage by 25%.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:red&amp;quot; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm Warhead&lt;br /&gt;
| Reduced direct damage by 25%. Increased &amp;lt;abbr title=&amp;quot;area of effect&amp;quot;&amp;gt;AoE&amp;lt;/abbr&amp;gt; by at least 25%. Explosion sets targets on fire. &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; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are two types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
{{unit image|commweapon_beamlaser}} {{unit image|commweapon_rocketlauncher}} {{unit image|commweapon_lightninggun}}&lt;br /&gt;
&lt;br /&gt;
These are auto-targeting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&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 !! Campaign&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 || || || 144&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flamethrower&lt;br /&gt;
| 270 || 0.17 || 12.5 || 75&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; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Sets units on fire for 15s (15 &amp;lt;abbr title=&amp;quot;damage per second&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;)&amp;lt;br&amp;gt;Pierces units and terrain&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0&amp;amp;ndash;45 ||0&amp;amp;ndash;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; | ✘ || style=&amp;quot;color:green&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; | ✔ || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Takes the level 4 special weapon slot&amp;lt;br&amp;gt;Replaces all other weapons&lt;br /&gt;
|-&lt;br /&gt;
! Light Particle Beam&lt;br /&gt;
| 300 || 0.33 || 64 || 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; | ✔ || 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;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;550&amp;lt;/span&amp;gt; || 120+&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;300&amp;lt;/span&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; | ✔ || 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; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;area of effect&amp;quot;&amp;gt;AoE&amp;lt;/abbr&amp;gt; (96)&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Fast, homing projectile&lt;br /&gt;
|-&lt;br /&gt;
! Riot Cannon&lt;br /&gt;
| 285 || 1.8 || 220 || 122&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| AoE (144)&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| AoE (90), Slow and unguided&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; | ✔ || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Takes the level 4 special weapon slot&amp;lt;br&amp;gt;Replaces all other weapons&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 285 || 1.8 || 32&amp;amp;times;12 (384) || 213&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Not available in the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{{unit image|commweapon_napalmgrenade}} {{unit image|commweapon_disruptorbomb}} {{unit image|commweapon_sunburst}}&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are affected only by stackable modules. They are &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; and can be put only in the level 4 weapon slot. Upgrade Cost: 400&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 !! Campaign&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 || 300&amp;amp;times;9 (2700)|| 90&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion Shell&lt;br /&gt;
| 450 || 25 ||850 || 34&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30 ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:red&amp;quot; |✘ || style=&amp;quot;color:red&amp;quot; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor Bomb&lt;br /&gt;
| 450 ||25 ||210+&amp;lt;span style=&amp;quot;color:#e8d&amp;quot;&amp;gt;2100&amp;lt;/span&amp;gt; || 8.4+&amp;lt;span style=&amp;quot;color:#e8d&amp;quot;&amp;gt;84&amp;lt;/span&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| [[Slow]] effect, Has large AoE (256)&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Sets an area on &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;fire&amp;lt;/span&amp;gt; (45s, 40dps + 3s &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;burning&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multi-Stunner&lt;br /&gt;
| 360 || 25||&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;550&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;800&amp;lt;/span&amp;gt; &amp;amp;times; 16 (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;8800&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;12800&amp;lt;/span&amp;gt;) ||&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;352&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;512&amp;lt;/span&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;EMP&amp;lt;/span&amp;gt; time: 8s (upgraded: 10s)&lt;br /&gt;
|-&lt;br /&gt;
! S.L.A.M.&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#e8d&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are different 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 [//zero-k.info/My/Commanders My Commanders] page. These custom Commanders may be selected at the beginning of the game in multiplayer matches. You will still need to upgrade them as usual, but the upgrade options will be pre-filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Metal Production''' || 4 per sec || '''Energy Production''' || 6 per sec&lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || '''HP Regen''' || 5 per sec&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || '''Sonar Distance''' || 500&lt;br /&gt;
|-&lt;br /&gt;
| '''Radar Distance'''|| 1800 || '''Metal/Energy Storage''' || 500&lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || '''Build Power (Recon/Engineer)''' || 8/12+&lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard Economy Pack''' module. Any resurrected Commanders will have lost this module and produce no resources. Engineer Commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
[[File:commstrike.png|Strike Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
* All-rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* In-combat regeneration bonus on top of the base 5 HP per second&lt;br /&gt;
* Carries a personal (175 elmo) radar jammer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|4200||4200||4600||5200||5800||6400&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Bonus regen.&lt;br /&gt;
|5||8||12||16||20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
[[File:commassault.png|Guardian Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free Companion (light) Drones with levels&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|4400||4400||5000||5700||6600||7600&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Light Drones&lt;br /&gt;
|1||1||2||2||2||3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
[[File:commrecon.png|Recon Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|3250||3250||3400||3600||3800||4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
[[File:commsupport.png|Engineer Commander|link=]]&lt;br /&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 per level, up to 280, compared to 144 for others)&lt;br /&gt;
* Fewer direct-damage weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|3800||3800||4000||4300||4600||5000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Build power&lt;br /&gt;
|12||14||16||18||21||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Commander ===&lt;br /&gt;
[[File:cremcom.png|Campaign Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the [[Battle Options#Start|modoption]] &amp;quot;Allow campaign commander chassis&amp;quot;.&lt;br /&gt;
* All-rounder&lt;br /&gt;
* Good health and Medium speed (40)&lt;br /&gt;
* Can use any weapon or module&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
| 4200 || 4200 || 4600|| 5200|| 5800|| 6400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from Commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a Commander's damage by 1.5 rather than by 1.1{{pow|5}} = 1.61051.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters &amp;lt;em&amp;gt;are&amp;lt;/em&amp;gt; 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;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=9011</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=9011"/>
		<updated>2023-11-01T08:08:43Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: CarRepairer more effective on Engineer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]].&lt;br /&gt;
&lt;br /&gt;
[[File:commstrike.png|Strike Commander|link=#Strike Commander]]&lt;br /&gt;
[[File:commassault.png|Guardian Commander|link=#Guardian Commander]]&lt;br /&gt;
[[File:commrecon.png|Recon Commander|link=#Recon Commander]]&lt;br /&gt;
[[File:commsupport.png|Engineer Commander|link=#Engineer Commander]]&lt;br /&gt;
[[File:cremcom.png|Campaign Commander|link=#Campaign Commander]]&lt;br /&gt;
&lt;br /&gt;
Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;|Commander !! HP !! Speed !! Can Jump !! Build Power !! Modules&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Strike&lt;br /&gt;
| High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Guardian&lt;br /&gt;
| Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Recon&lt;br /&gt;
| Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Engineer&lt;br /&gt;
| Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left&amp;quot;|Campaign&lt;br /&gt;
| High || Medium || Module || Normal || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
Your Commander can be configured with a variety of [[#Module types|Modules]] to better suit your play style. A Commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level, you spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.&lt;br /&gt;
&lt;br /&gt;
Commanders start with a Beam Laser and a radar module attached.&lt;br /&gt;
&lt;br /&gt;
At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands.&lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the Commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer Commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
== Experience Points (XP) ==&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
* Each mission gives fixed XP for having completed them&lt;br /&gt;
* Each bonus objective gives XP&lt;br /&gt;
* If you've completed all the bonus objectives then you've got all the XP for a mission&lt;br /&gt;
&lt;br /&gt;
== General scaling per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with level. Equipping weapons and modules costs additional Metal, and upgrade time scales proportionally with Metal cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! +&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Base [[File:Ibeam.png|20px|Metal]] cost&lt;br /&gt;
| - ||50 || 100 || 150 || 200 || colspan=&amp;quot;2&amp;quot;|+50&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second)&lt;br /&gt;
| - || 5 || 7.5 || 10 || 12.5 || colspan=&amp;quot;2&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Total Weapon slots&lt;br /&gt;
| 0 || 1 || 1 || 2 || 2 || colspan=&amp;quot;2&amp;quot;|+0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Total Module slots&lt;br /&gt;
| 0 || 1 || 3 || 5 || 8 || colspan=&amp;quot;2&amp;quot;|+3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; names in the unlock list. Their icon color depends on their nature.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
{{unit image|module_ablative_armor}} {{unit image|module_autorepair}} {{unit image|module_high_power_servos}}&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 5 times each. Stacking them repeatedly will create a powerful Commander, even though their bonuses as quite minor. These are &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, they are useful if you intend on getting Commanders which do many things, or a single buff Commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the Commander a sitting duck.&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 !! Campaign&lt;br /&gt;
|-&lt;br /&gt;
! Advanced Targeting System&lt;br /&gt;
| +7.5% range for all weapons. -1 speed.&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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;
| +15% damage for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High Density Plating&lt;br /&gt;
| +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander.&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative Armor Plates&lt;br /&gt;
| +600 HP. More effective on Guardian Commander.&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion Drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle Drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion Drone.&lt;br /&gt;
| 350&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! CarRepairer's Nanolathe&lt;br /&gt;
| +5 Buildpower. More effective on Engineer Commander.&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High Power Servos&lt;br /&gt;
| +3 speed, -1s reload for jumpjets&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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. More effective on Strike Commander.&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
{{unit image|module_fieldradar}} {{unit image|module_areashield}} {{unit image|module_jammer}}&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;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan&amp;lt;/span&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 !! Campaign&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; | ✔ || 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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field Radar Module&lt;br /&gt;
| Basic radar with 1800 elmo range.&lt;br /&gt;
| 75&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || 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;
| 3&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal Cloak&lt;br /&gt;
| Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.&amp;lt;br&amp;gt; Does not work with shields. Reduces movement speed by 12%.&lt;br /&gt;
| 400&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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, charges at 16 HP/sec. &amp;lt;br&amp;gt; Prevents Commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;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;
| 3&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Jumpjets&lt;br /&gt;
| 400 elmo range, 20 sec cooldown&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;color:red&amp;quot; | ✘ || style=&amp;quot;color:red&amp;quot; | ✘ || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔ &amp;lt;/span&amp;gt;(free) || style=&amp;quot;color:red&amp;quot; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
{{unit image|weaponmod_standoff_rocket}} {{unit image|weaponmod_autoflechette}} {{unit image|weaponmod_high_frequency_beam}}&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 3 Commander. They are a space-effective way to spend a module slot, but you need to have a weapon that they affect. They are &amp;lt;span style=&amp;quot;color:#b7f&amp;quot;&amp;gt;purple&amp;lt;/span&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 !! Campaign&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor Ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2&amp;amp;times; 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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux Amplifier&lt;br /&gt;
| Improves stun duration by 2 seconds and [[EMP|&amp;lt;abbr title=&amp;quot;electromagnetic pulse&amp;quot;&amp;gt;EMP&amp;lt;/abbr&amp;gt;]] damage by 25%.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:red&amp;quot; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm Warhead&lt;br /&gt;
| Reduced direct damage by 25%. Increased &amp;lt;abbr title=&amp;quot;area of effect&amp;quot;&amp;gt;AoE&amp;lt;/abbr&amp;gt; by at least 25%. Explosion sets targets on fire. &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; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are two types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
{{unit image|commweapon_beamlaser}} {{unit image|commweapon_rocketlauncher}} {{unit image|commweapon_lightninggun}}&lt;br /&gt;
&lt;br /&gt;
These are auto-targeting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&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 !! Campaign&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 || || || 144&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flamethrower&lt;br /&gt;
| 270 || 0.17 || 12.5 || 75&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; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Sets units on fire for 15s (15 &amp;lt;abbr title=&amp;quot;damage per second&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;)&amp;lt;br&amp;gt;Pierces units and terrain&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0&amp;amp;ndash;45 ||0&amp;amp;ndash;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; | ✘ || style=&amp;quot;color:green&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; | ✔ || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Takes the level 4 special weapon slot&amp;lt;br&amp;gt;Replaces all other weapons&lt;br /&gt;
|-&lt;br /&gt;
! Light Particle Beam&lt;br /&gt;
| 300 || 0.33 || 64 || 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; | ✔ || 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;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;550&amp;lt;/span&amp;gt; || 120+&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;300&amp;lt;/span&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; | ✔ || 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; | ✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;area of effect&amp;quot;&amp;gt;AoE&amp;lt;/abbr&amp;gt; (96)&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Fast, homing projectile&lt;br /&gt;
|-&lt;br /&gt;
! Riot Cannon&lt;br /&gt;
| 285 || 1.8 || 220 || 122&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| AoE (144)&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| AoE (90), Slow and unguided&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; | ✔ || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; ✔&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Takes the level 4 special weapon slot&amp;lt;br&amp;gt;Replaces all other weapons&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 285 || 1.8 || 32&amp;amp;times;12 (384) || 213&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Not available in the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{{unit image|commweapon_napalmgrenade}} {{unit image|commweapon_disruptorbomb}} {{unit image|commweapon_sunburst}}&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are affected only by stackable modules. They are &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; and can be put only in the level 4 weapon slot. Upgrade Cost: 400&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 !! Campaign&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 || 300&amp;amp;times;9 (2700)|| 90&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion Shell&lt;br /&gt;
| 450 || 25 ||850 || 34&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30 ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:red&amp;quot; |✘ || style=&amp;quot;color:red&amp;quot; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor Bomb&lt;br /&gt;
| 450 ||25 ||210+&amp;lt;span style=&amp;quot;color:#e8d&amp;quot;&amp;gt;2100&amp;lt;/span&amp;gt; || 8.4+&amp;lt;span style=&amp;quot;color:#e8d&amp;quot;&amp;gt;84&amp;lt;/span&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| [[Slow]] effect, Has large AoE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire Grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color:red&amp;quot; |✘ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔ || style=&amp;quot;color:red&amp;quot; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Sets an area on &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;fire&amp;lt;/span&amp;gt; (45s, 40dps + 3s &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;burning&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multi-Stunner&lt;br /&gt;
| 360 || 25||&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;550&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;800&amp;lt;/span&amp;gt; &amp;amp;times; 16 (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;8800&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;12800&amp;lt;/span&amp;gt;) ||&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;352&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;512&amp;lt;/span&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; | ✔ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;EMP&amp;lt;/span&amp;gt; time: 8s (upgraded: 10s)&lt;br /&gt;
|-&lt;br /&gt;
! S.L.A.M.&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; |✘ || style=&amp;quot;color:green&amp;quot; | ✔&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#e8d&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are different 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 [//zero-k.info/My/Commanders My Commanders] page. These custom Commanders may be selected at the beginning of the game in multiplayer matches. You will still need to upgrade them as usual, but the upgrade options will be pre-filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Metal Production''' || 4 per sec || '''Energy Production''' || 6 per sec&lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || '''HP Regen''' || 5 per sec&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || '''Sonar Distance''' || 500&lt;br /&gt;
|-&lt;br /&gt;
| '''Radar Distance'''|| 1800 || '''Metal/Energy Storage''' || 500&lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || '''Build Power (Recon/Engineer)''' || 8/12+&lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard Economy Pack''' module. Any resurrected Commanders will have lost this module and produce no resources. Engineer Commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
[[File:commstrike.png|Strike Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
* All-rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* In-combat regeneration bonus on top of the base 5 HP per second&lt;br /&gt;
* Carries a personal (175 elmo) radar jammer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|4200||4200||4600||5200||5800||6400&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Bonus regen.&lt;br /&gt;
|5||8||12||16||20||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
[[File:commassault.png|Guardian Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free Companion (light) Drones with levels&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|4400||4400||5000||5700||6600||7600&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Light Drones&lt;br /&gt;
|1||1||2||2||2||3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
[[File:commrecon.png|Recon Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|3250||3250||3400||3600||3800||4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
[[File:commsupport.png|Engineer Commander|link=]]&lt;br /&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 per level, up to 280, compared to 144 for others)&lt;br /&gt;
* Fewer direct-damage weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
|3800||3800||4000||4300||4600||5000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Build power&lt;br /&gt;
|12||14||16||18||21||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Commander ===&lt;br /&gt;
[[File:cremcom.png|Campaign Commander|link=]]&lt;br /&gt;
&lt;br /&gt;
The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the [[Battle Options#Start|modoption]] &amp;quot;Allow campaign commander chassis&amp;quot;.&lt;br /&gt;
* All-rounder&lt;br /&gt;
* Good health and Medium speed (40)&lt;br /&gt;
* Can use any weapon or module&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HP&lt;br /&gt;
| 4200 || 4200 || 4600|| 5200|| 5800|| 6400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from Commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a Commander's damage by 1.5 rather than by 1.1{{pow|5}} = 1.61051.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters &amp;lt;em&amp;gt;are&amp;lt;/em&amp;gt; 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;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8791</id>
		<title>Zenos</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8791"/>
		<updated>2023-03-29T10:26:06Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Added a redirect to the proper page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zeno]]&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Missile_Silo&amp;diff=8790</id>
		<title>Missile Silo</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Missile_Silo&amp;diff=8790"/>
		<updated>2023-03-20T05:11:22Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: corrected unit def of Zeno, trying to add the image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a pseudo-factory that produces tactical cruise missiles.{{ Infobox zkunit&lt;br /&gt;
| name = Missile Silo&lt;br /&gt;
| defname = staticmissilesilo&lt;br /&gt;
| description = Produces Tactical Missiles&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticmissilesilo.png&lt;br /&gt;
| icontype = cruisemissile&lt;br /&gt;
| cost = 1200&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The {{PAGENAME}} constructs and holds up to four different cruise missiles, each with a unique warhead. It offers excellent standoff strike capability for offensive and defensive purposes.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} builds:&amp;lt;dl&amp;gt;&lt;br /&gt;
{{icon unit def|tacnuke|Eos|Tactical Nuke}}&lt;br /&gt;
{{icon unit def|seismic|Quake|Seismic Missile}}&lt;br /&gt;
{{icon unit def|empmissile|Shockley|3=&amp;lt;abbr title=&amp;quot;Electromagnetic pulse&amp;quot;&amp;gt;EMP&amp;lt;/abbr&amp;gt; missile}}&lt;br /&gt;
{{icon unit def|napalmmissile|Inferno|Napalm Missile}}&lt;br /&gt;
{{icon unit def|missileslow|Zeno|Slow Homing Missile}}&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Compared to its longer-range cousin, the [[Trinity]] strategic nuclear launcher, the {{PAGENAME}} fires smaller Tactical Missiles cannot be intercepted by [[Antinuke]] coverage.&lt;br /&gt;
&lt;br /&gt;
The missiles can take damage while on the Silo, and if they (or the Silo itself) are destroyed, the missiles will explode. While missiles cannot be intercepted while they are in flight, they might hit the ground (especially if terraformed) or a shield and explode before they reach the intended target.&lt;br /&gt;
&lt;br /&gt;
{{See|Missile Silo Tutorial}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Strider Hub|Striders]] [[Reef]] and [[Scylla]] can stockpile and fire disarming and nuclear tactical (respectively) missiles in situations that require mobility. Like {{PAGENAME}}'s missiles, they also cannot be intercepted by an [[antinuke]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zeno&amp;diff=8789</id>
		<title>Zeno</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zeno&amp;diff=8789"/>
		<updated>2023-03-20T04:49:38Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a slow homing missile from the [[Missile Silo]].{{ Infobox zkunit&lt;br /&gt;
| name = Zeno&lt;br /&gt;
| defname = missileslow&lt;br /&gt;
| description = High single-target slow damage with lingering damage over time&lt;br /&gt;
| image = https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/1e94146a72685e4e005ebaea6b6282dfd4aa9921/unitpics/missileslow.png&lt;br /&gt;
| icontype = cruisemissilesmall&lt;br /&gt;
| cost = 500&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| sight = 0&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slow Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| slowdamage = 10000&lt;br /&gt;
	| range = 6000&lt;br /&gt;
	| aoe = 0&lt;br /&gt;
	| projectilespeed = 480&lt;br /&gt;
	| customlabel1 = Ground Slow DPS&lt;br /&gt;
	| customdata1 = 190&lt;br /&gt;
	| customlabel2 = Ground Slow radius (elmo)&lt;br /&gt;
	| customdata2 = 384&lt;br /&gt;
	| customlabel3 = Ground Slow duration (s)&lt;br /&gt;
	| customdata3 = 30&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Zeno is an experimental single impact slowing device with a lingering slow AOE.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
With the immense slow damage it applies to the primary target along with its unique homing capabilities and range equal to the [[Quake]]. The Zeno can be used to help catch enemy key targets from almost any distance. However, the lingering zone that it spawns can also make it difficult to follow up with your own units, as the zone affects every unit inside. &lt;br /&gt;
&lt;br /&gt;
Keep in mind the slow speed of the missile, which can slightly delay a prepared attack but also give the enemy room to react. &lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zeno&amp;diff=8788</id>
		<title>Zeno</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zeno&amp;diff=8788"/>
		<updated>2023-03-19T16:52:01Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Added a usage strategy for the Zeno&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a slow homing missile from the [[Missile Silo]].{{ Infobox zkunit&lt;br /&gt;
| name = Zeno&lt;br /&gt;
| defname = missileslow&lt;br /&gt;
| description = High single-target slow damage with lingering damage over time&lt;br /&gt;
| image = https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/1e94146a72685e4e005ebaea6b6282dfd4aa9921/unitpics/missileslow.png&lt;br /&gt;
| icontype = cruisemissilesmall&lt;br /&gt;
| cost = 500&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| sight = 0&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slow Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| slowdamage = 10000&lt;br /&gt;
	| range = 6000&lt;br /&gt;
	| aoe = 0&lt;br /&gt;
	| projectilespeed = 480&lt;br /&gt;
	| customlabel1 = Ground Slow DPS&lt;br /&gt;
	| customdata1 = 190&lt;br /&gt;
	| customlabel2 = Ground Slow radius (elmo)&lt;br /&gt;
	| customdata2 = 384&lt;br /&gt;
	| customlabel3 = Ground Slow duration (s)&lt;br /&gt;
	| customdata3 = 30&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Zeno is an experimental single impact slowing device with a lingering slow AOE.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
With the immense slow damage it applies to the primary target along its unique homing capabilities and range equal to the [[Quake]]. The Zeno can be used to help catch enemy key targets from almost any distance. However, the lingering zone that it spawns can also make it difficult to follow up with your own units, as the zone affects every unit inside. &lt;br /&gt;
&lt;br /&gt;
Keep in mind the slow speed of the missile, which can slightly delay a prepared attack but also give the enemy room to react. &lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8787</id>
		<title>Zenos</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8787"/>
		<updated>2023-03-19T16:45:13Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Because I mistakingly went with &amp;quot;Zenos&amp;quot; I didnt catch there was a page already. Migrating the strategy part and deleting the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8786</id>
		<title>Zenos</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8786"/>
		<updated>2023-03-19T16:40:13Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Corrected zenos to singular zeno&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a slow homing missile from the [[Missile Silo]].{{ Infobox zkunit&lt;br /&gt;
| name = Zeno&lt;br /&gt;
| defname = zeno&lt;br /&gt;
| description = Slow Homing Missile&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/zenomissile.png&lt;br /&gt;
| icontype = cruisemissilesmall&lt;br /&gt;
| cost = 500&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| sight = 0&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slow Homing Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| slowdamage = 10000&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| range = 6000&lt;br /&gt;
	| aoe = 0&lt;br /&gt;
	| customlabel1 = Slow Zone DPS&lt;br /&gt;
	| customdata1 = 190&lt;br /&gt;
	| customlabel2 = Slow Zone radius (elmo)&lt;br /&gt;
	| customdata2 = 384&lt;br /&gt;
	| customlabel3 = Slow Zone duration (s)&lt;br /&gt;
	| customdata3 = 30&lt;br /&gt;
	| projectilespeed = 480&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The {{PAGENAME}} is a single target homing missile that applies Slow. Its effect on the primary target is great and it also leaves a lingering spherical zone that continuously applies slow to any unit its radius.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
With the immense slow damage it applies to a single target along its unique homing capabilities and range equal to the [[Quake]]. The {{PAGENAME}} can be used to help catch enemy key targets from a safe distance. However, the lingering zone that it spawns can also make it difficult to follow up with your own units, as the zone affects every unit inside. Maneuvering around it is advised. Also keep in mind the slow speed of the missile, which can slightly delay a prepared attack but also give the enemy room to react.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8785</id>
		<title>Zenos</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zenos&amp;diff=8785"/>
		<updated>2023-03-19T16:38:58Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Created the page for the new Zenos missile. Missile and weapon stats should be fine. Gave it a Tactic/Strategy that I thought would fit but it does need refinement. Did not know how to color code Slow Zone DPS with slowdamage when it has already been used once.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a slow homing missile from the [[Missile Silo]].{{ Infobox zkunit&lt;br /&gt;
| name = Zenos&lt;br /&gt;
| defname = zenos&lt;br /&gt;
| description = Slow Homing Missile&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/zenosmissile.png&lt;br /&gt;
| icontype = cruisemissilesmall&lt;br /&gt;
| cost = 500&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| sight = 0&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slow Homing Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| slowdamage = 10000&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| range = 6000&lt;br /&gt;
	| aoe = 0&lt;br /&gt;
	| customlabel1 = Slow Zone DPS&lt;br /&gt;
	| customdata1 = 190&lt;br /&gt;
	| customlabel2 = Slow Zone radius (elmo)&lt;br /&gt;
	| customdata2 = 384&lt;br /&gt;
	| customlabel3 = Slow Zone duration (s)&lt;br /&gt;
	| customdata3 = 30&lt;br /&gt;
	| projectilespeed = 480&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The {{PAGENAME}} is a single target homing missile that applies Slow. Its effect on the primary target is great and it also leaves a lingering spherical zone that continuously applies slow to any unit its radius.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
With the immense slow damage it applies to a single target along its unique homing capabilities and range equal to the [[Quake]]. The {{PAGENAME}} can be used to help catch enemy key targets from a safe distance. However, the lingering zone that it spawns can also make it difficult to follow up with your own units, as the zone affects every unit inside. Maneuvering around it is advised. Also keep in mind the slow speed of the missile, which can slightly delay a prepared attack but also give the enemy room to react.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Missile_Silo&amp;diff=8781</id>
		<title>Missile Silo</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Missile_Silo&amp;diff=8781"/>
		<updated>2023-03-19T15:49:58Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: Added the new Zenos missile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a pseudo-factory that produces tactical cruise missiles.{{ Infobox zkunit&lt;br /&gt;
| name = Missile Silo&lt;br /&gt;
| defname = staticmissilesilo&lt;br /&gt;
| description = Produces Tactical Missiles&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticmissilesilo.png&lt;br /&gt;
| icontype = cruisemissile&lt;br /&gt;
| cost = 1200&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The {{PAGENAME}} constructs and holds up to four different cruise missiles, each with a unique warhead. It offers excellent standoff strike capability for offensive and defensive purposes.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} builds:&amp;lt;dl&amp;gt;&lt;br /&gt;
{{icon unit def|tacnuke|Eos|Tactical Nuke}}&lt;br /&gt;
{{icon unit def|seismic|Quake|Seismic Missile}}&lt;br /&gt;
{{icon unit def|empmissile|Shockley|3=&amp;lt;abbr title=&amp;quot;Electromagnetic pulse&amp;quot;&amp;gt;EMP&amp;lt;/abbr&amp;gt; missile}}&lt;br /&gt;
{{icon unit def|napalmmissile|Inferno|Napalm Missile}}&lt;br /&gt;
{{icon unit def|zenos|Zenos|Slow Homing Missile}}&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Compared to its longer-range cousin, the [[Trinity]] strategic nuclear launcher, the {{PAGENAME}} fires smaller Tactical Missiles cannot be intercepted by [[Antinuke]] coverage.&lt;br /&gt;
&lt;br /&gt;
The missiles can take damage while on the Silo, and if they (or the Silo itself) are destroyed, the missiles will explode. While missiles cannot be intercepted while they are in flight, they might hit the ground (especially if terraformed) or a shield and explode before they reach the intended target.&lt;br /&gt;
&lt;br /&gt;
{{See|Missile Silo Tutorial}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Strider Hub|Striders]] [[Reef]] and [[Scylla]] can stockpile and fire disarming and nuclear tactical (respectively) missiles in situations that require mobility. Like {{PAGENAME}}'s missiles, they also cannot be intercepted by an [[antinuke]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=7121</id>
		<title>Amphbot Factory</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=7121"/>
		<updated>2020-11-13T10:16:17Z</updated>

		<summary type="html">&lt;p&gt;Jenbak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces amphibious bots.{{ Infobox zkunit&lt;br /&gt;
| name = Amphbot Factory&lt;br /&gt;
| defname = factoryamph&lt;br /&gt;
| description = Produces Amphibious Bots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryamph.png&lt;br /&gt;
| icontype = facamph&lt;br /&gt;
| cost = 800&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Amphibious Operations Plant builds the slow but sturdy amphibious bots, providing an alternative approach to land/sea warfare. Units from this factory typically regenerate while submerged.&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphcon.png [[Conch]] &amp;amp;nbsp; Amphibious Construction Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphraid.png [[Duck]] &amp;amp;nbsp; Raider Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphimpulse.png [[Archer]] &amp;amp;nbsp; Raider/Riot Bot&lt;br /&gt;
* [[Bulkhead]] &amp;amp;nbsp; Deployable Fire Support&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphfloater.png [[Buoy]] &amp;amp;nbsp; Heavy Skirmisher Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphriot.png [[Scallop]] &amp;amp;nbsp; Riot Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphassault.png [[Grizzly]] &amp;amp;nbsp; Heavy Assault Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphaa.png [[Angler]] &amp;amp;nbsp; Anti-Air Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphbomb.png [[Limpet]] &amp;amp;nbsp; Slow Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphtele.png [[Djinn]] &amp;amp;nbsp; Teleport Bridge&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphlaunch.png [[Lobster]] &amp;amp;nbsp; Launcher Bot&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory produces slow but tough bots that can travel up hills, across the flats and into the water. Some Amphbots like the Grizzly and Buoy float to the water surface to deploy their weapons, while others such as the Duck and Scallop remain underwater and fire from there.&lt;br /&gt;
&lt;br /&gt;
While they may be slow the Amphbots compensate with several tricks. They can hide and regenerate underwater, inflict slow damage on the enemy, or use special tools to relocate their army quickly. If the map has a lot of water [[Hovercraft Platform|Hovercrafts]] are a good choice to support your Amphbots. Otherwise, a more mobile factory like the [[Jumpbot Factory|Jumpbots]] can compensate for the Amphbots' weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Buoys are not helpless against fast-moving raiders but they will fare a lot better if protected by Ducks or Archers. The same principle extends to escorting Grizzlies against raiders.&lt;br /&gt;
&lt;br /&gt;
The slow damage inflicted by Limpet will only last for a limited time - use Buoys to extend the slow duration.&lt;br /&gt;
&lt;br /&gt;
The Lobster works best with units that attack at close range, but struggle to close the distance on their own - think Scallop, Limpet, [[Imp]] or [[Snitch]]. You also use two lobsters to throw each other around with a group of units.&lt;br /&gt;
&lt;br /&gt;
Djinni are expensive but moving units quickly and directly over long distances has definite advantages. Try relocating expensive units to like Grizzly or [[Dante]] to forestall enemy attacks, or to recover these valuable units for repair.&lt;br /&gt;
&lt;br /&gt;
=== Beating Amphbots ===&lt;br /&gt;
&lt;br /&gt;
The Amphbot raiders (Duck and Archer) are not especially effective against buildings but they tend to defeat other factories' raiders in a fair fight. Since the Amphbot raiders are slower, you should either keep your raiders away from them or engage with other units (many Skirmishers are surprisingly effective, even in small numbers).&lt;br /&gt;
&lt;br /&gt;
Until they can afford a Grizzly, the Amphbots struggle to defeat fast-moving skirmishers like the [[Ronin]] and [[Recluse]] with conventional tactics. Use this weakness against them in the early game.&lt;br /&gt;
&lt;br /&gt;
If the map has any water bodies Amphbots become a lot more threatening, since they can retreat underwater to hide and repair. Buoys are especially annoying since they can bob up and down, continually harassing you from safety. You'll need to either build a lot of Urchins, terraform the water away, or switch to your own water-capable factory (Amph or Hovers) to dislodge them.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Jenbak</name></author>
		
	</entry>
</feed>