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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mankarse</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=Mankarse"/>
	<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/Special:Contributions/Mankarse"/>
	<updated>2026-04-08T02:23:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=8943</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=8943"/>
		<updated>2023-10-22T04:57:17Z</updated>

		<summary type="html">&lt;p&gt;Mankarse: /* Slow damage */ Fixed description to state that the effect is proportional to current health, rather than max health.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero-K has a lot of status effects, special debuffs that can be applied to enemy units to help suppress them and support your armies in battle. They work by filling separate damage meters underneath the target's hit points, and generate various effects.{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;electromagnetic pulse&amp;quot;&amp;gt;EMP&amp;lt;/abbr&amp;gt; damage stuns enemies, completely disabling them and preventing them from moving, using abilities, or returning fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
* When an instance of EMP damage is applied to an enemy, it is checked in proportion to the enemy's current health and converted into a stacking percentage.&lt;br /&gt;
* When EMP percentage reaches 100% or higher, the unit is stunned.&lt;br /&gt;
* EMP percentage on units decay at a rate of 2.5% per second. The moment the unit's percentage drops below 100%, it is no longer stunned.&lt;br /&gt;
* Even though EMP percentage stacks, it doesn't stack freely: every EMP weapon has a maximum percentage it can raise a unit to. This is described in the weapon stat block as a maximum stun time - each second effectively being a 2.5% maximum over 100% since EMP decays at that rate.&lt;br /&gt;
** For example, a [[Venom]] has a maximum stun time of 1s, which means it can at most raise an enemy's stun percentage to 102.5%.&lt;br /&gt;
** Meanwhile a [[Widow]] can stun a unit for 30s, which means it can raise an enemy's stun percentage to 100 + 30 &amp;amp;times; 2.5 = 175%.&lt;br /&gt;
&lt;br /&gt;
Against shields, EMP damage is divided by 3 and converted into normal shield damage. If a weapon deals normal and EMP damage together, the EMP damage is applied last.&lt;br /&gt;
&lt;br /&gt;
EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&lt;br /&gt;
== Disarm damage ==&lt;br /&gt;
Disarm is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities (this includes jumping, using build power, regeneration or receiving income from the commander's Vanguard economy module). Disarm damage is converted into a separate disarm percentage bar tracked independently from EMP percentage. Disarmed units flash yellow instead of blue.&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage gradually decreases the movement speed and rate of fire of enemy units.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
* Unlike EMP or disarm damage, slow damage is tracked and stored directly on the affected unit as a total rather than being converted into a percentage.&lt;br /&gt;
* As long as a unit has slow damage on it, it is slowed in proportion to the slow damage / its current health. This means that damaging a unit can increase its slow since the slow damage buffer becomes proportionally larger.&lt;br /&gt;
* Slow damage is always capped at 50% of the unit's current health. If a unit is damaged to the point that slow damage would rise over this limit, the extra slow damage is cleared.&lt;br /&gt;
* After 0.5s of taking no slow damage, units start clearing slow damage = 4% of their current health per second.&lt;br /&gt;
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow''':&lt;br /&gt;
** This is a secondary status effect that raises the slow damage cap of the target to higher than 50% of the target's current HP.&lt;br /&gt;
** Even when a unit's slow damage taken is higher than 50% of its current health, it is still only slowed down by 50%. Overslow effectively &amp;quot;stretches out&amp;quot; the 50% slow longer.&lt;br /&gt;
** Overslow is tracked and cleared separately from slow.&lt;br /&gt;
&lt;br /&gt;
Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
== Capture damage ==&lt;br /&gt;
Capture damage is a special kind of damage only dealt by the [[Dominatrix]]. It can steal a unit from an enemy and place it under your (potentially permanent) control.&lt;br /&gt;
&lt;br /&gt;
* When an instance of capture damage is applied to an enemy, it is directly converted into a percentage just like with EMP damage. Unlike with EMP damage, it's divided by (the target enemy's current HP + 1000) instead of just the target's current HP.&lt;br /&gt;
* When a unit reaches 100% capture percentage, it is captured and belongs to the Dominatrix's player. It stays this way until the Dominatrix that dealt the final instance of capture damage is destroyed.&lt;br /&gt;
* After 5s of taking no capture damage, capture percentage decays at a rate of 4% per second.&lt;br /&gt;
* If a captured unit's controlling Dominatrix is destroyed, it is returned to its original controller with 95% capture percentage.&lt;br /&gt;
* Capturing a Dominatrix grants control of all its subordinates, in a tree-like control structure.&lt;br /&gt;
* Even though capture percentage stacks, it does not stack between players who belong on different teams. Each team gets their own capture bar for the target unit, and the UI will only display the highest percentage.&lt;br /&gt;
&lt;br /&gt;
When a Dominatrix takes control of an enemy unit, a visible control line is drawn leading from the Dominatrix to its victim. The full line is visible to any enemy player who has vision of either end of the line, so they can spot hidden controllers. Even though the Dominatrix has a 12 second reload time after capturing a unit, this only applies to the Dominatrix that dealt the final instance of capture damage - every other Dominatrix that contributed can fire on new targets immediately.&lt;br /&gt;
&lt;br /&gt;
Capturing a unit that originally belonged to an ally returns it to that ally without creating a control link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mankarse</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8942</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8942"/>
		<updated>2023-10-22T04:34:47Z</updated>

		<summary type="html">&lt;p&gt;Mankarse: /* Common attributes */ Added &amp;quot;Radar Distance&amp;quot; to table.&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&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>Mankarse</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8941</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8941"/>
		<updated>2023-10-22T04:29:47Z</updated>

		<summary type="html">&lt;p&gt;Mankarse: /* Common attributes */ Added Metal/Energy storage to common commander attributes&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&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;
| '''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;
| '''Metal/Energy Storage''' || 500 || ||&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>Mankarse</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8940</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8940"/>
		<updated>2023-10-22T04:26:35Z</updated>

		<summary type="html">&lt;p&gt;Mankarse: /* Common attributes */ Corrected incorrect info regarding Build Power of Recon Commander. (Was 10, now 8).&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&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;
| '''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>Mankarse</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8939</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=8939"/>
		<updated>2023-10-22T04:21:36Z</updated>

		<summary type="html">&lt;p&gt;Mankarse: /* Chassis list */ Fixed incorrect statement regarding Recon Commander's build power at Level 1/2.&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&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;
| '''Build Power''' || 10 || '''Build Power (Engineer)''' || 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>Mankarse</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Economy_Guide&amp;diff=8938</id>
		<title>Economy Guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Economy_Guide&amp;diff=8938"/>
		<updated>2023-10-22T04:19:50Z</updated>

		<summary type="html">&lt;p&gt;Mankarse: /* Buildpower */ Corrected Wasp buildpower (was 7.5, now 10). Corrected Commander buildpower (previously did not account for Engineer and Recon Commander differences). Added &amp;quot;Factory Plates&amp;quot; to list of 10 buildpower units. Removed incorrect double negative &amp;quot;draining negative e/m&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Economic Management ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;margin-left:1em;clear:right&amp;quot;&amp;gt;&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=kvqxdRT4t58&amp;lt;/youtube&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Ibeam.png|link=]]&lt;br /&gt;
&lt;br /&gt;
'''Metal''' is the most important resource. It is limited by your territory, obtained from metal extractors on metal spots, but is relatively cheap to get. You should always acquire it ruthlessly and spend it as soon as possible&amp;amp;mdash;your metal bar should always be empty.&lt;br /&gt;
&lt;br /&gt;
[[File:energy.png|link=]]&lt;br /&gt;
&lt;br /&gt;
'''Energy''' can be made anywhere and there is no limit to the amount you can have, though it takes an investment. It is used for tasks other than construction, so you should always have more energy than you do metal. Excess energy is automatically used to [[Overdrive]] your metal extractors.&lt;br /&gt;
&lt;br /&gt;
'''Build Power''' is the ability of your constructors to build locally at a fixed rate. Having too much of the other resources just means you don't have enough constructors. Some excess buildpower is good, so that you can move it around or perform other tasks.&lt;br /&gt;
&lt;br /&gt;
In order to build anything, you need all three resources in equal quantities (an exact 1:1:1 ratio). Constructors drain the same amount of resources at a fixed rate no matter what they are building. In your resource bars, income of each is shown in the small green number, and drain in red. The balance of these numbers is the larger number, added or subtracted from your storage. Unlike some other RTS games, the goal is to balance your income vs your expenditure- storage exists only to give you a buffer. If your storage is full and the green number is larger than the red, you're excessing, and wasting the resource. If your storage is empty and the red number is larger than the green, you're stalling, and production involving the resource is slowed.&lt;br /&gt;
&lt;br /&gt;
===Guard/Repeat Method to a Smooth Economy===&lt;br /&gt;
One of the keys to running a smooth economy is to automate it. Here is one method:&lt;br /&gt;
# Click the ''factory guard'' button (&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Guard on.&amp;quot;&amp;gt;/&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Guard off.&amp;quot;&amp;gt;) on your factory. This will make all constructors guard (and assist) your factory.&lt;br /&gt;
# Press the ''repeat'' button (&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Repeat off.&amp;quot;&amp;gt;/&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Repeat on.&amp;quot;&amp;gt;) on your factory. Your factory should almost never be idle, and repeat greatly reduces the amount of micro you need to manage your factory. It also allows you to mix units more easily. (Alternately [as tip via Steel_Blue &amp;quot;Default unit states are amazing and you should configure them how you like when you want them a certain way&amp;quot;]: F10/Settings/Unit Behavior/Default States. You'll see a list of every factory and hub. You're gonna have to do this one by one for every factory, set the checkbox next to repeat and auto assist to a check then every factory will be on repeat and auto assist and it will do this for you every game unless you have overridden the orders manually.)&lt;br /&gt;
# Queue up offensive units and constructors. Constructors should generally comprise around 1/4th of all your spending, but this varies by map and situation. Lots of constructors allows you to react to a varying and slowly expanding economy.&lt;br /&gt;
# Expand with your constructors, guarding them with units and building defences as you go, gradually and smoothly increasing your metal income. Make energy constantly, non-stop over the course of the game, and in pace with your metal production. Making a Solar Collector next to every Metal Extractor is a good practice.&lt;br /&gt;
&lt;br /&gt;
If you find yourself in a crisis and need to rebalance your economy, here are some tips:&lt;br /&gt;
&lt;br /&gt;
* If you stall energy, build energy structures and set them on [[Economy Guide#Priority| high priority]]. Always watch out if your energy storage starts to dip. Turn off any cloaking units, cloak generators or shields until out of the stall.&lt;br /&gt;
* When you have too many constructors working on your factory and you are stalling heavily, send some out to expand, reclaim, make defenses, and repair.&lt;br /&gt;
* If you ever find yourself heading towards an excess of metal due to a sudden glut, make [[Caretaker | Caretakers]] in your base or construct a new factory on the front line if you have your commander or some idle constructors there.&lt;br /&gt;
*Swim in energy and be short of metal, '''never the reverse.'''&lt;br /&gt;
&lt;br /&gt;
That's the practical advice. Now, some theory and specific data:&lt;br /&gt;
&lt;br /&gt;
== Metal ==&lt;br /&gt;
Metal is directly tied to territorial acquisition and military conquest.&lt;br /&gt;
&lt;br /&gt;
{{unit image|staticmex|Metal Extractor}}&lt;br /&gt;
&lt;br /&gt;
'''[[Metal Extractor|Metal Extractors]]''' (mexes) are the most efficient way to get metal, and can only be placed on metal spots. As such, you should expand quickly and rapidly get as many metal spots under your control as possible. Metal extractors are cheap, and pay themselves back quickly. Remember that any metal spot that doesn't have an extractor on it is just wasted metal. If you ever lose territory or get raided, quickly re-expand into the area with extractors again.&lt;br /&gt;
&lt;br /&gt;
'''Reclamation''' can make up a significant portion of your metal income. For everything that dies, a corpse is left behind with up to 40% of the metal it took to produce the unit. Securing an area after an assault and getting the reclaim from both your units and the enemies (an 80% payback on your investment) can decide the outcome of a game. Since it takes a constructor to reclaim things, you can think of reclamation as a way of turning buildpower directly into metal&amp;amp;mdash;reclaiming is a very good use of an excess of buildpower.&lt;br /&gt;
Also, unlike mex income, reclaimed metal is not shared.&lt;br /&gt;
&lt;br /&gt;
'''[[Overdrive]]''' makes your mexes produce more metal, with diminishing returns as you pump more and more energy into them. Due to this, the more mexes the energy is spread over, the more efficiently you can overdrive them, and the more metal you get for invested energy&amp;amp;mdash;so always try and take territory. Overdrive requires an energy structure near the extractor to work, but as long as the colour of your overdrive circles are the same, the efficiency is the same&amp;amp;mdash;don't worry about linking your whole grid together (but that would still be good). Rather, make a solar panel next to each extractor for maximum returns.&lt;br /&gt;
&lt;br /&gt;
By default, all metal from mexes&amp;amp;mdash;basic output and overdrive&amp;amp;mdash;in all team games is distributed at equal quantities to all members of your team.&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Energy can be made anywhere. It is generally built in your base, and having energy is required for a number of things, including making all units and structures and running some special units (jammers, shields, etc). Since it is such an investment, losing your energy can cripple your whole economy, so always try to protect your energy and hit the enemy's when possible. If you stall energy for any reason, get it back up again as quickly as possible by making small energy structures (Solars, winds&amp;amp;mdash;not Fusions).&lt;br /&gt;
&lt;br /&gt;
{{unit image|energysolar|Solar Collector}}&lt;br /&gt;
&lt;br /&gt;
'''[[Solar Collector]]s''' ''(Solars)'' give a fixed income and are well armoured, closing up when under attack for a defensive bonus. They are the least efficient energy structure in terms of investment, but they are cheap, have good HP and don't rely on the varying winds and geothermal vents of the map.&lt;br /&gt;
&lt;br /&gt;
{{unit image|energywind|Wind/Tidal Generator}}&lt;br /&gt;
&lt;br /&gt;
'''[[Wind/Tidal Generator|Wind Generators]]''' ''(Wind)'' are fragile and have variable output. By default, the wind average on all maps is 1.25, so wind is discretionary. Building wind on higher altitudes raises the minimum that they produce. A tall, flat mountain can be of great economic value. The wind min/max values and altitude bonus are shown in your console at the start of the game and when you build a wind generator it will show you the altitude bonus to its generation in the tooltip.&lt;br /&gt;
&lt;br /&gt;
Wind is very fragile, so its best to space it out rather than build it in tight blocks&amp;amp;mdash;it will chain explode. Refer to the [[Wind Farm Guide]] to find out how to do this.&lt;br /&gt;
&lt;br /&gt;
Even when wind is more efficient, you might wish to also have some Solars as backup, due to the fragility and unpredictability of wind.&lt;br /&gt;
&lt;br /&gt;
When placed in water, wind generators become the sturdier tidal generators, with a high cost efficiency.&lt;br /&gt;
&lt;br /&gt;
{{unit image|energygeo|Geothermal Generator}}&lt;br /&gt;
&lt;br /&gt;
'''[[Geothermal Generator]]s''' are almost always the most efficient source of energy (more so than even Fusions), but they are not very cheap and can only be placed on geothermal vents. They are volatile, detonating in a moderate explosion.&lt;br /&gt;
&lt;br /&gt;
{{unit image|energyheavygeo|Advanced Geothermal}}&lt;br /&gt;
&lt;br /&gt;
Morphing a Geothermal Generator creates an '''[[Advanced Geothermal]]''', an even more efficient energy structure. These are very volatile and explode like a nuke when destroyed. Still, it is almost always worthwhile to take the risk of building them&amp;amp;mdash;just keep other buildings and units away from it.&lt;br /&gt;
&lt;br /&gt;
{{unit image|energyfusion|Fusion Reactor}}&lt;br /&gt;
&lt;br /&gt;
'''[[Fusion Reactor]]s''' ''(Fusions)'' are efficient but expensive. They tend to explode in a small radius when killed, so don't put them directly right next to anything (especially not each other).&lt;br /&gt;
&lt;br /&gt;
{{unit image|energysingu|Singularity Reactor}}&lt;br /&gt;
&lt;br /&gt;
'''[[Singularity Reactor]]s''' ''(Singularities)'' are even more expensive and efficient than Fusions, but are extremely volatile. When destroyed, they implode, dealing massive damage in a wide radius and pulling in any surviving units.&lt;br /&gt;
&lt;br /&gt;
== Buildpower ==&lt;br /&gt;
Buildpower is mostly used for spending metal and energy, but it can also be used to reclaim, which gives you metal (reclaiming for energy is usually inefficient but good in desperation) and to repair, which costs energy equal to the constructors buildpower. You can also think of moving buildpower around as a way of 'using' it that doesn't require you to spend other resources. You should always have extra buildpower around, as it regulates the rest of your economy. Metal gluts can quickly be turned into energy with buildpower, and metal stalls can be alleviated through reclaim or mex expansion with buildpower, but getting more buildpower requires a factory or a constructor, and all three resources. Remember though that you cannot spend more resources than you actually have. Don't go crazy with the Caretakers until you have the economy to actually run them.&lt;br /&gt;
&lt;br /&gt;
Build power is shown in the unit's tooltip.&lt;br /&gt;
* [[Conjurer|Cloakbot]], [[Convict|Shieldbot]], [[Constable|Jumpbot]], [[Quill|Hovercraft]], [[Crane|Airplane]] and [[Mason|Rover]] Constructors drain 5 (e and m).&lt;br /&gt;
* [[Welder|Tank]], [[Mariner|Ship]], [[Weaver|Spider]] and [[Conch|Amphbot]] Constructors drain 7.5.&lt;br /&gt;
* [[Commander#Recon_Commander|Recon Commander]]s (unupgraded) drain 8.&lt;br /&gt;
* [[Wasp|Gunship]] Constructors, [[Caretaker]]s, [[Commander#Guardian_Commander|Guardian]]/[[Commander#Strike_Commander|Strike]]/[[Commander#Campaign_Commander|Campaign]] Commanders (unupgraded), Factories and [[Factory Plates]] drain 10.&lt;br /&gt;
* [[Commander#Engineer_Commander|Engineer Commander]]s (unupgraded) drain 12.&lt;br /&gt;
* [[Athena]]s drain 15.&lt;br /&gt;
* [[Funnelweb]]s drain 40.&lt;br /&gt;
&lt;br /&gt;
This means you can very easily look at your income and expenditure numbers and know just how many constructors or caretakers you need to bring your economy back into equilibrium.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Another way to explain it is that buildpower is the amount of metal and energy your builders allow you to spend per second. For example, a Caretaker spends at 10 m/s meaning its buildpower is 10.&lt;br /&gt;
&lt;br /&gt;
Since all builders have limited range, it is possible to talk about local buildpower as part of logistics. For example, if you have 10 Caretakers at home but only a few mobile builders, it may be more practical to make a few Fusions or even a Singularity rather than walk a long distance with builders you still have to make.&lt;br /&gt;
&lt;br /&gt;
This is also why at least in small density games such as 1v1, a builder is worth more the further from base it is (unless it's so far that it's in enemy territory and dead).&lt;br /&gt;
&lt;br /&gt;
== Priority ==&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png&lt;br /&gt;
&lt;br /&gt;
All constructors and partially built structures have a button called '''Priority''' that can be set to low, medium or high. Available resources (including income) are first split evenly between high priority construction, if there are any resources left over the resources are split between normal priority construction. If both high and normal priority construction is working at full capacity the remaining resources are available for low priority construction. This feature will save you the time of pausing all less important construction when you need to build something more quickly than others.&lt;br /&gt;
&lt;br /&gt;
Below is a table detailing priority inheritance. The builder and structure priority result in the builder receiving resources with the priority shown in the main body of the table.&lt;br /&gt;
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{|&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | !! colspan=&amp;quot;4&amp;quot; | Builder&lt;br /&gt;
|-&lt;br /&gt;
| '''High''' || '''Normal''' || '''Low'''&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Struct&lt;br /&gt;
| '''High''' || High || High || High&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal''' || High ||Normal ||Low&lt;br /&gt;
|-&lt;br /&gt;
| '''Low''' ||Low || Low || Low&lt;br /&gt;
|}&lt;br /&gt;
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png&lt;br /&gt;
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Priority can be defined for morphs, active cloak and stockpiles using the Misc. Priority states.&lt;br /&gt;
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== Team income distribution ==&lt;br /&gt;
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Commanders and innate income are split evenly.&lt;br /&gt;
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Reclaim is gained by the reclaiming player.&lt;br /&gt;
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Mexes produce base metal. The metal is split almost evenly, with more going to players who recently built a mex until 50% of that cost is paid off.&lt;br /&gt;
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Overdrive produces some amount of metal. The metal is split almost evenly, with more going to players who recently built energy until 50% of that cost is paid off. There is no concept of personal overdrive.&lt;br /&gt;
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== Reserving resources ==&lt;br /&gt;
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Metal and Energy income, when not being used by the player, gets stored in reserve. The best way to use storage and reserve is as an indicator that you need to build more units. The most efficient economy will have a full or near full energy storage and an empty or near empty metal storage.&lt;br /&gt;
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Resources can be reserved to be used only on important, high-priority projects as a threshold of storage. Builders with low and normal build priority will not use stored resources below the reserve threshold. This can be useful if you want to always have enough Metal and Energy on hand to quickly build defense turrets while pushing the front line with your Commander or a mass of construction units.&lt;br /&gt;
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[[File:Economy Bar Reserve Storage.png]]&lt;br /&gt;
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The resource bars represent how much metal and energy is stored for future projects. It is possible to set your reserve threshold by {{key press|Ctrl}}-left-clicking on the bars.&lt;br /&gt;
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You can set your default percentage reserve by {{key press|Space}}-clicking on the economy bars or by navigating through the [[Ingame Menu|in-game menu]] to &amp;lt;samp&amp;gt;Settings/[[Ingame Menu#HUD Panels|HUD Panels]]/Economy Panel&amp;lt;/samp&amp;gt; and changing the &amp;lt;samp&amp;gt;Reserve&amp;lt;/samp&amp;gt; settings in the menu displayed below.&lt;br /&gt;
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[[File:WikiReserve2.png]]&lt;br /&gt;
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{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mankarse</name></author>
		
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