<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Winged</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=Winged"/>
	<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/Special:Contributions/Winged"/>
	<updated>2026-04-12T23:14:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=7968</id>
		<title>Template:Navbox units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=7968"/>
		<updated>2021-10-19T06:38:09Z</updated>

		<summary type="html">&lt;p&gt;Winged: Renamed &amp;quot;Heavy Tanks&amp;quot; unit category to just &amp;quot;Tanks&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox units&lt;br /&gt;
| title      = [[Units]]&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
| list1      = * [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
* [[Reaver]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Sling]]&lt;br /&gt;
* [[Phantom]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Imp]]&lt;br /&gt;
* [[Iris]]&lt;br /&gt;
&lt;br /&gt;
| group2     = [[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
| list2      = * [[Convict]]&lt;br /&gt;
* [[Dirtbag]]&lt;br /&gt;
* [[Bandit]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Thug]]&lt;br /&gt;
* [[Outlaw]]&lt;br /&gt;
* [[Felon]]&lt;br /&gt;
* [[Racketeer]]&lt;br /&gt;
* [[Vandal]]&lt;br /&gt;
* [[Snitch]]&lt;br /&gt;
* [[Aspis]]&lt;br /&gt;
&lt;br /&gt;
| group3     = [[Rover Assembly|Rovers]]&lt;br /&gt;
| list3      = * [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
| group4     = [[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
| list4      = * [[Quill]]&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Scalpel]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Claymore]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Lance]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
* [[Bolas]]&lt;br /&gt;
&lt;br /&gt;
| group5     = [[Gunship Plant|Gunships]]&lt;br /&gt;
| list5      = * [[Wasp]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Locust]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Nimbus]]&lt;br /&gt;
* [[Revenant]]&lt;br /&gt;
* [[Krow]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Charon]]&lt;br /&gt;
* [[Hercules]]&lt;br /&gt;
&lt;br /&gt;
| group6     = [[Airplane Plant|Airplanes]]&lt;br /&gt;
| list6      = * [[Crane]]&lt;br /&gt;
* [[Swift]]&lt;br /&gt;
* [[Raptor]]&lt;br /&gt;
* [[Raven]]&lt;br /&gt;
* [[Phoenix]]&lt;br /&gt;
* [[Thunderbird]]&lt;br /&gt;
* [[Likho]]&lt;br /&gt;
* [[Sparrow]]&lt;br /&gt;
* [[Owl]]&lt;br /&gt;
&lt;br /&gt;
| group7     = [[Spider Factory|Spiders]]&lt;br /&gt;
| list7      = * [[Weaver]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Hermit]]&lt;br /&gt;
* [[Venom]]&lt;br /&gt;
* [[Redback]]&lt;br /&gt;
* [[Recluse]]&lt;br /&gt;
* [[Crab]]&lt;br /&gt;
* [[Tarantula]]&lt;br /&gt;
* [[Widow]]&lt;br /&gt;
&lt;br /&gt;
| group8     = [[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| list8      = * [[Constable]]&lt;br /&gt;
* [[Puppy]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
* [[Placeholder]]&lt;br /&gt;
* [[Moderator]]&lt;br /&gt;
* [[Jack]]&lt;br /&gt;
* [[Jugglenaut]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Toad]]&lt;br /&gt;
* [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
| group9     = [[Tank Foundry|Tanks]]&lt;br /&gt;
| list9      = * [[Welder]]&lt;br /&gt;
* [[Kodachi]]&lt;br /&gt;
* [[Blitz]]&lt;br /&gt;
* [[Ogre]]&lt;br /&gt;
* [[Minotaur]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Emissary]]&lt;br /&gt;
* [[Tremor]]&lt;br /&gt;
* [[Ettin]]&lt;br /&gt;
&lt;br /&gt;
| group10     = [[Amphbot Factory|Amphbots]]&lt;br /&gt;
| list10      = * [[Conch]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Bulkhead]]&lt;br /&gt;
* [[Buoy]]&lt;br /&gt;
* [[Scallop]]&lt;br /&gt;
* [[Grizzly]]&lt;br /&gt;
* [[Angler]]&lt;br /&gt;
* [[Limpet]]&lt;br /&gt;
* [[Lobster]]&lt;br /&gt;
* [[Djinn]]&lt;br /&gt;
&lt;br /&gt;
| group11     = [[Shipyard|Ships]]&lt;br /&gt;
| list11      = * [[Mariner]]&lt;br /&gt;
* [[Cutter]]&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Seawolf]]&lt;br /&gt;
* [[Corsair]]&lt;br /&gt;
* [[Mistral]]&lt;br /&gt;
* [[Siren]]&lt;br /&gt;
* [[Envoy]]&lt;br /&gt;
* [[Zephyr]]&lt;br /&gt;
&lt;br /&gt;
| group12     = [[Strider Hub|Striders]]&lt;br /&gt;
| list12      = * [[Athena]]&lt;br /&gt;
* [[Ultimatum]]&lt;br /&gt;
* [[Scorpion]]&lt;br /&gt;
* [[Dante]]&lt;br /&gt;
* [[Merlin]]&lt;br /&gt;
* [[Funnelweb]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Detriment]]&lt;br /&gt;
* [[Shogun]]&lt;br /&gt;
* [[Reef]]&lt;br /&gt;
* [[Scylla]]&lt;br /&gt;
&lt;br /&gt;
| group13     = [[Missile Silo|Tactical Missiles]]&lt;br /&gt;
| list13      = * [[Eos]]&lt;br /&gt;
* [[Quake]]&lt;br /&gt;
* [[Shockley]]&lt;br /&gt;
* [[Inferno]]&lt;br /&gt;
&lt;br /&gt;
| group14     = Other Units&lt;br /&gt;
| list14      = * [[Commander]]&lt;br /&gt;
* [[Firefly]]&lt;br /&gt;
* [[Viper]]&lt;br /&gt;
* [[Gull]]&lt;br /&gt;
* [[Glint]]&lt;br /&gt;
&lt;br /&gt;
| group15     = [[Chicken Defense|Chickens]]&lt;br /&gt;
| list15      = * [[Chicken]]&lt;br /&gt;
* [[Pigeon]]&lt;br /&gt;
* [[Spiker]]&lt;br /&gt;
* [[Cockatrice]]&lt;br /&gt;
* [[Lobber]]&lt;br /&gt;
* [[Wurm]]&lt;br /&gt;
* [[Roc]]&lt;br /&gt;
* [[Sporeshooter]]&lt;br /&gt;
* [[Leaper]]&lt;br /&gt;
* [[Talon]]&lt;br /&gt;
* [[Basilisk]]&lt;br /&gt;
* [[Blobber]]&lt;br /&gt;
* [[Blimpy]]&lt;br /&gt;
* [[Tiamat]]&lt;br /&gt;
* [[White Dragon]]&lt;br /&gt;
* [[Chicken Queen]] ([[Chicken Flyer Queen|flying]])&lt;br /&gt;
* [[Digger]]&lt;br /&gt;
* [[Dodo]]&lt;br /&gt;
* [[Spidermonkey]]&lt;br /&gt;
* [[Blooper]]&lt;br /&gt;
&lt;br /&gt;
| group16     = Unused Units&lt;br /&gt;
| list16      = * [[Nebula]]&lt;br /&gt;
* [[Spicula]]&lt;br /&gt;
* [[Kestrel]]&lt;br /&gt;
* [[Eclipse]]&lt;br /&gt;
* [[Grebe]]&lt;br /&gt;
* [[Dampener]]&lt;br /&gt;
* [[Punisher]]&lt;br /&gt;
* [[Trisula]]&lt;br /&gt;
* [[Morningstar]]&lt;br /&gt;
* [[Lancelet]]&lt;br /&gt;
* [[Anarchid]]&lt;br /&gt;
* [[Vanquisher]]&lt;br /&gt;
* [[Listener (burrowed)]]&lt;br /&gt;
* [[Chicken Queen (old)]]&lt;br /&gt;
* [[Chicken Brood Queen]]&lt;br /&gt;
&lt;br /&gt;
| group17     = Removed Units&lt;br /&gt;
| list17      = * [[Daimyo]]&lt;br /&gt;
* [[Surfboard]]&lt;br /&gt;
| below       = [[Buildings]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7967</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7967"/>
		<updated>2021-10-14T18:02:05Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* General scaling per level */ Changed speed to BP&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;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png&amp;quot;&amp;gt;&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. If the weapon upgrade slot is left empty, your Commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level 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;
== 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;
| - ||75 || 100 || 650 || 200 || colspan=&amp;quot;2&amp;quot;|+100&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second)&lt;br /&gt;
| - || 10 || 15 || 20 || 25 || colspan=&amp;quot;2&amp;quot;|30&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, although their icon color depends on their nature. They fall into two categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times 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;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too 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;
| 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;
! Damage Booster&lt;br /&gt;
| +10% 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;
| +1600 HP, -3 speed. Requires Ablative Armor Plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative Armor Plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || 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;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 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;
! Autorepair System&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;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&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 &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&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 &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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 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:purple&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 &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;
| Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%.&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 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_lightninggun.png&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. They 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 || || || 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;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flamethrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Sets units on fire for 15s (15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0&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 || 70 || 210&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;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 300 || 1.63 || 220 || 135&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&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;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || &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;
| 290 || 2 || 32&amp;amp;times;12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || 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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are only affected 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 only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer !! 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;8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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 ||350+&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;2100&amp;lt;/span&amp;gt; || 14+&amp;lt;span style=&amp;quot;color:purple&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;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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;
! Multistunner&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;[[Weapon_classes#EMP|EMP]]&amp;lt;/span&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || 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:purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 5 s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 8 s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 12+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy 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 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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&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;
&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||11||20||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&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) and Battle (heavy) 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;
! scope=&amp;quot;row&amp;quot;|Heavy Drones&lt;br /&gt;
|||||||||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png&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 modoption &amp;quot;Allow campaign commander chassis&amp;quot; in the &amp;quot;Start&amp;quot; tab.&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;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual/Unit_Abilities&amp;diff=7944</id>
		<title>Manual/Unit Abilities</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual/Unit_Abilities&amp;diff=7944"/>
		<updated>2021-10-12T17:04:04Z</updated>

		<summary type="html">&lt;p&gt;Winged: Changing the link to capture to a link to the new status effects page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/dgun.png&amp;quot; height=&amp;quot;16&amp;quot;&amp;gt; [[Status Effects]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; height=&amp;quot;16&amp;quot;&amp;gt; [[Cloak]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaRules/Images/awards/trophy_fire.png&amp;quot; height=&amp;quot;16&amp;quot; width=&amp;quot;16&amp;quot;&amp;gt; [[Fire]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/embark.png&amp;quot; height=&amp;quot;16&amp;quot;&amp;gt; [[Transportation]]&lt;br /&gt;
* [[File:Cmd_drop_beacon.png|x16px|link=]] [[Teleportation]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/repair.png&amp;quot; height=&amp;quot;16&amp;quot;&amp;gt; [[Repair]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/health.png&amp;quot; height=&amp;quot;16&amp;quot;&amp;gt; [[Shield]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&amp;quot; height=&amp;quot;16&amp;quot;&amp;gt; [[Terraform]]ing&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7897</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7897"/>
		<updated>2021-10-05T18:36:17Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7896</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7896"/>
		<updated>2021-10-05T18:35:09Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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;
{{Navbox Manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7895</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7895"/>
		<updated>2021-10-05T18:02:52Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Slow damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7894</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7894"/>
		<updated>2021-10-05T18:00:31Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Capture damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Capture&amp;diff=7893</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Capture&amp;diff=7893"/>
		<updated>2021-10-05T17:58:32Z</updated>

		<summary type="html">&lt;p&gt;Winged: Folding this into the new status effects page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status_Effects#Capture_damage]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7892</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7892"/>
		<updated>2021-10-05T17:57:14Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Capture damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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 (say, in a 3 player FFA). 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;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Disarm&amp;diff=7887</id>
		<title>Disarm</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Disarm&amp;diff=7887"/>
		<updated>2021-10-05T17:47:53Z</updated>

		<summary type="html">&lt;p&gt;Winged: Redirected page to Status Effects#Disarm damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status_Effects#Disarm_damage]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7886</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7886"/>
		<updated>2021-10-05T17:46:49Z</updated>

		<summary type="html">&lt;p&gt;Winged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, pulsed&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || Range affected by height&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Disruptor || Spherical || Accurate, Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegrators and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit despite being penetrating like disintegrators and flamethrowers. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries [[Status_Effects#EMP_damage|EMP stun]] along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Disruptor==&lt;br /&gt;
Disruptors are beam weapons that deal [[Status_Effects#Slow_damage|slow]] along with their damage. They have spherical range, and are very accurate.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7885</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7885"/>
		<updated>2021-10-05T17:45:20Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Lightning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, pulsed&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || Range affected by height&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Disruptor || Spherical || Accurate, Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegrators and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit despite being penetrating like disintegrators and flamethrowers. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries [[Status_Effects#EMP_damage|EMP stun]] along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Disruptor==&lt;br /&gt;
Stub&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7884</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7884"/>
		<updated>2021-10-05T17:43:27Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Capture damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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;
* Even though capture percentage stacks, it does not stack between players who belong on different teams (say, in a 3 player FFA). 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 unit is captured, a yellow line is displayed connecting them to their controlling Dominatrix.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7883</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7883"/>
		<updated>2021-10-05T17:42:42Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Capture damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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;
* If a captured unit's controlling Dominatrix is destroyed, it is returned to its original controller with 95% capture percentage.&lt;br /&gt;
* Even though capture percentage stacks, it does not stack between players who belong on different teams (say, in a 3 player FFA). Each team gets their own capture bar for the target unit, and the UI will only display the highest percentage.&lt;br /&gt;
* After 5s of taking no capture damage, capture percentage decays at a rate of 4% per second.&lt;br /&gt;
&lt;br /&gt;
When a unit is captured, a yellow line is displayed connecting them to their controlling Dominatrix.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7882</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7882"/>
		<updated>2021-10-05T17:40:44Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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;
* If a captured unit's controlling Dominatrix is destroyed, it is returned to its original controller with 95% capture percentage.&lt;br /&gt;
* Even though capture percentage stacks, it does not stack between players who belong on different teams (say, in a 3 player FFA). Each team gets their own capture bar for the target unit, and the UI will only display the highest percentage.&lt;br /&gt;
* After 5s of taking no capture damage, capture percentage decays at a rate of 4% per second.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=7881</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=7881"/>
		<updated>2021-10-05T17:29:35Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 111&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 22&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 660&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Dominatrix deals [[Status_Effects#Capture_damage|capture damage]], effectively pitting its DPS against (1000 + the target's HP). This means the Dominatrix (which has a capture DPS of 660) will take a minimum of 1.5 seconds to capture any unit. For heavier targets, a single Dominatrix takes about 11.8 seconds to capture an enemy [[Minotaur]] (which has 6800 HP). Also note that damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns after realising that they've spent most of their economy on giving you one of these units.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur and Jack in particular are very difficult for Rover to counter without a Domi, but this will require a critical mass of Domis to have sufficient DPS to actually complete the capture.&lt;br /&gt;
&lt;br /&gt;
3) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is inattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
==Countering Dominatrix==&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix and takes little capture damage while armored. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't get any bonus kills from the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It might not be effective if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorably with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mace build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
== Other counters ==&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artillery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7880</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7880"/>
		<updated>2021-10-05T17:29:01Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 * 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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=7879</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=7879"/>
		<updated>2021-10-05T17:28:37Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Tactics and Strategy */ Dominatrix mechanics were straight up out of date - updating the examples and moving the full explanation to the new status effects page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 111&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 22&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 660&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Dominatrix deals [[Status_Effects#Capture_damage]], effectively pitting its DPS against (1000 + the target's HP). This means the Dominatrix (which has a capture DPS of 660) will take a minimum of 1.5 seconds to capture any unit. For heavier targets, a single Dominatrix takes about 11.8 seconds to capture an enemy [[Minotaur]] (which has 6800 HP). Also note that damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns after realising that they've spent most of their economy on giving you one of these units.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur and Jack in particular are very difficult for Rover to counter without a Domi, but this will require a critical mass of Domis to have sufficient DPS to actually complete the capture.&lt;br /&gt;
&lt;br /&gt;
3) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is inattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
==Countering Dominatrix==&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix and takes little capture damage while armored. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't get any bonus kills from the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It might not be effective if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorably with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mace build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
== Other counters ==&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artillery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7878</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7878"/>
		<updated>2021-10-05T17:19:02Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Slow damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Moderator&amp;diff=7877</id>
		<title>Moderator</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Moderator&amp;diff=7877"/>
		<updated>2021-10-05T17:17:29Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a disruptor skirmisher walker from the [[Jumpbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Moderator&lt;br /&gt;
| defname = jumpskirm&lt;br /&gt;
| description = Disruptor Skirmisher Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
| icontype = fatbotsupport&lt;br /&gt;
| cost = 240&lt;br /&gt;
| hitpoints = 480&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 475&lt;br /&gt;
| sight = 473&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulse Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 460&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 46&lt;br /&gt;
	| slowdamage = 1840&lt;br /&gt;
	| slowdps = 184&lt;br /&gt;
	| range = 420&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Moderator's disruptor beam reduces enemy speed and rate of fire by up to 50% in addition to dealing damage, making it effective against almost all targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Since the Moderator's slowbeam instantly hits, and since it deals significant amounts of slow damage, even high-weight raiders such as the [[Blitz]] and [[Pyro]] are ill-suited towards dealing with about equal numbers of Moderators. To counter this, try switching to using cheaper, smaller raiders like [[Glaive]]s, or longer-ranged skirmishers like [[Ronin]]s or [[Fencer]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Not only does the Moderator slow, it also [[Status_Effects#Slow_damage|overslows]] - the targeted enemy unit can take extra slow damage, equivalent to 2 seconds of decay, above the usual cap, though without actually increasing the slowdown (this means staying at the maximum 50% slowdown for 2 seconds instead of falling off immediately, as long as enough slow damage was dealt). &lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7876</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7876"/>
		<updated>2021-10-05T17:16:47Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Slow damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage 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 a higher percentage than 50%.&lt;br /&gt;
** Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow can only &amp;quot;stretch out&amp;quot; a 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. If a weapon deals normal and slow damage together, the slow damage is applied last.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7875</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7875"/>
		<updated>2021-10-05T17:14:41Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Slow damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage per second.&lt;br /&gt;
&lt;br /&gt;
Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the target to a higher percentage than 50%. Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. 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. If a weapon deals normal and slow damage together, the slow damage is applied last.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Limpet&amp;diff=7874</id>
		<title>Limpet</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Limpet&amp;diff=7874"/>
		<updated>2021-10-05T17:12:44Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an amphibious slow bomb from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Limpet&lt;br /&gt;
| defname = amphbomb&lt;br /&gt;
| description = Amphibious Slow Bomb&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphbomb.png&lt;br /&gt;
| icontype = amphbomb&lt;br /&gt;
| cost = 150&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| movespeed = 123&lt;br /&gt;
| turnrate = 593&lt;br /&gt;
| sight = 240&lt;br /&gt;
| sonar = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slowing Explosion&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| slowdamage = 1201&lt;br /&gt;
	| slowdps = 0&lt;br /&gt;
	| aoe = 250&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 10&lt;br /&gt;
	| atdepth = 30&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Limpet can dodge most slow projectiles thanks to its agility and small size, allowing it to get close to enemy units in order to detonate, slowing and damaging them. Unlike other types of bombs, friendly units are not affected by its explosion.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Not only does the Limpet slow, it also [[Status_Effects#Slow_damage|overslows]] - every enemy unit caught in the blast can take extra slow damage, equivalent to 5 seconds of decay, above the usual cap, though without actually increasing the slowdown (this means staying at the maximum 50% slowdown for 5 seconds instead of falling off immediately, as long as enough slow damage was dealt).&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7873</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7873"/>
		<updated>2021-10-05T17:10:20Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Disarm damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage per second.&lt;br /&gt;
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the target to a higher percentage than 50%. 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. If a weapon deals normal and slow damage together, the slow damage is applied last.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7872</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7872"/>
		<updated>2021-10-05T17:08:42Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Slow damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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 damage 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). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage.&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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage per second.&lt;br /&gt;
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the target to a higher percentage than 50%. 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. If a weapon deals normal and slow damage together, the slow damage is applied last.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7871</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7871"/>
		<updated>2021-10-05T17:07:41Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Slow damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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 damage 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). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage.&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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage per second.&lt;br /&gt;
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the unit to a higher percentage than 50%. 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. If a weapon deals normal and slow damage together, the slow damage is applied last.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7870</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7870"/>
		<updated>2021-10-05T17:07:28Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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 damage 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). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage.&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's slowed in proportion to the slow damage / its maximum 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;
* Units clear 4% of their current health in slow damage per second.&lt;br /&gt;
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the unit to a higher percentage than 50%. 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. If a weapon deals normal and slow damage together, the slow damage is applied last.&lt;br /&gt;
&lt;br /&gt;
Slow is purple.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7869</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7869"/>
		<updated>2021-10-05T16:52:45Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* EMP damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against 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 * 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 damage 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). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage.&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7868</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7868"/>
		<updated>2021-10-05T16:52:18Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Disarm damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage.&lt;br /&gt;
* When EMP damage 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 damage 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 * 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 damage 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). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage.&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7867</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7867"/>
		<updated>2021-10-05T16:51:11Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* EMP damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage.&lt;br /&gt;
* When EMP damage 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 damage 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 * 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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7865</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7865"/>
		<updated>2021-10-05T16:49:45Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* EMP damage */&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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage. EMP damage is applied after normal damage.&lt;br /&gt;
* When EMP damage 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 damage 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 * 2.5 = 175%.&lt;br /&gt;
&lt;br /&gt;
Against shields, EMP damage is divided by 3 and converted into normal shield damage damage. 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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7864</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7864"/>
		<updated>2021-10-05T16:48:43Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage.&lt;br /&gt;
* When EMP damage 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 damage 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 * 2.5 = 175%.&lt;br /&gt;
&lt;br /&gt;
Against shields, EMP damage is divided by 3 and converted into normal shield damage damage. 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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7863</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7863"/>
		<updated>2021-10-05T16:47:22Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* EMP damage */&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.&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage.&lt;br /&gt;
* When EMP damage 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 damage 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 * 2.5 = 175%.&lt;br /&gt;
&lt;br /&gt;
Against shields, EMP damage is divided by 3 and converted into normal shield damage damage. 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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7862</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7862"/>
		<updated>2021-10-05T16:46:41Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* EMP damage */&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.&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage.&lt;br /&gt;
* When EMP damage 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 damage 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 an 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 * 2.5 = 175%.&lt;br /&gt;
&lt;br /&gt;
Against shields, EMP damage is divided by 3 and converted into normal shield damage damage. 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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7861</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7861"/>
		<updated>2021-10-05T16:45:03Z</updated>

		<summary type="html">&lt;p&gt;Winged: &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.&lt;br /&gt;
&lt;br /&gt;
== EMP damage ==&lt;br /&gt;
EMP 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 against the enemy's ''current'' health and converted into a stacking percentage.&lt;br /&gt;
* When EMP damage 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;
* Every EMP weapon has a maximum percentage it can set a unit to, described in the weapon stat block as a maximum stun time (each second effectively being 2.5% over 100%).&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 * 2.5 = 175%.&lt;br /&gt;
&lt;br /&gt;
Against shields, EMP damage is divided by 3 and converted into normal shield damage damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slow damage ==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Slow&amp;diff=7859</id>
		<title>Slow</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Slow&amp;diff=7859"/>
		<updated>2021-10-05T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Winged: Redirected page to Status Effects#Slow damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status_Effects#Slow_damage]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=EMP&amp;diff=7858</id>
		<title>EMP</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=EMP&amp;diff=7858"/>
		<updated>2021-10-05T16:31:04Z</updated>

		<summary type="html">&lt;p&gt;Winged: Changed redirect target from Status Effects#EMP Damage to Status Effects#EMP damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status_Effects#EMP_damage]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7857</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7857"/>
		<updated>2021-10-05T16:29:54Z</updated>

		<summary type="html">&lt;p&gt;Winged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Status Effects stub page, filling it out as I go.&lt;br /&gt;
&lt;br /&gt;
==EMP damage==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (EMP damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow damage==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=EMP&amp;diff=7856</id>
		<title>EMP</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=EMP&amp;diff=7856"/>
		<updated>2021-10-05T16:29:31Z</updated>

		<summary type="html">&lt;p&gt;Winged: Changed redirect target from Status Effects to Status Effects#EMP Damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status_Effects#EMP_Damage]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=EMP&amp;diff=7855</id>
		<title>EMP</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=EMP&amp;diff=7855"/>
		<updated>2021-10-05T16:28:27Z</updated>

		<summary type="html">&lt;p&gt;Winged: Redirected page to Status Effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status Effects]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapon_types&amp;diff=7854</id>
		<title>Weapon types</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapon_types&amp;diff=7854"/>
		<updated>2021-10-05T16:27:59Z</updated>

		<summary type="html">&lt;p&gt;Winged: Redirected page to Weapon classes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weapon classes]]&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Moderator&amp;diff=7853</id>
		<title>Moderator</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Moderator&amp;diff=7853"/>
		<updated>2021-10-05T16:26:57Z</updated>

		<summary type="html">&lt;p&gt;Winged: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a disruptor skirmisher walker from the [[Jumpbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Moderator&lt;br /&gt;
| defname = jumpskirm&lt;br /&gt;
| description = Disruptor Skirmisher Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/jumpskirm.png&lt;br /&gt;
| icontype = fatbotsupport&lt;br /&gt;
| cost = 240&lt;br /&gt;
| hitpoints = 480&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 475&lt;br /&gt;
| sight = 473&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulse Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 460&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 46&lt;br /&gt;
	| slowdamage = 1840&lt;br /&gt;
	| slowdps = 184&lt;br /&gt;
	| range = 420&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Moderator's disruptor beam reduces enemy speed and rate of fire by up to 50% in addition to dealing damage, making it effective against almost all targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Since the Moderator's slowbeam instantly hits, and since it deals significant amounts of slow damage, even high-weight raiders such as the [[Blitz]] and [[Pyro]] are ill-suited towards dealing with about equal numbers of Moderators. To counter this, try switching to using cheaper, smaller raiders like [[Glaive]]s, or longer-ranged skirmishers like [[Ronin]]s or [[Fencer]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Not only does the Moderator slow, it also overslows - setting every enemy unit caught in the blast to a temporary maximum slow of 58% (over the usual 50%). This lasts for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Limpet&amp;diff=7852</id>
		<title>Limpet</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Limpet&amp;diff=7852"/>
		<updated>2021-10-05T16:25:51Z</updated>

		<summary type="html">&lt;p&gt;Winged: Explaining overslow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an amphibious slow bomb from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Limpet&lt;br /&gt;
| defname = amphbomb&lt;br /&gt;
| description = Amphibious Slow Bomb&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphbomb.png&lt;br /&gt;
| icontype = amphbomb&lt;br /&gt;
| cost = 150&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| movespeed = 123&lt;br /&gt;
| turnrate = 593&lt;br /&gt;
| sight = 240&lt;br /&gt;
| sonar = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slowing Explosion&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| slowdamage = 1201&lt;br /&gt;
	| slowdps = 0&lt;br /&gt;
	| aoe = 250&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 10&lt;br /&gt;
	| atdepth = 30&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Limpet can dodge most slow projectiles thanks to its agility and small size, allowing it to get close to enemy units in order to detonate, slowing and damaging them. Unlike other types of bombs, friendly units are not affected by its explosion.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Not only does the Limpet slow, it also overslows - setting every enemy unit caught in the blast to a temporary maximum slow of 70% (over the usual 50%). This lasts for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7851</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7851"/>
		<updated>2021-10-05T16:20:18Z</updated>

		<summary type="html">&lt;p&gt;Winged: Removed EMP and Slow to move them to their own status effects page, rearranged the weapon classes by intuitiveness, added a disruptor stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, pulsed&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || Range affected by height&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Disruptor || Spherical || Accurate, Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegrators and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit despite being penetrating like disintegrators and flamethrowers. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Disruptor==&lt;br /&gt;
Stub&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7850</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Status_Effects&amp;diff=7850"/>
		<updated>2021-10-05T16:18:33Z</updated>

		<summary type="html">&lt;p&gt;Winged: Starting a status effects page, will update it with clearer information shortly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Status Effects stub page, filling it out as I go.&lt;br /&gt;
&lt;br /&gt;
==EMP Damage==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (EMP damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow Damage==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Capture Damage==&lt;br /&gt;
Dominatrix stuff.&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7849</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7849"/>
		<updated>2021-10-05T16:15:13Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, pulsed&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || Range affected by height&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Disruptor || Spherical || Accurate, Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegrators and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit despite being penetrating like disintegrators and flamethrowers. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (EMP damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7848</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7848"/>
		<updated>2021-10-05T16:14:30Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Overview */ Removing EMP and Slow from the weapon classes page to move into a separate status effects page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, pulsed&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || Increased range with height&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Disruptor || Spherical || Accurate, Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegrators and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit despite being penetrating like disintegrators and flamethrowers. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (EMP damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&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). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Infobox_zkweapon&amp;diff=7847</id>
		<title>Template:Infobox zkweapon</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Infobox_zkweapon&amp;diff=7847"/>
		<updated>2021-10-05T15:13:57Z</updated>

		<summary type="html">&lt;p&gt;Winged: Changing &amp;quot;stun time&amp;quot; to &amp;quot;max stun time&amp;quot; to better reflect the mechanics after discussing it with Sprung.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:ZK Infoboxes]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ infobox&lt;br /&gt;
| abovestyle = background:#bbb; color:#000&lt;br /&gt;
| above = &lt;br /&gt;
| headerstyle = color:#000; {{#if: {{{specialheadercolour|}}} | {{{specialheadercolour|}}} | {{#if: {{{empdamage|}}} | background:#bbf; | {{#if: {{{slowdamage|}}} | background:#fbf; | {{#if: {{{disarmdamage|}}} | background:#ffb; | {{#if: {{{afterburn|}}} | background:#fbb; | background:#bbb; }} }} }} }} }}  {{#if: {{{manualfire|}}} | border: 2px solid red; | }} {{#if: {{{antiair|}}} | border: 2px dashed #44b; | }} {{#if: {{{wateronly|}}} | border: 2px solid blue; | }}&lt;br /&gt;
| labelstyle = &lt;br /&gt;
| datastyle = text-align: center;&lt;br /&gt;
&lt;br /&gt;
| header1 = {{{name}}}&lt;br /&gt;
&lt;br /&gt;
| label11      = Damage&lt;br /&gt;
| data11       = {{{damage|0}}}&lt;br /&gt;
| label12      = &amp;lt;span style=&amp;quot;color: #bbf&amp;quot;&amp;gt;EMP Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
| data12       = {{#if: {{{empdamage|}}} | &amp;lt;span style=&amp;quot;color: #bbf&amp;quot;&amp;gt;{{{empdamage|}}}&amp;lt;/span&amp;gt; |  }} &lt;br /&gt;
| label13      = &amp;lt;span style=&amp;quot;color: #fbf&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
| data13       = {{#if: {{{slowdamage|}}} | &amp;lt;span style=&amp;quot;color: #fbf&amp;quot;&amp;gt;{{{slowdamage|}}}&amp;lt;/span&amp;gt; |  }}&lt;br /&gt;
| label14      = &amp;lt;span style=&amp;quot;color: #ffb&amp;quot;&amp;gt;Disarm Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
| data14       = {{#if: {{{disarmdamage|}}} | &amp;lt;span style=&amp;quot;color: #ffb&amp;quot;&amp;gt;{{{disarmdamage|}}}&amp;lt;/span&amp;gt; |  }}  &lt;br /&gt;
&lt;br /&gt;
| label21      = Reload Time (s)&lt;br /&gt;
| data21       = {{{reloadtime|}}}&lt;br /&gt;
| label22      = Damage per Second&lt;br /&gt;
| data22       = {{ #if: {{{dps|}}}{{{empdps|}}}{{{slowdps|}}}{{{disarmdps|}}} | {{{dps|0}}} | }} {{#if: {{{empdps|}}} | + &amp;lt;span style=&amp;quot;color: #bbf&amp;quot;&amp;gt;{{{empdps|}}}&amp;lt;/span&amp;gt; |  }} {{#if: {{{slowdps|}}} | + &amp;lt;span style=&amp;quot;color: #fbf&amp;quot;&amp;gt;{{{slowdps|}}}&amp;lt;/span&amp;gt; | }} {{#if: {{{disarmdps|}}} | + &amp;lt;span style=&amp;quot;color: #ffb&amp;quot;&amp;gt;{{{disarmdps|}}}&amp;lt;/span&amp;gt; | }}  &lt;br /&gt;
| label23      = Shield Damage (%)&lt;br /&gt;
| data23       = {{{shielddamage|}}}&lt;br /&gt;
| label24      =  &amp;lt;span style=&amp;quot;color: #fbb&amp;quot;&amp;gt;Afterburn (s)&amp;lt;/span&amp;gt;&lt;br /&gt;
| data24       = {{ #if: {{{afterburn|}}} | &amp;lt;span style=&amp;quot;color: #fbb&amp;quot;&amp;gt;{{{afterburn|}}} ({{{afterburndps|15}}} DPS)&amp;lt;/span&amp;gt; | }}&lt;br /&gt;
| label25      = Max Stun Time (s) &lt;br /&gt;
| data25       = {{{stuntime|}}}&lt;br /&gt;
| label26      = Range (elmo)&lt;br /&gt;
| data26       = {{{range|}}}&lt;br /&gt;
| label27      = Area of Effect (elmo)&lt;br /&gt;
| data27       = {{{aoe|}}}&lt;br /&gt;
| label28      = Projectile Speed (elmo/s) &lt;br /&gt;
| data28       = {{{projectilespeed|}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| label41      = Inaccuracy (deg) &lt;br /&gt;
| data41       = {{{inaccuracy|}}}&lt;br /&gt;
&lt;br /&gt;
| label42      = Homing (deg/s) &lt;br /&gt;
| data42       = {{{homing|}}}&lt;br /&gt;
| label43      = Wobbly (maximum, deg/s)&lt;br /&gt;
| data43       = {{{wobbly|}}}&lt;br /&gt;
| label44      = Arcing shot (deg)&lt;br /&gt;
| data44       = {{{arcing|}}}&lt;br /&gt;
| label45      = Firing arc (deg)&lt;br /&gt;
| data45       = {{{firearc|}}}&lt;br /&gt;
&lt;br /&gt;
| label46      = Burst Time (s) &lt;br /&gt;
| data46       = {{{bursttime|}}}&lt;br /&gt;
&lt;br /&gt;
| label81     = {{{customlabel1|}}}&lt;br /&gt;
| data81      = {{{customdata1|}}}&lt;br /&gt;
| label82     = {{{customlabel2|}}}&lt;br /&gt;
| data82      = {{{customdata2|}}}&lt;br /&gt;
| label83     = {{{customlabel3|}}}&lt;br /&gt;
| data83      = {{{customdata3|}}}&lt;br /&gt;
| label84     = {{{customlabel4|}}}&lt;br /&gt;
| data84      = {{{customdata4|}}}&lt;br /&gt;
| label85     = {{{customlabel5|}}}&lt;br /&gt;
| data85      = {{{customdata5|}}}&lt;br /&gt;
| label86     = {{{customlabel6|}}}&lt;br /&gt;
| data86      = {{{customdata6|}}}&lt;br /&gt;
| label87     = {{{customlabel7|}}}&lt;br /&gt;
| data87      = {{{customdata7|}}}&lt;br /&gt;
| label88     = {{{customlabel8|}}}&lt;br /&gt;
| data88      = {{{customdata8|}}}&lt;br /&gt;
| label89     = {{{customlabel9|}}}&lt;br /&gt;
| data89      = {{{customdata9|}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| data91      = {{{special1|}}}&lt;br /&gt;
| data92      = {{{special2|}}}&lt;br /&gt;
| data93      = {{{special3|}}}&lt;br /&gt;
| data94      = {{{special4|}}}&lt;br /&gt;
| data95      = {{{special5|}}}&lt;br /&gt;
| data96      = {{{special6|}}}&lt;br /&gt;
| data97      = {{{special7|}}}&lt;br /&gt;
| data98      = {{{special8|}}}&lt;br /&gt;
| data99      = {{{special9|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Please add categories and interwiki links to /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7818</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7818"/>
		<updated>2021-09-27T16:52:47Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Support */ Laz device is also level 3, and jumpjets are accessible at level 1 for both campaign and recon commanders.&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;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png&amp;quot;&amp;gt;&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. If the weapon upgrade slot is left empty, your Commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level 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;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with level.&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;
| - ||75 || 100 || 650 || 200 || colspan=&amp;quot;2&amp;quot;|+100&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Base time&lt;br /&gt;
| - || 7 || 6 || 32 || 8 || +2 || +3&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;
Equipping weapons and modules costs additional Metal. Morph time is partly dependent on the Metal cost.&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, although their icon color depends on their nature. They fall into two categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times 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;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too 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;
| 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;
! Damage Booster&lt;br /&gt;
| +10% 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;
| +1600 HP, -3 speed. Requires Ablative Armor Plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative Armor Plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || 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;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 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;
! Autorepair System&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;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&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: 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;
! 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 &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&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 &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 (Free)&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;
|}&lt;br /&gt;
&lt;br /&gt;
The jumpjets are given for free at level 1 to the recon commander.&lt;br /&gt;
&lt;br /&gt;
Note that while the field radar is free for all commanders in multiplayer and skirmishes, it does take up a module slot in the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 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:purple&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 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;
| Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%.&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 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-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. They 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 || || || 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;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flamethrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Sets units on fire for 15s (15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0&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; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;†&amp;lt;/span&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 || 70 || 210&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;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 300 || 1.63 || 220 || 135&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&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;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;†&amp;lt;/span&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;
| 290 || 2 || 32&amp;amp;times;12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†Not available in the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are only affected 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 only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer !! 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;8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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 ||350+&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;2100&amp;lt;/span&amp;gt; || 14+&amp;lt;span style=&amp;quot;color:purple&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;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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;
! Multistunner&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;[[Weapon_classes#EMP|EMP]]&amp;lt;/span&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || 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:purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 5 s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 8 s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 12+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy 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'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&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;
&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||11||20||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&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) and Battle (heavy) 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;
! scope=&amp;quot;row&amp;quot;|Heavy Drones&lt;br /&gt;
|||||||||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&lt;br /&gt;
&lt;br /&gt;
* Lowest speed (39)&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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png&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 modoption &amp;quot;Allow campaign commander chassis&amp;quot; in the &amp;quot;Start&amp;quot; tab.&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;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7817</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7817"/>
		<updated>2021-09-27T16:49:47Z</updated>

		<summary type="html">&lt;p&gt;Winged: /* Module types */ There are only two categories&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;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png&amp;quot;&amp;gt;&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. If the weapon upgrade slot is left empty, your Commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level 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;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with level.&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;
| - ||75 || 100 || 650 || 200 || colspan=&amp;quot;2&amp;quot;|+100&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|Base time&lt;br /&gt;
| - || 7 || 6 || 32 || 8 || +2 || +3&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;
Equipping weapons and modules costs additional Metal. Morph time is partly dependent on the Metal cost.&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, although their icon color depends on their nature. They fall into two categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times 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;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too 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;
| 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;
! Damage Booster&lt;br /&gt;
| +10% 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;
| +1600 HP, -3 speed. Requires Ablative Armor Plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative Armor Plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || 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;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 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;
! Autorepair System&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;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&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: 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;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&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 &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;
| 3&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;
|}&lt;br /&gt;
&lt;br /&gt;
The jumpjets are given for free at level 1 to the recon commander.&lt;br /&gt;
&lt;br /&gt;
Note that while the field radar is free for all commanders in multiplayer and skirmishes, it does take up a module slot in the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 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:purple&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 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;
| Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%.&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 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-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. They 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 || || || 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;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flamethrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Sets units on fire for 15s (15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0&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; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;†&amp;lt;/span&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 || 70 || 210&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;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 300 || 1.63 || 220 || 135&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&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;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;†&amp;lt;/span&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;
| 290 || 2 || 32&amp;amp;times;12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†Not available in the campaign.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are only affected 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 only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer !! 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;8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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 ||350+&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;2100&amp;lt;/span&amp;gt; || 14+&amp;lt;span style=&amp;quot;color:purple&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;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || 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;
! Multistunner&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;[[Weapon_classes#EMP|EMP]]&amp;lt;/span&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || 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:purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 5 s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 8 s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 12+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy 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'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&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;
&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||11||20||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&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) and Battle (heavy) 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;
! scope=&amp;quot;row&amp;quot;|Heavy Drones&lt;br /&gt;
|||||||||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&lt;br /&gt;
&lt;br /&gt;
* Lowest speed (39)&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;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cremcom.png&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 modoption &amp;quot;Allow campaign commander chassis&amp;quot; in the &amp;quot;Start&amp;quot; tab.&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;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Winged</name></author>
		
	</entry>
</feed>