Editing Commander

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{TOC right}}
+
<div style="float:right;">__TOC__</div>
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]].
+
= Commander intro =
  
[[File:commstrike.png|Strike Commander|link=#Strike Commander]]
+
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]].  
[[File:commassault.png|Guardian Commander|link=#Guardian Commander]]
 
[[File:commrecon.png|Recon Commander|link=#Recon Commander]]
 
[[File:commsupport.png|Engineer Commander|link=#Engineer Commander]]
 
[[File:cremcom.png|Campaign Commander|link=#Campaign Commander]]
 
  
Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:
+
Choosing Strike, Guardian, Recon, or Engineer will determine your Commander's starting abilities.
{| class="wikitable"
 
! style="text-align:left"|Commander !! HP !! Speed !! Can Jump !! Build Power !! Modules
 
|-
 
! scope="row" style="text-align:left"|Strike
 
| High || Fast|| No || Normal || Versatile
 
|-
 
! scope="row" style="text-align:left"|Guardian
 
| Excellent || Medium || No || Normal || Powerful
 
|-
 
! scope="row" style="text-align:left"|Recon
 
| Low || Fast || Yes || Lower || Light
 
|-
 
! scope="row" style="text-align:left"|Engineer
 
| Medium || Slow || No || Improved || Support
 
|-
 
! scope="row" style="text-align:left"|Campaign
 
| High || Medium || Module || Normal || All
 
|}
 
  
= Modules and weapons =
+
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png">
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png">
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png">
 +
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png">
  
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.
+
Your commander can also be configured with a variety of [[#Module types|Modules]] to suit your play-style. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.
  
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.
+
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected.  
  
Commanders start with a Beam Laser and a radar module attached.
+
Commanders start at Level 1 with a Beam Laser and no modules attached.  
  
At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].
+
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].
  
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.
+
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free.  
  
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.
+
Each added level gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.
  
 
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.
 
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.
  
== Experience Points (XP) ==
+
= Modules and weapons =
  
=== Campaign ===
+
== Number of slots per level ==
* Each mission gives fixed XP for having completed them
 
* Each bonus objective gives XP
 
* If you've completed all the bonus objectives then you've got all the XP for a mission
 
  
== General scaling per level ==
+
Commanders start at level 1. The number of modules and weapons increases with levels.
  
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.
+
{|
 
+
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +
{| class="wikitable" style="text-align:center"
+
|-
! scope="row"|Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! +
+
| Base [[File:Ibeam.png|20px]] cost || -&nbsp;&nbsp;&nbsp;&nbsp; ||25 || 100 || 600 || 200 || +100
 
|-
 
|-
! scope="row"|Base [[File:Ibeam.png|20px|Metal]] cost
+
| Base time || - || 2 || 6 || 30 || 8 || ++
| - ||50 || 100 || 150 || 200 || colspan="2"|+50
 
 
|-
 
|-
! scope="row"|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second)
+
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0
| - || 5 || 7.5 || 10 || 12.5 || colspan="2"|15
 
 
|-
 
|-
! scope="row"|Total Weapon slots
+
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3
| 0 || 1 || 1 || 2 || 2 || colspan="2"|+0
 
 
|-
 
|-
! scope="row"|Total Module slots
 
| 0 || 1 || 3 || 5 || 8 || colspan="2"|+3
 
 
|}
 
|}
 +
 +
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.
  
 
== Module types ==
 
== Module types ==
Modules have <span style="color:cyan">cyan</span> names in the unlock list. Their icon color depends on their nature.
+
Modules have <font color="cyan">cyan</font> names in the unlock list, although their icon color depends on their nature. They fall into four categories.
  
 
=== Stackable ===
 
=== Stackable ===
{{unit image|module_ablative_armor}} {{unit image|module_autorepair}} {{unit image|module_high_power_servos}}
+
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
  
These modules are able to be stacked up to 5 times each. Stacking them repeatedly will create a powerful Commander, even though their bonuses as quite minor. These are <span style="color:cyan">cyan</span>.
+
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are <font color="cyan">cyan</font>.
 
+
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.
This type of module is the one that should be used the most, and because of their versatility, they are useful if you intend on getting Commanders which do many things, or a single buff Commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP and should be used with caution, as too many will leave the Commander a sitting duck.
 
  
 
{| class="wikitable sortable" style="text-align: center"
 
{| class="wikitable sortable" style="text-align: center"
! Name
+
! Name  
 
! scope="col" class="unsortable" | Description
 
! scope="col" class="unsortable" | Description
! Cost
+
! Cost  
! Strike !! Guardian !! Recon !! Engineer !! Campaign
+
! Strike !! Guardian !! Recon !! Engineer  
 
|-
 
|-
! Advanced Targeting System
+
! Advanced targeting system
| +7.5% range for all weapons. -1 speed.
+
| +7.5% range for all weapons. -2.5% speed.
| 200
+
| 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Damage Booster
+
! Damage booster
| +15% damage for all weapons. -1 speed.
+
| +10% damage for all weapons. -2.5% speed.
 
| 150
 
| 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! High Density Plating
+
! High density plating
| +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander.
+
| +1600 HP,-10% speed. Requires Ablative armor plates.
 
| 400
 
| 400
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Ablative Armor Plates
+
! Ablative armor plates
| +600 HP. More effective on Guardian Commander.
+
| +600 HP
 
| 150
 
| 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Companion Drone
+
! Companion drone
 
| +1 [[Firefly|Weak attack drone]]
 
| +1 [[Firefly|Weak attack drone]]
| 200
+
| 300
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Battle Drone
+
! Battle drone
| +1 [[Viper|Drone with slowing laser]], requires Companion Drone.
+
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.
| 350
+
| 500
| style="color:red" | ✘ || style="color:green" | || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: red;" | ✘ || style="color: red;" | || style="color: red;" | ✘ || style="color: green;" | ✔
 
|-
 
|-
! CarRepairer's Nanolathe
+
! Carrepairer's nanolathe
| +5 Buildpower. More effective on Engineer Commander.
+
| +4 Buildpower
| 200
+
| 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! High Power Servos
+
! High power servos
| +3 speed, -1s reload for jumpjets
+
| +8% speed
| 200
+
| 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Autorepair System
+
! Autorepair system
| +10 HP/sec, -100 HP. More effective on Strike Commander.
+
| +10 HP/sec, -100 HP
 
| 150
 
| 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 +
|-
 
|}
 
|}
  
 
=== Support===
 
=== Support===
{{unit image|module_fieldradar}} {{unit image|module_areashield}} {{unit image|module_jammer}}
+
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
  
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are <span style="color:cyan">cyan</span> as well.
+
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are <font color="cyan">cyan</font> as well.
  
 
{| class="wikitable sortable" style="text-align: center"
 
{| class="wikitable sortable" style="text-align: center"
! Name
+
! Name  
 
! scope="col" class="unsortable" | Description
 
! scope="col" class="unsortable" | Description
! Cost
+
! Cost  
 
! Req. level
 
! Req. level
! Strike !! Guardian !! Recon !! Engineer !! Campaign
+
! Strike !! Guardian !! Recon !! Engineer  
 
|-
 
|-
! Area Shield Conversion
+
! Area shield conversion
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) <br> Prevents Commander from cloaking
+
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) <br> Prevents commander from cloaking
 
| 250
 
| 250
 
| 3
 
| 3
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔
 
|-
 
|-
! Cloaking Field
+
! Cloaking field
 
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]<br> 15 E/s upkeep
 
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]<br> 15 E/s upkeep
 
| 600
 
| 600
 
| 3
 
| 3
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
 
|-
 
|-
! Field Radar Module
+
! Field radar
| Basic radar with 1800 elmo range.
+
| Basic radar with 1800 elmo range
 
| 75
 
| 75
 
| 1
 
| 1
| <span style="color:green"> </span>(free) || <span style="color:green"> </span>(free) || <span style="color:green"> ✔ </span>(free) || <span style="color:green"> </span>(free) || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Lazarus Device
+
! Lazarus device
 
| Commander can resurrect wrecks same as [[Athena]]
 
| Commander can resurrect wrecks same as [[Athena]]
 
| 400
 
| 400
| 3
+
| 2
| style="color:red" | ✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
 
|-
 
|-
! Personal Cloak
+
! Personal cloak
| Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving.<br> Does not work with shields. Reduces movement speed by 12%.
+
| Cloaks the commander <br> Does not work with shields
 
| 400
 
| 400
| 3
+
| 2
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Personal Shield
+
! Personal shield
| Small shield with 1250 HP. No upkeep, charges at 16 HP/sec. <br> Prevents Commander from cloaking
+
| Small shield with 1250 HP, no upkeep <br> Prevents commander from cloaking
 
| 300
 
| 300
| 3
+
| 2
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Radar Jammer
+
! Radar jammer
 
| 500 elmo range
 
| 500 elmo range
 
| 200
 
| 200
| 3
+
| 2
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Jumpjets
 
| 400 elmo range, 20 sec cooldown
 
| 400
 
| 1
 
| style="color:red" | ✘ || style="color:red" | ✘ || <span style="color:green"> ✔ </span>(free) || style="color:red" | ✘ || style="color:green" | ✔
 
 
|}
 
|}
  
 
=== Weapon Boosters ===
 
=== Weapon Boosters ===
{{unit image|weaponmod_standoff_rocket}} {{unit image|weaponmod_autoflechette}} {{unit image|weaponmod_high_frequency_beam}}
+
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
  
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 <span style="color:#b7f">purple</span>.
+
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are <font color="purple">purple</font>.
  
 
{| class="wikitable sortable" style="text-align: center"
 
{| class="wikitable sortable" style="text-align: center"
! Name
+
! Name  
 
! scope="col" class="unsortable" | Description
 
! scope="col" class="unsortable" | Description
! Cost
+
! Cost  
 
! Weapon
 
! Weapon
! Strike !! Guardian !! Recon !! Engineer !! Campaign
+
! Strike !! Guardian !! Recon !! Engineer  
 
|-
 
|-
! Disruptor Ammo
+
! Disruptor ammo
| Reduced direct damage by 25%. Add slow damage equal to 2&times; damage.
+
| Add slow damage. Reduced direct damage.
 
| 300
 
| 300
 
| Shotgun <br> Machine gun <br> Light/Heavy particle beam
 
| Shotgun <br> Machine gun <br> Light/Heavy particle beam
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Flux Amplifier
+
! Flux amplifier
| Improves stun duration by 2 seconds and [[EMP|<abbr title="electromagnetic pulse">EMP</abbr>]] damage by 25%.
+
| Improves stun duration and EMP damage.
 
| 300
 
| 300
 
| Lightning rifle <br> Multi stunner
 
| Lightning rifle <br> Multi stunner
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|-
 
|-
! Napalm Warhead
+
! Napalm warhead
| Reduced direct damage by 25%. Increased <abbr title="area of effect">AoE</abbr> by at least 25%. Explosion sets targets on fire.  
+
| Set targets on fire. Reduced direct damage.
 
| 350
 
| 350
 
| Riot cannon <br> Rocket launcher
 
| Riot cannon <br> Rocket launcher
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔
+
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘
 +
|-
 
|}
 
|}
  
 
== Weapon types ==
 
== Weapon types ==
There are two types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in <span style="color:red">red</span>.
+
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 <font color="red">red</font>.
  
 
=== Normal ===
 
=== Normal ===
{{unit image|commweapon_beamlaser}} {{unit image|commweapon_rocketlauncher}} {{unit image|commweapon_lightninggun}}
+
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
  
These are auto-targeting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. Selecting a weapon at Level 2 has no additional cost. Adding a secondary weapon at Level 4 adds 350 to the upgrade cost. Normal weapons are all affected by stackable modules. They are <span style="color:red">red</span>.
+
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are <font color="red">red</font>.
  
 
{| class="wikitable sortable" style="text-align: center"
 
{| class="wikitable sortable" style="text-align: center"
! Name
+
! Name  
! Range
+
! Range  
! Reload time
+
! Reload time  
! Damage
+
! Damage  
! DPS
+
! DPS  
! Strike !! Guardian !! Recon !! Engineer !! Campaign
+
! Strike !! Guardian !! Recon !! Engineer  
 
! scope="col" class="unsortable" | Notes
 
! scope="col" class="unsortable" | Notes
 
|-
 
|-
 
!Beam Laser
 
!Beam Laser
| 330 || || || 144
+
| 330 || || || 150
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
| Default weapon. Constant beam
+
| Constant beam
 
|-
 
|-
! Flamethrower
+
! Flame thrower
| 270 || 0.17 || 12.5 || 75
+
| 270 || 0.17 || 11 || 66
| style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔
+
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘
| Sets units on fire for 15s (15 <abbr title="damage per second">DPS</abbr>)<br>Pierces units and terrain<br>Does more damage against larger units
+
| Sets units on fire for 15s(15 DPS)<br>Pierces units<br>Does more damage against larger units
 
|-
 
|-
 
! Heatray
 
! Heatray
| 300 || 0.1 || 0&ndash;45 ||0&ndash;450
+
| 300 || 0.1 || 0 - 45 ||0 - 450  
| style="color:red" |✘ || style="color:green" |✔ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔
+
| style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" | ✘ || style="color: red;" | ✘  
 
| Damage falls off linearly with range
 
| Damage falls off linearly with range
 
|-
 
|-
! Heavy Particle Beam
+
! Heavy particle beam
 
| 390 || 3.1 || 800 || 258
 
| 390 || 3.1 || 800 || 258
| style="color:red" |✘ || style="color:red" | ✘ || style="color:red" | ✘ || style="color:green" | ✔ || <span style="color:green"> ✔</span><sup>*</sup>
+
| style="color: red;" |✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
| Takes the level 4 special weapon slot<br>Replaces all other weapons
+
| Replaces all other weapons<br>Mounted on second weapon slot
 
|-
 
|-
! Light Particle Beam
+
! Light particle beam
| 300 || 0.33 || 64 || 192
+
| 310 || 0.33 || 55 || 165
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|
 
|
 
|-
 
|-
 
! Lightning Rifle
 
! Lightning Rifle
| 300 || 1.83 || 220+<span style="color:cyan">550</span> || 120+<span style="color:cyan">300</span>
+
| 300 || 1.83 || 220+<font color="cyan">550</font> || 120+<font color="cyan">300</font>
| style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔
| EMP duration: 1s
+
| [[Weapon_classes#EMP|EMP]] duration: 1s
 
|-
 
|-
 
! Machine Gun
 
! Machine Gun
 
| 285 || 0.17 || 30 || 180
 
| 285 || 0.17 || 30 || 180
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" | ✘ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘
| <abbr title="area of effect">AoE</abbr> (96)
+
|
 
|-
 
|-
! Missile Launcher
+
! Missile launcher
 
| 415 || 1 || 80 || 80
 
| 415 || 1 || 80 || 80
| style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔
| Fast, homing projectile
+
| Homing
 
|-
 
|-
! Riot Cannon
+
! Pea Shooter
| 285 || 1.8 || 220 || 122
+
| 300 || 0.1 || 12 || 120
|style="color:red" ||| style="color:green" |✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: green;" | || style="color: green;" | ✔ || style="color: green;" | || style="color: green;" | ✔
| AoE (144)
+
|  
 
|-
 
|-
! Rocket Launcher
+
! Riot cannon
 +
| 275 || 2 || 220 || 110
 +
|style="color: red;" |✘ || style="color: green;" |✔ || style="color: red;" |✘ || style="color: red;" |✘
 +
| AoE
 +
|-
 +
! Rocket launcher
 
| 430 || 3 || 360 || 120
 
| 430 || 3 || 360 || 120
| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘
| AoE (90), Slow and unguided
+
| Not Homing
 
|-
 
|-
 
! Shock Rifle
 
! Shock Rifle
 
| 600 || 12 || 1512 || 125
 
| 600 || 12 || 1512 || 125
| style="color:red" |✘ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || <span style="color:green"> ✔</span><sup>*</sup>
+
| style="color: red;" |✘ || style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔
| Takes the level 4 special weapon slot<br>Replaces all other weapons
+
| Replaces all other weapons<br>Mounted on second weapon slot
 
|-
 
|-
 
! Shotgun
 
! Shotgun
| 285 || 1.8 || 32&times;12 (384) || 213
+
| 290 || 2 || 32x12 (384) || 192
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|
 
|
 +
|-
 
|}
 
|}
 
<sup>*</sup> Not available in the campaign.
 
  
 
=== Special ===
 
=== Special ===
{{unit image|commweapon_napalmgrenade}} {{unit image|commweapon_disruptorbomb}} {{unit image|commweapon_sunburst}}
+
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
  
Special weapons have a long reload time and must be manually aimed with the {{key press|D}} key. Most of them are affected only by stackable modules. They are <span style="color:orange">orange</span> and can be put only in the level 4 weapon slot. Upgrade Cost: 400
+
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are <font color="orange">orange</font> and can only be put on the level 4 weapon slot.
  
 
{| class="wikitable sortable" style="text-align: center"
 
{| class="wikitable sortable" style="text-align: center"
! Name
+
! Name  
! Range
+
! Range  
! Reload time
+
! Reload time  
! Damage
+
! Damage  
! DPS
+
! DPS  
! Strike !! Guardian !! Recon !! Engineer !! Campaign
+
! Strike !! Guardian !! Recon !! Engineer  
! scope="col" class="unsortable" | Special Notes
+
! scope="col" class="unsortable" | Special Notes  
 
|-
 
|-
! Cluster Bomb
+
! Cluster bomb
| 360 || 30 || 300&times;9 (2700)|| 90
+
| 360 || 30 || 300x8 (2400)|| 80
| style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘
 
| Bomblets spread (like a shotgun)
 
| Bomblets spread (like a shotgun)
 
|-
 
|-
! Concussion Shell
+
! Concussion shell
| 450 || 25 ||850 || 34
+
| 450 || 25 ||750 || 30
| style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: red;" |✘ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘
 
| Has Impulse (Tosses some units)
 
| Has Impulse (Tosses some units)
 
|-
 
|-
 
! Disintegrator
 
! Disintegrator
| 200 ||30 ||2000 || 46.67
+
| 200 ||30 ||1400 || 46.67
| style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘
| Directed burst of energy<br>Damage varies on unit size
+
| Damage varies on unit size
 
|-
 
|-
! Disruptor Bomb
+
! Disruptor bomb
| 450 ||25 ||210+<span style="color:#e8d">2100</span> || 8.4+<span style="color:#e8d">84</span>
+
| 450 ||25 ||350+<font color="purple">2100</font> || 14+<font color="purple">84</font>  
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔
| [[Slow]] effect, Has large AoE (256)
+
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)
 
|-
 
|-
! Hellfire Grenade
+
! Hellfire grenade
 
| 450 || 25||200 || 8
 
| 450 || 25||200 || 8
| style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" |✘
| Sets an area on <span style="color:orange">fire</span> (45s, 40dps + 3s <span style="color:orange">burning</span>)
+
| Sets an area on <font color="orange">fire</font> (45s,40dps+3s <font color="orange">burning</font>)
 
|-
 
|-
! Multi-Stunner
+
! Multistunner
| 360 || 25||<span style="color:cyan">550</span>/<span style="color:cyan">800</span> &times; 16 (<span style="color:cyan">8800</span>/<span style="color:cyan">12800</span>) ||<span style="color:cyan">352</span>/<span style="color:cyan">512</span>
+
| 360 || 25||<font color="cyan">550</font>/<font color="cyan">800</font> x 16 (<font color="cyan">8800</font>/<font color="cyan">12800</font>) ||<font color="cyan">352</font>/<font color="cyan">512</font>
| style="color:green" | ✔ || style="color:red" |✘ || style="color:green" | ✔ || style="color:green" | ✔ || style="color:green" | ✔
+
| style="color: green;" | ✔ || style="color: red;" |✘ || style="color: green;" | ✔ || style="color: green;" | ✔
| Affected by flux amplifier. Max <span style="color:cyan">EMP</span> time: 8s (upgraded: 10s)
+
| Affected by flux amplifier. Max <font color="cyan">[[Weapon_classes#EMP|EMP]]</font> time: 8s [upgraded: 10s]
 
|-
 
|-
! S.L.A.M.
+
! SLAM
 
| 700 ||30 || 1512|| 50.4
 
| 700 ||30 || 1512|| 50.4
| style="color:red" |✘ || style="color:green" | ✔ || style="color:red" |✘ || style="color:red" |✘ || style="color:green" | ✔
+
| style="color: red;" |✘ || style="color: green;" | ✔ || style="color: red;" |✘ || style="color: red;" |✘
| Tactical Missile with high vertical arc
+
| High vertical arc
 +
|-
 
|}
 
|}
Key: <span style="color:cyan">EMP Damage</span>, <span style="color:#e8d">Slow Damage</span>
+
Key: <font color="cyan">EMP Damage</font>, <font color="purple">Slow Damage</font>
  
 
= Commander Chassis =
 
= Commander Chassis =
There are different types of Commander chassis to choose for a battle.
+
There are 4 types of commander chassis to choose for a battle.
  
You can configure custom Commanders based on these chassis on your user page. You must be logged in to the Zero-K website and go to [//zero-k.info/My/Commanders My Commanders] page. These custom Commanders may be selected at the beginning of the game in multiplayer matches. You will still need to upgrade them as usual, but the upgrade options will be pre-filled in to your preferences.
+
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.
  
 
== Common attributes ==
 
== Common attributes ==
{| class="wikitable"
+
The commander you start the game with produces 4 metal and 6 energy per second, via a unique Vanguard economy module. Any resurrected commanders who have lost this module produce only 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 500. All have a base regen of 5 hp/s. Chassis other than the Engineer Commander have 10 build power and 144 build range while the Engineer commander gains build power and range with levels and has base 220 build range.
| '''Metal Production''' || 4 per sec || '''Energy Production''' || 6 per sec
 
|-
 
| '''Beam Range''' || 330 || '''HP Regen''' || 5 per sec
 
|-
 
| '''Sight Distance'''|| 500 || '''Sonar Distance''' || 500
 
|-
 
| '''Radar Distance'''|| 1800 || '''Metal/Energy Storage''' || 500
 
|-
 
| '''Build Power''' || 10 || '''Build Power (Recon/Engineer)''' || 8/12+
 
|-
 
| '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+
 
|}
 
 
 
Metal and energy production come from a unique '''Vanguard Economy Pack''' module. Any resurrected Commanders will have lost this module and produce no resources. Engineer Commanders gain additional build power and range with levels.
 
  
 
== Chassis list ==
 
== Chassis list ==
Attributes on level 1 and level 2 are equal with the exception of Engineer and Recon Commander's build power. Morphing to level 2 provides no bonus other than the weapon and module slot.
+
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.
  
 
=== Strike Commander ===
 
=== Strike Commander ===
[[File:commstrike.png|Strike Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png<br />
 
+
* All rounder
* All-rounder
+
* Decent health and speed (40.5)
* Good health and highest speed (43.5)
 
 
* Can use the most weapon types
 
* Can use the most weapon types
* In-combat regeneration bonus on top of the base 5 HP per second
+
* Combat regen bonus
* Carries a personal (175 elmo) radar jammer
 
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6
 
|-
 
|-
! scope="row"|HP
+
|HP: 3200 || HP: 3200 || HP: 3800<br />Bonus regen: 7.5 || HP: 4600<br />Bonus Regen: 15 || HP: 5500<br />Bonus regen: 22,5||HP: 6400<br />Bonus regen: 30
|4200||4200||4600||5200||5800||6400
 
 
|-
 
|-
! scope="row"|Bonus regen.
 
|5||8||12||16||20||25
 
 
|}
 
|}
  
 
=== Guardian Commander ===
 
=== Guardian Commander ===
[[File:commassault.png|Guardian Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png<br />
 
 
 
* Best HP
 
* Best HP
 
* Medium speed (40)
 
* Medium speed (40)
 
* Gains more HP from increased levels than other chassis do
 
* Gains more HP from increased levels than other chassis do
 
* Able to use most non-exotic weapons
 
* Able to use most non-exotic weapons
* Gains free Companion (light) Drones with levels
 
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6
 
|-
 
|-
! scope="row"|HP
+
|HP: 3600||HP: 3600||HP: 4400||HP: 5500||HP: 6600||HP: 7600
|4400||4400||5000||5700||6600||7600
 
 
|-
 
|-
! scope="row"|Light Drones
 
|1||1||2||2||2||3
 
 
 
|}
 
|}
  
 
=== Recon Commander ===
 
=== Recon Commander ===
[[File:commrecon.png|Recon Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png<br />
 
 
 
* Lowest HP
 
* Lowest HP
 
* Highest Speed (43.5)
 
* Highest Speed (43.5)
 
* Can Jump
 
* Can Jump
 
* Uses light weapons
 
* Uses light weapons
* Has lowest buildpower (8 instead of 10)
 
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6
 +
|-
 +
|HP: 2400||HP: 2400||HP: 2800||HP: 3200||HP: 3600||HP: 4000
 
|-
 
|-
! scope="row"|HP
 
|3250||3250||3400||3600||3800||4000
 
 
|}
 
|}
  
 
=== Engineer Commander ===
 
=== Engineer Commander ===
[[File:commsupport.png|Engineer Commander|link=]]
+
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png<br />
 
 
 
* Lowest speed (36)
 
* Lowest speed (36)
 
* Low HP
 
* Low HP
 
* Gains buildpower and small amount of build range with levels
 
* Gains buildpower and small amount of build range with levels
* Increased build range (220 + 12 per level, up to 280, compared to 144 for others)
+
* Increased build range (220 + 12/level, up to 280, compared to 144 for others)  
* Fewer direct-damage weapons
+
* Fewer direct damage weapons  
  
{| class="wikitable" style="text-align:center"
+
{|
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
+
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6
 
|-
 
|-
! scope="row"|HP
+
|HP: 2800<br />Buildpower: 10||HP: 2800<br />Buildpower: 12||HP: 3400<br />Buildpower: 14||HP: 3800<br />Buildpower: 16||HP: 4500<br />Buildpower: 18||HP: 5000<br />Buildpower: 20
|3800||3800||4000||4300||4600||5000
 
 
|-
 
|-
! scope="row"|Build power
 
|12||14||16||18||21||24
 
|}
 
 
=== Campaign Commander ===
 
[[File:cremcom.png|Campaign Commander|link=]]
 
 
The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the [[Battle Options#Start|modoption]] "Allow campaign commander chassis".
 
* All-rounder
 
* Good health and Medium speed (40)
 
* Can use any weapon or module
 
 
{| class="wikitable" style="text-align:center"
 
! scope="row"|Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6
 
|-
 
! scope="row"|HP
 
| 4200 || 4200 || 4600|| 5200|| 5800|| 6400
 
 
|}
 
|}
  
Line 476: Line 406:
 
* Absolute modifiers
 
* Absolute modifiers
  
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.
+
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.
 
 
Percentage modifiers from weapon boosters and converters <em>are</em> cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon rather than adding a bonus.
 
  
 +
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Please note that all contributions to Zero-K are considered to be released under the Creative Commons Attribution-ShareAlike (see Zero-K:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)