The Units of Zero-K are the tools you will use to execute your strategies and defeat your opponents.
Use your Commander and Constructors to build up your base and economy, Raider and Assault units to attack at close range, Skirmishers and Artillery to engage at long range, and Riots to defend in close quarters.
Properties shared by most or all units in Zero-K include:
- They cost the same amount of Metal and Energy.
- Most units are produced by a factory, and autonomous Drones are built by their parent.
Useful information on units:
Unit chassis movement traits
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.
- Wheeled, tracked and hovercraft chassis:
- Bots tend to have great turn rates and can traverse somewhat steep terrain. Some bots are amphibious, notably amphbots and certain strider bots. Some of the bots from the Jumpbot Factory can jump, which can be useful for traversing terrain as well as in combat.
- Crawling chassis like spiders can traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed.
- Gunships and airplanes fly and tend to have excellent speed. Gunships are generally slower than airplanes.
Do note that there are various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc.
The pathing map overlay (see Newbie_Guide#Map_views ) when a unit is selected is useful for viewing where a selected unit can pathfind to.