Commander
At the start of a match, you are given the option to select a Commander Chassis.
Your desired play style will determine which of the Commanders would suit you best. Their main differences are summarized in the following table:
Commander | HP | Speed | Can Jump | Build Power | Modules |
---|---|---|---|---|---|
Strike | High | Fast | No | Normal | Versatile |
Guardian | Excellent | Medium | No | Normal | Powerful |
Recon | Low | Fast | Yes | Lower | Light |
Engineer | Medium | Slow | No | Improved | Support |
Campaign | High | Medium | Module | Normal | All |
Modules and weapons[edit]
Your Commander can be configured with a variety of 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.
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.
At Level 2, it is possible to replace your starting Weapon.
At Level 4, a second weapon (or a Special Weapon) can be added. Some weapons at this level require the use of both hands.
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.
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.
Experience Points (XP)[edit]
Campaign[edit]
- 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[edit]
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 | 6 | + |
---|---|---|---|---|---|---|---|
Base cost | - | 50 | 100 | 150 | 200 | +50 | |
Morph Build Power (/second) | - | 5 | 7.5 | 10 | 12.5 | 15 | |
Total Weapon slots | 0 | 1 | 1 | 2 | 2 | +0 | |
Total Module slots | 0 | 1 | 3 | 5 | 8 | +3 |
Module types[edit]
Modules have cyan names in the unlock list. Their icon color depends on their nature.
Stackable[edit]
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 cyan.
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.
Name | Description | Cost | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|
Advanced Targeting System | +7.5% range for all weapons. -1 speed. | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Damage Booster | +15% damage for all weapons. -1 speed. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
High Density Plating | +1700 HP, -2 speed. Requires Ablative Armor Plates. More effective on Guardian Commander. | 400 | ✔ | ✔ | ✔ | ✔ | ✔ |
Ablative Armor Plates | +600 HP. More effective on Guardian Commander. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Companion Drone | +1 Weak attack drone | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Battle Drone | +1 Drone with slowing laser, requires Companion Drone. | 350 | ✘ | ✔ | ✘ | ✔ | ✔ |
CarRepairer's Nanolathe | +5 Buildpower. More effective on Engineer Commander. | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
High Power Servos | +3 speed, -1s reload for jumpjets | 200 | ✔ | ✔ | ✔ | ✔ | ✔ |
Autorepair System | +10 HP/sec, -100 HP. More effective on Strike Commander. | 150 | ✔ | ✔ | ✔ | ✔ | ✔ |
Support[edit]
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are cyan as well.
Name | Description | Cost | Req. level | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|---|
Area Shield Conversion | Upgrades Personal shield. Larger shield (same as Aspis) Prevents Commander from cloaking |
250 | 3 | ✘ | ✔ | ✘ | ✔ | ✔ |
Cloaking Field | Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to Iris 15 E/s upkeep |
600 | 3 | ✔ | ✘ | ✘ | ✔ | ✔ |
Field Radar Module | Basic radar with 1800 elmo range. | 75 | 1 | ✔ (free) | ✔ (free) | ✔ (free) | ✔ (free) | ✔ |
Lazarus Device | Commander can resurrect wrecks same as Athena | 400 | 3 | ✘ | ✘ | ✘ | ✔ | ✔ |
Personal Cloak | Cloaks the Commander. 5 E/s upkeep idle, 10 E/s moving. Does not work with shields. Reduces movement speed by 12%. |
400 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Personal Shield | Small shield with 1250 HP. No upkeep, charges at 16 HP/sec. Prevents Commander from cloaking |
300 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Radar Jammer | 500 elmo range | 200 | 3 | ✔ | ✔ | ✔ | ✔ | ✔ |
Jumpjets | 400 elmo range, 20 sec cooldown | 400 | 1 | ✘ | ✘ | ✔ (free) | ✘ | ✔ |
Weapon Boosters[edit]
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 purple.
Name | Description | Cost | Weapon | Strike | Guardian | Recon | Engineer | Campaign |
---|---|---|---|---|---|---|---|---|
Disruptor Ammo | Reduced direct damage by 25%. Add slow damage equal to 2× damage. | 300 | Shotgun Machine gun Light/Heavy particle beam |
✔ | ✘ | ✔ | ✔ | ✔ |
Flux Amplifier | Improves stun duration by 2 seconds and EMP damage by 25%. | 300 | Lightning rifle Multi stunner |
✔ | ✘ | ✔ | ✔ | ✔ |
Napalm Warhead | Reduced direct damage by 25%. Increased AoE by at least 25%. Explosion sets targets on fire. | 350 | Riot cannon Rocket launcher |
✘ | ✔ | ✘ | ✘ | ✔ |
Weapon types[edit]
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 red.
Normal[edit]
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 red.
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Beam Laser | 330 | 144 | ✔ | ✔ | ✔ | ✔ | ✔ | Default weapon. Constant beam | ||
Flamethrower | 270 | 0.17 | 12.5 | 75 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets units on fire for 15s (15 DPS) Pierces units and terrain Does more damage against larger units |
Heatray | 300 | 0.1 | 0–45 | 0–450 | ✘ | ✔ | ✘ | ✘ | ✔ | Damage falls off linearly with range |
Heavy Particle Beam | 390 | 3.1 | 800 | 258 | ✘ | ✘ | ✘ | ✔ | ✔* | Takes the level 4 special weapon slot Replaces all other weapons |
Light Particle Beam | 300 | 0.33 | 64 | 192 | ✔ | ✘ | ✔ | ✔ | ✔ | |
Lightning Rifle | 300 | 1.83 | 220+550 | 120+300 | ✔ | ✘ | ✔ | ✔ | ✔ | EMP duration: 1s |
Machine Gun | 285 | 0.17 | 30 | 180 | ✔ | ✔ | ✔ | ✘ | ✔ | AoE (96) |
Missile Launcher | 415 | 1 | 80 | 80 | ✔ | ✘ | ✘ | ✔ | ✔ | Fast, homing projectile |
Riot Cannon | 285 | 1.8 | 220 | 122 | ✘ | ✔ | ✘ | ✘ | ✔ | AoE (144) |
Rocket Launcher | 430 | 3 | 360 | 120 | ✘ | ✔ | ✘ | ✘ | ✔ | AoE (90), Slow and unguided |
Shock Rifle | 600 | 12 | 1512 | 125 | ✘ | ✘ | ✘ | ✔ | ✔* | Takes the level 4 special weapon slot Replaces all other weapons |
Shotgun | 285 | 1.8 | 32×12 (384) | 213 | ✔ | ✘ | ✔ | ✔ | ✔ |
* Not available in the campaign.
Special[edit]
Special weapons have a long reload time and must be manually aimed with the D key. Most of them are affected only by stackable modules. They are orange and can be put only in the level 4 weapon slot. Upgrade Cost: 400
Name | Range | Reload time | Damage | DPS | Strike | Guardian | Recon | Engineer | Campaign | Special Notes |
---|---|---|---|---|---|---|---|---|---|---|
Cluster Bomb | 360 | 30 | 300×9 (2700) | 90 | ✘ | ✔ | ✔ | ✘ | ✔ | Bomblets spread (like a shotgun) |
Concussion Shell | 450 | 25 | 850 | 34 | ✘ | ✘ | ✔ | ✘ | ✔ | Has Impulse (Tosses some units) |
Disintegrator | 200 | 30 | 2000 | 46.67 | ✔ | ✔ | ✘ | ✘ | ✔ | Directed burst of energy Damage varies on unit size |
Disruptor Bomb | 450 | 25 | 210+2100 | 8.4+84 | ✔ | ✘ | ✔ | ✔ | ✔ | Slow effect, Has large AoE (256) |
Hellfire Grenade | 450 | 25 | 200 | 8 | ✘ | ✔ | ✔ | ✘ | ✔ | Sets an area on fire (45s, 40dps + 3s burning) |
Multi-Stunner | 360 | 25 | 550/800 × 16 (8800/12800) | 352/512 | ✔ | ✘ | ✔ | ✔ | ✔ | Affected by flux amplifier. Max EMP time: 8s (upgraded: 10s) |
S.L.A.M. | 700 | 30 | 1512 | 50.4 | ✘ | ✔ | ✘ | ✘ | ✔ | Tactical Missile with high vertical arc |
Key: EMP Damage, Slow Damage
Commander Chassis[edit]
There are different 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 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.
Common attributes[edit]
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[edit]
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.
Strike Commander[edit]
- All-rounder
- Good health and highest speed (43.5)
- Can use the most weapon types
- In-combat regeneration bonus on top of the base 5 HP per second
- Carries a personal (175 elmo) radar jammer
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 4200 | 4200 | 4600 | 5200 | 5800 | 6400 |
Bonus regen. | 5 | 8 | 12 | 16 | 20 | 25 |
Guardian Commander[edit]
- Best HP
- Medium speed (40)
- Gains more HP from increased levels than other chassis do
- Able to use several exotic weapons
- Gains free Companion (light) Drones with levels
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 4400 | 4400 | 5000 | 5700 | 6600 | 7600 |
Light Drones | 1 | 1 | 2 | 2 | 2 | 3 |
Recon Commander[edit]
- Lowest HP
- Highest Speed (43.5)
- Can Jump
- Uses light weapons
- Has lowest buildpower (8 instead of 10)
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 3250 | 3250 | 3400 | 3600 | 3800 | 4000 |
Engineer Commander[edit]
- Lowest speed (36)
- Low HP
- 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)
- Fewer direct-damage weapons
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 3800 | 3800 | 4000 | 4300 | 4600 | 5000 |
Build power | 12 | 14 | 16 | 18 | 21 | 24 |
Campaign Commander[edit]
The campaign Commander is normally exclusive to the campaign. It can be used in multiplayer and skirmishes with the modoption "Allow campaign commander chassis".
- All-rounder
- Good health and Medium speed (40)
- Can use any weapon or module
Level | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
HP | 4200 | 4200 | 4600 | 5200 | 5800 | 6400 |
Exact effects of attribute modifiers[edit]
Attribute modifiers are applied in this order:
- Commander Chassis absolute statistics
- Percentage modifiers both from modules and chassis
- 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 1.1^5 = 1.61051.
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.