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{{TOC right}} | {{TOC right}} | ||
− | At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. | + | At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. |
[[File:commstrike.png|Strike Commander|link=#Strike Commander]] | [[File:commstrike.png|Strike Commander|link=#Strike Commander]] | ||
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At Level 2, it is possible to replace your starting [[#Weapon types|Weapon]]. | At 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 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 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. | ||
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|- | |- | ||
! scope="row"|Base [[File:Ibeam.png|20px|Metal]] cost | ! scope="row"|Base [[File:Ibeam.png|20px|Metal]] cost | ||
− | | - || | + | | - ||75 || 100 || 650 || 200 || colspan="2"|+100 |
|- | |- | ||
! scope="row"|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second) | ! scope="row"|Morph Build Power ([[File:Ibeam.png|20px|Metal]]/second) | ||
− | | - || | + | | - || 10 || 15 || 20 || 25 || colspan="2"|30 |
|- | |- | ||
! scope="row"|Total Weapon slots | ! scope="row"|Total Weapon slots | ||
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=== Stackable === | === Stackable === | ||
− | + | 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 | + | 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 <span style="color:cyan">cyan</span>. |
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. | 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 !! Campaign | ||
|- | |- | ||
! Advanced Targeting System | ! Advanced Targeting System | ||
| +7.5% range for all weapons. -1 speed. | | +7.5% range for all weapons. -1 speed. | ||
− | | | + | | 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" | ✔ || style="color:green" | ✔ | ||
|- | |- | ||
! Damage Booster | ! Damage Booster | ||
− | | + | + | | +10% damage for all weapons. -1 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" | ✔ || style="color:green" | ✔ | ||
|- | |- | ||
! High Density Plating | ! High Density Plating | ||
− | | + | + | | +1600 HP, -3 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" | ✔ || style="color:green" | ✔ | ||
|- | |- | ||
! Ablative Armor Plates | ! Ablative Armor Plates | ||
− | | +600 HP | + | | +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" | ✔ || style="color:green" | ✔ | ||
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| +1 [[Viper|Drone with slowing laser]], requires Companion Drone. | | +1 [[Viper|Drone with slowing laser]], requires Companion Drone. | ||
| 350 | | 350 | ||
− | | 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" | ✔ || style="color:green" | ✔ |
|- | |- | ||
! CarRepairer's Nanolathe | ! CarRepairer's Nanolathe | ||
− | | + | + | | +4 Buildpower |
− | | | + | | 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" | ✔ || style="color:green" | ✔ | ||
|- | |- | ||
! High Power Servos | ! High Power Servos | ||
− | | +3 speed | + | | +3 speed |
| 200 | | 200 | ||
| 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" | ✔ || style="color:green" | ✔ | ||
|- | |- | ||
! Autorepair System | ! Autorepair System | ||
− | | +10 HP/sec, -100 HP | + | | +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" | ✔ || style="color:green" | ✔ | ||
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=== Support=== | === Support=== | ||
− | + | 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 <span style="color:cyan">cyan</span> 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 !! Campaign | ||
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| 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" | ✔ || style="color:green" | ✔ |
|- | |- | ||
! Cloaking Field | ! Cloaking Field | ||
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|- | |- | ||
! Field Radar Module | ! Field Radar Module | ||
− | | Basic radar with 1800 elmo range | + | | Basic radar with 1800 elmo range |
| 75 | | 75 | ||
| 1 | | 1 | ||
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|- | |- | ||
! Personal Cloak | ! Personal Cloak | ||
− | | Cloaks the Commander | + | | Cloaks the Commander <br> Does not work with shields and slows down Commander by -8 speed |
| 400 | | 400 | ||
| 3 | | 3 | ||
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|- | |- | ||
! Personal Shield | ! Personal Shield | ||
− | | Small shield with 1250 HP | + | | Small shield with 1250 HP, no upkeep <br> Prevents Commander from cloaking |
| 300 | | 300 | ||
| 3 | | 3 | ||
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=== Weapon Boosters === | === Weapon Boosters === | ||
− | + | 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 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>. | ||
{| 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 !! Campaign | ||
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|- | |- | ||
! Napalm Warhead | ! Napalm Warhead | ||
− | | | + | | Set targets on fire. Increased <abbr title="area of effect">AoE</abbr> by 25% and reduced direct damage by 25%. |
| 350 | | 350 | ||
| Riot cannon <br> Rocket launcher | | Riot cannon <br> Rocket launcher | ||
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=== Normal === | === Normal === | ||
− | + | 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 | |
− | 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. | + | 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 <span style="color:red">red</span>. |
{| 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 !! Campaign | ||
! scope="col" class="unsortable" | Notes | ! scope="col" class="unsortable" | Notes | ||
|- | |- | ||
!Beam Laser | !Beam Laser | ||
− | | 330 || || || 144 | + | | 330 || || || 144 |
| 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" | ✔ || style="color:green" | ✔ | ||
| Default weapon. Constant beam | | Default weapon. Constant beam | ||
|- | |- | ||
! Flamethrower | ! Flamethrower | ||
− | | 270 || 0.17 || | + | | 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" | ✘ || style="color:green" | ✔ | ||
− | | Sets units on fire for 15s (15 <abbr title="damage per second">DPS</abbr>)<br>Pierces units | + | | Sets units on fire for 15s (15 <abbr title="damage per second">DPS</abbr>)<br>Pierces units<br>Does more damage against larger units |
|- | |- | ||
! Heatray | ! Heatray | ||
− | | 300 || 0.1 || 0–45 ||0–450 | + | | 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" | ✘ || style="color:green" | ✔ | ||
| Damage falls off linearly with range | | Damage falls off linearly with range | ||
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|- | |- | ||
! Light Particle Beam | ! Light Particle Beam | ||
− | | 300 || 0.33 || | + | | 300 || 0.33 || 70 || 210 |
| 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" | ✔ || style="color:green" | ✔ | ||
| | | | ||
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| 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" | ✘ || style="color:green" | ✔ | ||
− | | | + | | |
|- | |- | ||
! 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" | ✔ || style="color:green" | ✔ | ||
− | | | + | | Homing |
|- | |- | ||
! Riot Cannon | ! Riot Cannon | ||
− | | | + | | 300 || 1.63 || 220 || 135 |
|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" |✘ || style="color:green" | ✔ | ||
− | | AoE | + | | AoE |
|- | |- | ||
! Rocket Launcher | ! 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" |✘ || style="color:green" | ✔ | ||
− | | | + | | Not Homing |
|- | |- | ||
! Shock Rifle | ! Shock Rifle | ||
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|- | |- | ||
! Shotgun | ! Shotgun | ||
− | | | + | | 290 || 2 || 32×12 (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" | ✔ || style="color:green" | ✔ | ||
| | | | ||
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=== Special === | === Special === | ||
− | + | 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. | + | 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. |
{| 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 !! Campaign | ||
− | ! scope="col" class="unsortable" | Special Notes | + | ! scope="col" class="unsortable" | Special Notes |
|- | |- | ||
! Cluster Bomb | ! Cluster Bomb | ||
− | | 360 || 30 || 300× | + | | 360 || 30 || 300×8 (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" |✘ || style="color:green" | ✔ | ||
| Bomblets spread (like a shotgun) | | Bomblets spread (like a shotgun) | ||
|- | |- | ||
! Concussion Shell | ! Concussion Shell | ||
− | | 450 || 25 || | + | | 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" |✘ || style="color:green" | ✔ | ||
| Has Impulse (Tosses some units) | | Has Impulse (Tosses some units) | ||
|- | |- | ||
! Disintegrator | ! Disintegrator | ||
− | | 200 ||30 ||2000 || 46.67 | + | | 200 ||30 ||2000 || 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" |✘ || style="color:green" | ✔ | ||
| Directed burst of energy<br>Damage varies on unit size | | Directed burst of energy<br>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 ||210+<span style="color:#e8d">2100</span> || 8.4+<span style="color:#e8d">84</span> |
| 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" | ✔ || style="color:green" | ✔ | ||
− | | [[Slow]] effect, Has large AoE ( | + | | [[Slow]] effect, Has large AoE (512) |
|- | |- | ||
! Hellfire Grenade | ! Hellfire Grenade | ||
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== Common attributes == | == Common attributes == | ||
− | {| | + | {| |
− | | '''Metal Production''' || | + | | '''Metal Production''' || 5 s || || '''Energy Production''' || 8 s |
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''Beam Range''' || 330 || || '''HP Regen''' || 5 s |
|- | |- | ||
− | | ''' | + | | '''Sight Distance'''|| 500 || || '''Sonar Distance''' || 500 |
|- | |- | ||
− | | '''Build Power''' || 10 || '''Build Power ( | + | | '''Build Power''' || 10 || || '''Build Power (Engineer)''' || 12+ |
|- | |- | ||
− | | '''Build Range''' || 144 || '''Build Range (Engineer)''' || 220+ | + | | '''Build Range''' || 144 || || '''Build Range (Engineer)''' || 220+ |
|} | |} | ||
− | Metal and energy production come from a unique '''Vanguard | + | 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. |
== Chassis list == | == Chassis list == | ||
− | Attributes on level 1 and level 2 are equal with the exception of Engineer | + | 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. |
=== Strike Commander === | === Strike Commander === | ||
Line 388: | Line 386: | ||
* 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 | * In-combat regeneration bonus on top of the base 5 HP per second | ||
− | |||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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|- | |- | ||
! scope="row"|Bonus regen. | ! scope="row"|Bonus regen. | ||
− | | | + | |||||5||11||20||30 |
|} | |} | ||
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* 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 | + | * Able to use most non-exotic weapons |
* Gains free Companion (light) Drones with levels | * Gains free Companion (light) Drones with levels | ||
Line 442: | Line 439: | ||
* 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 per level, up to 280, compared to 144 for others) |
− | * Fewer direct-damage weapons | + | * Fewer direct-damage weapons |
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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[[File:cremcom.png|Campaign Commander|link=]] | [[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 | + | 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 | * All-rounder | ||
* Good health and Medium speed (40) | * Good health and Medium speed (40) |