Zero Hour Reforged

Rank ladder

Every rank each army can earn, what it costs and what it gives.

The ladder comes in the next game update: grades, their stat steps, the three-grade crate and the one-grade limit per kill. The perks and auras are designed and not built yet, and each one carries this mark until it ships: Planned

How a unit climbs

A unit's rank comes from its experience. Every rank in the insignia art is a grade: 28 promotions for the United States, 19 for China and 20 for the GLA. Grade 0 is unranked on every side, with no insignia and no bonus.

Experience is paid by the victim, at its own price. A Ranger pays 20, a Crusader 100, an Overlord 200, and a ranked victim pays more. The tables count in kills of the unit's own class, where one kill is what a regular copy of the same unit pays: multiply by 100 for a Crusader, by 20 for a Ranger. A tank that hunts Rangers climbs at a fifth of the pace it climbs on Crusaders, and an infantryman who kills a tank earns five of his own kills at once.

The first promotion costs one same-class kill. Each step after it costs a fixed ratio more than the one before, and the top grade sits at 120 kills on every side, so the ratio follows the ladder's length. America's 28 steps grow slowest and its last one costs 11 kills. China's last costs 19.

One kill lifts a unit one grade at most, and whatever is left over is lost. That bites at the bottom of the ladder, where a Ranger who kills a tank early ends just short of grade 2. Healing experience goes through the same limit.

A veterancy crate gives three grades and never carries a unit past the Heroic pin. Upgrades that made units Veteran, Red Guard Training among them, now start them on the Veteran pin. America's Advanced Training doubles every gain, which brings its top down to 60 kills.

EA's Veteran, Elite and Heroic levels are still there and follow the grade. Each side has a pin rank for each level, marked in the tables, and the old level rewards such as the hero weapons arrive on it. Stats follow experience on one curve shared by every side: a unit is worth 1.13 times a regular after its first kill, about 1.6 times at Elite and 2.40 times at the top. Each army spends that worth its own way.

The stat column is the bonus over a regular unit held at that grade.

United States

Sight and precision. The American auras reach farthest in sight and detection, and the officers carry the army's fire. Rank buys rate of fire and health, with range up to 7% on top. Each step costs 1.0935 times the one before.

Insignia Grade Rank Step, kills Total, kills EA level Stats Perk
0 E-1 Private 0.0 No bonus
1 E-2 Private 1.00 1.0 ROF +5% DMG +2% HP +5% RNG +1% Drilled: rate of fire +5% on top of the curve Planned
2 E-3 Private First Class 1.09 2.1 ROF +7% DMG +3% HP +7% RNG +1% Steady hands: range +3% Planned
3 E-4 Specialist 1.20 3.3 ROF +9% DMG +4% HP +9% RNG +2% Field kit: self repair 0.5% a second out of combat Planned
4 E-4 Corporal 1.31 4.6 Veteran ROF +10% DMG +5% HP +10% RNG +2% Fire team: rate-of-fire aura I, +5%, radius 80 Planned
5 E-5 Sergeant 1.43 6.0 ROF +12% DMG +6% HP +12% RNG +2% Eyes: its own vision +20% Planned
6 E-6 Staff Sergeant 1.56 7.6 ROF +13% DMG +6% HP +13% RNG +2% Combat lifesaver: mend aura I, infantry, 0.5% a second, radius 80 Planned
7 E-7 Sergeant First Class 1.71 9.3 ROF +14% DMG +7% HP +14% RNG +3% Rate-of-fire aura II, +8%, radius 100 Planned
8 E-8 Master Sergeant 1.87 11.2 ROF +15% DMG +7% HP +15% RNG +3% Drill aura I: units around it climb to Corporal, radius 100 Planned
9 E-8 First Sergeant 2.04 13.2 ROF +17% DMG +8% HP +17% RNG +3% Steady aura I, -20%, radius 100 Planned
10 E-9 Sergeant Major 2.24 15.5 ROF +18% DMG +8% HP +18% RNG +3% Drill aura II: up to Staff Sergeant, radius 120 Planned
11 E-9 Command Sergeant Major 2.44 17.9 ROF +19% DMG +9% HP +19% RNG +3% Rate-of-fire aura III, +10%, radius 120 Planned
12 E-9 Sergeant Major of the Army 2.67 20.6 ROF +20% DMG +10% HP +20% RNG +4% Steady aura II, -35%, radius 140 Planned
13 W-1 Warrant Officer 2.92 23.5 Elite ROF +21% DMG +10% HP +21% RNG +4% Technician: mend aura II reaches vehicles, 0.75% a second, radius 100 Planned
14 W-2 Chief Warrant Officer 3.20 26.7 ROF +23% DMG +11% HP +23% RNG +4% Calibrated: range +3% more Planned
15 W-3 Chief Warrant Officer 3.50 30.2 ROF +24% DMG +11% HP +24% RNG +4% Precision: its shots scatter half as wide Planned
16 W-4 Chief Warrant Officer 3.82 34.0 ROF +25% DMG +12% HP +25% RNG +4% Spotter: sight aura I, +15%, radius 120 Planned
17 W-5 Chief Warrant Officer 4.18 38.2 ROF +26% DMG +12% HP +26% RNG +5% Sensor: detect aura I, radius 75 Planned
18 O-1 Second Lieutenant 4.57 42.8 ROF +28% DMG +13% HP +28% RNG +5% Rate-of-fire aura IV, +12%, radius 140 Planned
19 O-2 First Lieutenant 5.00 47.8 ROF +29% DMG +13% HP +29% RNG +5% Guard aura I, -5%, radius 120 Planned
20 O-3 Captain 5.47 53.2 ROF +30% DMG +14% HP +30% RNG +5% Mend aura III, 1% a second, radius 140 Planned
21 O-4 Major 5.98 59.2 ROF +32% DMG +15% HP +32% RNG +5% Sight aura II, +25%, radius 160; detect aura II, radius 100 Planned
22 O-5 Lieutenant Colonel 6.54 65.7 Heroic ROF +33% DMG +15% HP +33% RNG +6% Guard aura II, -8%, radius 140 Planned
23 O-6 Colonel 7.15 72.9 ROF +34% DMG +16% HP +34% RNG +6% Rate-of-fire aura V, +15%, radius 160 Planned
24 O-7 Brigadier General 7.82 80.7 ROF +36% DMG +16% HP +36% RNG +6% Designator: whatever it hits is marked for 2 s and every allied unit fires 50% faster at it Planned
25 O-8 Major General 8.55 89.3 ROF +37% DMG +17% HP +37% RNG +6% Drill aura III: up to Warrant Officer, radius 180 Planned
26 O-9 Lieutenant General 9.35 98.6 ROF +39% DMG +18% HP +39% RNG +7% Guard aura III, -10%, radius 180 Planned
27 O-10 General 10.22 108.8 ROF +40% DMG +18% HP +40% RNG +7% Command net: every aura it carries reaches 25% farther Planned
28 General of the Army 11.18 120.0 ROF +42% DMG +19% HP +42% RNG +7% Five stars: the mark lasts 4 s and reveals its target; rate-of-fire aura VI, +18%, radius 200 Planned

China

Mass and morale. China has the longest steps and the strongest army-wide auras, which protect and steady the crowd more than they aim it, and no detection at all. Rank buys health above all, and from the Veteran pin a ranked man in a horde fires 10% faster. Each step costs 1.1775 times the one before.

Insignia Grade Rank Step, kills Total, kills EA level Stats Perk
0 Unranked 0.0 No bonus
1 Private 1.00 1.0 ROF +4% DMG +2% HP +6% The stat curve only
2 Private First Class 1.18 2.2 ROF +5% DMG +3% HP +9% Hardy: health +8% on top of the curve Planned
3 Corporal 1.39 3.6 ROF +7% DMG +4% HP +11% Shoulder to shoulder: guard aura I, -4%, radius 80 Planned
4 Sergeant 1.63 5.2 Veteran ROF +8% DMG +5% HP +14% Old soldier: drill aura I, up to Sergeant, radius 100 Planned
5 Staff Sergeant Second Class 1.92 7.1 ROF +9% DMG +6% HP +16% Steady aura I, -25%, radius 100 Planned
6 Staff Sergeant First Class 2.26 9.4 ROF +10% DMG +7% HP +18% Rate-of-fire aura I, +5%, radius 100 Planned
7 Master Sergeant Third Class 2.67 12.0 ROF +12% DMG +8% HP +20% Mend aura I, 0.5% a second, radius 100 Planned
8 Master Sergeant Second Class 3.14 15.2 ROF +13% DMG +8% HP +22% Guard aura II, -7%, radius 120 Planned
9 Master Sergeant First Class 3.70 18.9 ROF +14% DMG +9% HP +25% Drill aura II, up to Staff Sergeant First Class, radius 120 Planned
10 Second Lieutenant 4.35 23.2 Elite ROF +15% DMG +10% HP +27% Rally: rate-of-fire aura II, +10%, radius 140 Planned
11 First Lieutenant 5.12 28.4 ROF +17% DMG +11% HP +30% Fearless: steady aura II, -50%, radius 140 Planned
12 Captain 6.03 34.4 ROF +18% DMG +12% HP +32% Seize: capture aura I, -30%, radius 140 Planned
13 Major 7.11 41.5 ROF +20% DMG +13% HP +35% Mend aura II, 1% a second, radius 160 Planned
14 Lieutenant Colonel 8.37 49.9 ROF +21% DMG +14% HP +38% Guard aura III, -10%, radius 160 Planned
15 Colonel 9.85 59.7 Heroic ROF +23% DMG +15% HP +41% Rate-of-fire aura III, +15%, radius 180 Planned
16 Senior Colonel 11.60 71.3 ROF +25% DMG +16% HP +44% Forced march: pace aura I, infantry, +8%, radius 180 Planned
17 Major General 13.66 85.0 ROF +26% DMG +17% HP +48% Last stand: below 35% health its rate of fire is +25% Planned
18 Lieutenant General 16.08 101.1 ROF +28% DMG +18% HP +51% Drill aura III, up to Second Lieutenant, radius 200 Planned
19 General 18.94 120.0 ROF +30% DMG +19% HP +55% People's army: every aura reaches 25% farther; rate-of-fire aura IV, +18% Planned

GLA

Speed and salvage. The GLA auras move the cell and pay it, and the leader's own perks keep it alive and hidden. Rank buys rate of fire and speed, plus a self repair that starts once a unit has gone 5 seconds unhurt. Each step costs 1.1633 times the one before.

Insignia Grade Rank Step, kills Total, kills EA level Stats Perk
0 Unranked 0.0 No bonus
1 Recruit 1.00 1.0 ROF +6% DMG +2% HP +5% SPD +2% REP 0.27% The stat curve only
2 Irregular 1.16 2.2 ROF +8% DMG +3% HP +7% SPD +3% REP 0.39% Light feet: speed +5% on top of the curve Planned
3 Fighter 1.35 3.5 ROF +10% DMG +3% HP +9% SPD +3% REP 0.49% Patch-up: self repair starts, 0.5% a second Planned
4 Raider 1.57 5.1 Veteran ROF +12% DMG +4% HP +11% SPD +4% REP 0.58% Scavenger: each kill it scores pays 10% of the victim's cost Planned
5 Hardened Raider 1.83 6.9 ROF +14% DMG +4% HP +12% SPD +4% REP 0.66% Tough: health +8% on top of the curve Planned
6 Squadhand 2.13 9.1 ROF +16% DMG +5% HP +14% SPD +5% REP 0.74% Move with me: pace aura I, infantry, +8%, radius 80 Planned
7 Squad Leader 2.48 11.5 ROF +18% DMG +6% HP +16% SPD +6% REP 0.82% Spoils aura I, 5%, radius 100 Planned
8 Cell Leader 2.88 14.4 ROF +19% DMG +6% HP +17% SPD +6% REP 0.90% Ambush: stealthed after 3 s standing still and not firing Planned
9 Senior Cell Leader 3.35 17.8 ROF +21% DMG +7% HP +19% SPD +7% REP 0.98% Scrap repair: mend aura I, infantry and vehicles, 0.5% a second, radius 100 Planned
10 Raid Captain 3.90 21.7 Elite ROF +23% DMG +7% HP +21% SPD +7% REP 1.07% Pace aura II, every unit, +8%, radius 120 Planned
11 Column Captain 4.54 26.2 ROF +25% DMG +8% HP +22% SPD +8% REP 1.15% Seize: capture aura I, -30%, radius 120 Planned
12 Strike Commander 5.28 31.5 ROF +27% DMG +8% HP +24% SPD +8% REP 1.24% First strike: rate-of-fire aura I, +8%, radius 120 Planned
13 Field Commander 6.14 37.6 ROF +30% DMG +9% HP +26% SPD +9% REP 1.32% Mend aura II, 1% a second, radius 140 Planned
14 Sector Commander 7.14 44.8 ROF +32% DMG +10% HP +28% SPD +10% REP 1.41% Spoils aura II, 10%, radius 140 Planned
15 Warlord 8.31 53.1 Heroic ROF +34% DMG +10% HP +30% SPD +10% REP 1.50% Pace aura III, +12%, radius 160; rate-of-fire aura II, +12% Planned
16 Regional Warlord 9.67 62.7 ROF +37% DMG +11% HP +32% SPD +11% REP 1.60% Fanatics: steady aura I, -30%, radius 160 Planned
17 High Warlord 11.25 74.0 ROF +39% DMG +12% HP +35% SPD +12% REP 1.69% Spoils aura III, 15%, radius 180, structures included Planned
18 General 13.08 87.1 ROF +42% DMG +12% HP +37% SPD +12% REP 1.79% Cell survives: on death it leaves a salvage crate for its side Planned
19 Grand General 15.22 102.3 ROF +45% DMG +13% HP +39% SPD +13% REP 1.90% Mend aura III, 1.25% a second, radius 180 Planned
20 Supreme Liberator 17.70 120.0 ROF +48% DMG +14% HP +42% SPD +14% REP 2.00% Liberation: every aura reaches 25% farther; rate-of-fire aura III, +15% Planned

Auras Planned

An aura is a leader's bonus to friendly units within a radius, and it never touches the leader. Auras of one kind never add up: a unit in range of three leaders takes the strongest of each kind and nothing more. Different kinds do combine, so one Colonel's rate of fire and another officer's guard can reach the same tank. Radius and strength grow with the grade, written I, II, III in the tables. The cap is the most any aura of that kind can give.

Aura Effect on units in range Cap
Rate of fire Weapon rate of fire. Takes the larger of itself and the Propaganda Tower's bonus. +18%
Guard Damage taken -10%
Mend Health restored a second 1.25%
Sight Vision and shroud range +25%
Pace Speed +12%
Drill Experience a second, up to a rank below the leader's Elite pin
Detect Reveals stealthed enemies in range radius 100
Steady Paralysis, EMP and subdual wear off sooner -50%
Capture Building capture time -30%
Spoils Kills made by units in range pay the player a share of the victim's cost 15%
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