Commander 4: The Consciousness
Also based on the community project custom race idea with a Shard Of The Consciousness as the TC. Killed enemy structures and heroes drop fragments of the consciousness that when picked up give a bonus to the augmentation item units. Calldowns are Auxillary Conduit which summons a free power network node and Matrix Overcharge which gives 25% temporary damage reduction to all friendly units in a power field for 30 seconds.
Unit wise for light ground there is the Soldier Unit which is a more expensive but durable Combat Drone and has an autocast augment ability that does additional 30 damage in exchange for large amounts of energy. As medium ground there is the SCU which can specialize against an attribute and its upgrade the Clanker which rapidly regenerates its low max cap shield when out of combat. For the heavy ground there is the Dreadnaught which is a slow moving/rotating unit with a high energy drain outside a power field that has a 11 range primary weapons that can shoot in a small arc while moving but has a minimum ground range of 3 and air range of 7 while it has two weak splash side anti ground turrets for stuff under 3 range and can only have one weapon system active at a time. Support 1 is the Thermal Loader which is a modification of the Petard which can spawn stronger but slower to produce versions of the Blasting Charge suicide unit that has more damage and splash radius but can also damage friendlies. Support 2 is the Blitzer which is a modification of the Hauler which is the transport unit losing the ability to move but gaining a global teleport that needs energy and a prepare time dealing moderate splash damage on arrival. For the light air there is the Strategic Bomber which launch multiple splash munitions at air and ground targets which can jump to nearby units to maximise splash. For the heavy air there is the Ironclad which is a more armoured but more energy inefficient modification of the Flying Fortress. As a unique unit there is the Anti-Ballistics System which is a mobile anti missile unit similar to a terran point defence drone but with slower period but sustained defence.
Perks mostly focus on conduit zone control with buffs and debuffs in their area of effect and energy management for units.
Commander 5: Myiastasia
Custom race themed on parasitic zerg with Brooding Chamber as the TC/basic troop production structure which attracts some mineral critters. Workers are replaced with Slaver Brood structures that periodically spawn wandering but uncontrollable Slaver Drones which zombify critters and weakened enemy units to return them to a dropoff to be converted into resouces. Minerals are used to build supply structures with 2 tiers and Vespene geysers are used to build Pheromone Stalks which "attract" additional critters for the slaver drones to harvest. The anti ground defence structure is the Pit Tunnels which slow enemy movement in their zone of control and randomly root enemies dealing minor damage. Having a ground unit stationed inside the structure adds the damage of the unit as a dot for the duration of the root. The anti air structure is the Scourgeling Roost which deals weak splash damage to air units with a chance to disable the weapons for a duration.
Unit wise the light ground is the Dinergate which is a slower but tankier Zergling that acts as the builder and has an ability to disable the target movement and the caster attack for a duration to stop ground units fleeing. The medium ground unit is the Dorciferon which is a ranged attacker able to launch nearby slaver drones at a weakened target and acts as a mobile unit training structure and dropoff. For the heavy ground there is the Sporant which is slow and low health compared to other T3 ground units but is able to mind control a single enemy unit within a leash range leeching life from it while being able to control the target unit. As Supporter 1 there is the Usurper which can herd Slaver Drones towards a target area, temporarily blind a group of enemies and lay eggs into a target unit slowing it and dealing minor dps but if the target unit dies as a result of the buff some timed life units are spawned with their number based on the phase of the ability. Support 2 is the Phoront which can attach itself to a friendly unitor structure giving it a minor life, armour and life regen stat boost and two tentacle turrets to attack nearby enemies and the caster unit is left unharmed on host death but the ability is put into cooldown, Burrow and move slowly when burrowed and parasitize neemy structures slowing progress abilities by a stacking percent up until a cap where a stukov like spawning structure is created on the enemy st5ructure disabling it until the spawner is destroyed. As the light air there is the Scavenger which is a melee air unit able to hit both ground and air and has an ability to stun targets for a few seconds and has a passive to leave killed units as a paralysed corpse for slaver drones to collect. For the Heavy Air there is the Raider which acts as a carrier except the spawns and the caster both attack and the spawns carry killed units back to a dropoff and the caster acts as a more efficient reusable slaver drone.
Perks are evenly spread for all unit but have several for increasing salvage from parasitism.