Editing Jerome-092/Gameplay

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{{Status|Gameplay}}
==''Halo Wars''==
==''Halo Wars''==
In ''Halo Wars'' Jerome-092 is available in the campaign only and wields a [[M6 Spartan Laser]]. Like the other [[Spartan]]s of [[Red Team]] he can be revived if killed.
In ''Halo Wars'' Jerome-092 is available in the campaign only and wields a [[M6 Spartan Laser]]. Like the other [[Spartan]]s of [[Red Team]] he can be revived if killed.
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{{Quote|[[Omega Team]]'s leader and a veteran Spartan of the Spirit of Fire, Jerome inspires and bolsters troops under his command.|In-game description of Commander Jerome.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
{{Quote|[[Omega Team]]'s leader and a veteran Spartan of the Spirit of Fire, Jerome inspires and bolsters troops under his command.|In-game description of Commander Jerome.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
*'''Unique Units''': [[M650 Mastodon]], Commander Jerome-092 {{C|Hero unit}}, Omega Team
*'''Unique Units''': [[M650 Mastodon]], Commander Jerome-092 {{C|Hero unit}}, Omega Team
*'''Privileges''': Lesser population makes all units grow stronger.
*'''Tier 1 Leader Powers'''
*'''Tier 1 Leader Powers'''
**'''Recon Sight''': Increased line of sight for infantry and vehicles.
**'''Recon Sight''': Increased line of sight for infantry and vehicles.
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*'''Tier 2 Leader Powers'''
*'''Tier 2 Leader Powers'''
**'''Time for Heroes I''': All units gain increased speed, damage, and armor, but only when the population is at 40 or less.
**'''Time for Heroes I''': All units gain increased speed, damage, and armor, but only when the population is at 40 or less.
**'''Time for Heroes II''': Increased affected population maximum to 60.  
**'''Time for Heroes II''': Increased population minimum to 60.  
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
***Population Cost: N/A
***Population Cost: N/A
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***Power Cost: 50
***Power Cost: 50
***Cooldown: 210 seconds
***Cooldown: 210 seconds
**'''Restoration Drones II''': Increases power and radius of Restoration drones
**'''Restoration Drones II''': Increases power of Restoration drones
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 300
***Supply Cost: 300
***Power Cost: 70
***Power Cost: 70
***Cooldown: 210 seconds
***Cooldown: 210 seconds
**'''Restoration Drones III''': Increases power and radius of Restoration drones
**'''Restoration Drones III''': Increases power of Restoration drones
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 400
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***Cooldown: 180 Seconds
***Cooldown: 180 Seconds
*'''Tier 5 Leader Powers'''
*'''Tier 5 Leader Powers'''
**'''Field Promotion''': All non-veteran units in the area are granted veteran level 1, including units inside garrisoned structure or buildings.
**'''Field Promotion''': All non-veteran units in the area are granted veteran level 1.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 800
***Supply Cost: 800
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===Commander Jerome===
===Commander Jerome===
*'''Info:''' Hero, Inspires nearby units, Armed with a [[MLRS-1 Hydra]], Fast movement speed, Rapidly-recharging shield.
*'''Info:''' Hero, Inspires nearby units, Armed with a [[Hydra MLRS]], Fast movement speed, Rapidly-recharging shield.
*'''Tier:''' 1
*'''Tier:''' 1
*'''Cost:''' Population 0, Supplies 350, Power 250
*'''Cost:''' Population 0, Supplies 350, Power 250
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**'''Tier:''' 3
**'''Tier:''' 3
**'''Cost:''' Supplies 0, Power 750
**'''Cost:''' Supplies 0, Power 750
In campaign Jerome-092 acts the same as he did in ''Halo Wars'', barring Spartan slam. In Multiplayer Jerome-092 comes in two variations: one exclusive to [[James Cutter]] largely identical to how he functions in the campaign, and one exclusive to Commander Jerome that performs differently. Both versions of Jerome can be built at the [[UNSC Armory]]. For the Captain Cutter version unupgraded Jerome starts off [[dual wielding]] [[M6C magnum]]s and is great against infantry, but only okay against vehicles, aircraft, and structures. Once upgraded with a Spartan Laser Jerome will be effective against vehicles and aircraft. In [[Blitz]] Jerome-092 costs 220 energy and features the Rush ability that eliminates spawn debuffs. Commander Jerome cannot hijack enemy vehicles but is able to inspire nearby troops to increase damage and call in a personalized command Mantis. He also wields a custom Hydra instead of a Spartan Laser. Jerome can pilot the Mantis himself or the player can use it as a separate unit. The Command Mantis will only use its missiles if Jerome is piloting it. If the Mantis is destroyed while Commander Jerome is piloting it Jerome will take damage, but he will not die if his shield was fully recharged when inside Mantis when he's low on health. Unupgraded Commander Jerome is great against infantry, aircraft, and structures, but only okay against vehicles. Once the ''Improved Inspire'' upgrade has been purchased Commander Jerome will perform well against vehicles. In Blitz Commander Jerome costs 240 energy.
In campaign Jerome-092 acts the same as he did in ''Halo Wars'', barring Spartan slam. In Multiplayer Jerome-092 comes in two variations: one exclusive to [[James Cutter]] largely identical to how he functions in the campaign, and one exclusive to Commander Jerome that performs differently. Both versions of Jerome can be built at the [[UNSC Armory]]. For the Captain Cutter version unupgraded Jerome starts off [[dual wielding]] [[M6C magnum]]s and is great against infantry, but only okay against vehicles, aircraft, and structures. Once upgraded with a Spartan Laser Jerome will be effective against vehicles and aircraft. In [[Blitz]] Jerome-092 costs 220 energy and features the Rush ability that eliminates spawn debuffs. Commander Jerome cannot hijack enemy vehicles but is able to inspire nearby troops to increase damage and call in a personalized command Mantis. He also wields a custom Hydra instead of a Spartan Laser. Jerome can pilot the Mantis himself or the player can use it as a separate unit. The Command Mantis will only use its missiles if Jerome is piloting it. If the Mantis is destroyed while Commander Jerome is piloting it Jerome will take damage, but not be killed. Unupgraded Commander Jerome is great against infantry, aircraft, and structures, but only okay against vehicles. Once the ''Improved Inspire'' upgrade has been purchased Commander Jerome will perform well against vehicles. In Blitz Commander Jerome costs 240 energy.
 
===Strategy===
====General====
*'''Recon Sight''' gives the player advantages of early warning when the opponent is coming.
*With correct complement, Mastodons can be extremely lethal against all units.
*Use the '''Omega Team''' Leader Power wisely, and if the player wishes to hijack a vehicle, take the most lethal vehicle available for extra firepower.
*'''Spartan Morale''' and '''Restoration Drones''' can be used multicaptively, allowing anyone affected by both effects to resist tougher attacks, practically the '''Glassing Beam''' and '''Eradication''' leader powers.
*Commander's Jerome role is mainly Jack For All Trades.
 
====Allies====
*Jerome's '''Spartan Morale''' allows all unit inside inspiration radius to receive buffs. Make use of the buffs since firefight can last longer than intended.
**Use it when the enemy is unleashing their offensive leader power.
*'''Omega Team''' Leader Power is useful to hijack any high tier opponents, such as Grizzly, Vulture, or even Blisterbacks. Draw the enemy's attention to use their highest tier and have them hijack it. The Omega Team can be also used to conduct a special operations while you and your allies is away.
*'''Field Promotion''' only affect player controlling Commander Jerome, but it may have a chance to promote any units inside the promotion radius when using it.
**As long as one of Jerome's unit is not at Veterancy 1, it is possible to do so.
 
====Enemies====
*Beware of '''Spartan Morale''' as infantries inside Mastodon can resist '''Eradication''' and '''Glassing Beam''' with maximum upgrade.
*Be careful if Commander Jerome possesses less than 40 '''Time for Heroes I''' or less than 60 '''Time for Heroes II''' as all units are buffed to gain better armor, mobility, and firepower.
*Commander Jerome '''Turret Drop''' can drop two turrets at different places, so keep a close eye on where the turrets will be dropped.
*Withdraw your strongest armor, such as Grizzly, Vulture, Blisterback, or any vehicles outside that were deemed a good asset for Commander Jerome to hijack it outside Spartan Slam Range when Commander Jerome uses '''Omega Team''' Leader Power.
**Additionally, have plenty of anti-infantry units to stop the hijacking process. Snipers, Hellbringers, Elite Rangers, or any units that can efficiently deal with Infantry are recommended.


==Sources==
==Sources==
{{Ref/Sources}}
<references/>
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

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