Sergeant Johnson (leader): Difference between revisions

Line 5: Line 5:
*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[Colossus]] {{C|Replaces [[M808S Scorpion]]}}, and [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}
*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[Colossus]] {{C|Replaces [[M808S Scorpion]]}}, and [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}
*'''Tier 1 Leader Powers'''
*'''Tier 1 Leader Powers'''
**'''Remote Sensors''': Structures and captured points have increased line of sight.
**'''Digging In I''': Turrets can siphon health from units they attack and bunker and turret drops now cost less.
**'''Digging In II''': Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
**'''[[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
Line 22: Line 23:
***Cooldown: 160 seconds
***Cooldown: 160 seconds
*'''Tier 2 Leader Powers'''
*'''Tier 2 Leader Powers'''
**'''Digging In I''': Turrets can siphon health from units they attack and bunker and turret drops now cost less.
**'''Pelican Transport I''': Transports own units anywhere in range.
**'''Digging In II''': Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 100
***Cooldown: 100 Seconds
**'''Pelican Transport II''': Transports more units anywhere in range.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 300
***Cooldown: 100 Seconds
**'''Bunker Drop I''': Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads.
**'''Bunker Drop I''': Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads.
***Population Cost: N/A
***Population Cost: N/A
Line 39: Line 48:
***Supply Cost: 300
***Supply Cost: 300
***Power Cost: 200
***Power Cost: 200
***Cooldown: 228 seconds
***Cooldown: 190 seconds
**'''EMP MAC Blast II''': Improves the blast and all effects.
**'''EMP MAC Blast II''': Improves the blast and all effects.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 400
***Power Cost: 300
***Power Cost: 300
***Cooldown: 228 seconds
***Cooldown: 190 seconds
**'''Pelican Transport I''': Transports own units anywhere in range.
**'''Remote Sensors''': Structures and captured points have increased line of sight.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 100
***Cooldown: 100 Seconds
**'''Pelican Transport II''': Transports more units anywhere in range.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 300
***Cooldown: 100 Seconds
*'''Tier 4 Leader Powers'''
*'''Tier 4 Leader Powers'''
**'''Siege Turret Drop I''': Deploys a temporary [[Siege Turret]] into battle.
**'''Siege Turret Drop I''': Deploys a temporary [[Siege Turret]] into battle.