Sergeant Johnson (leader): Difference between revisions
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*'''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''' | ||
**''' | **'''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 | ||
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***Cooldown: 160 seconds | ***Cooldown: 160 seconds | ||
*'''Tier 2 Leader Powers''' | *'''Tier 2 Leader Powers''' | ||
**''' | **'''Pelican Transport I''': Transports own units anywhere in range. | ||
**''' | ***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 | ||
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***Supply Cost: 300 | ***Supply Cost: 300 | ||
***Power Cost: 200 | ***Power Cost: 200 | ||
***Cooldown: | ***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: | ***Cooldown: 190 seconds | ||
**''' | **'''Remote Sensors''': Structures and captured points have increased line of sight. | ||
*'''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. |
Revision as of 01:04, September 9, 2017
FPS games
In Halo: Combat Evolved, Johnson can appear in multiple levels as a standard allied Marine. In Halo 2 and Halo 3 Johnson cannot be killed. In Halo 3: ODST Johnson is a playable character for Firefight.
Halo Wars 2
- "Sergeant Major Avery Johnson, a hero of the Covenant War, geared up for battle. He's a dangerous adversary due to his powerful mechs and solid command."
- — In-Game description of Sergeant Johnson.[1]
- Unique Units: Avery Johnson (Hero unit), Colossus (Replaces M808S Scorpion), and HRUNTING/YGGDRASIL Mark IX Mantis (Replaces M12 Warthog)
- Tier 1 Leader Powers
- 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 Drones I: Units and buildings within area are healed.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 50
- Cooldown: 160 seconds
- Restoration Drones II: Increases power of Restoration drones
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 125
- Cooldown: 160 seconds
- Restoration Drones III: Increases power of Restoration drones
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: 150
- Cooldown: 160 seconds
- Tier 2 Leader Powers
- Pelican Transport I: Transports own units anywhere in range.
- 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.
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: N/A
- Cooldown: 90 seconds
- Bunker Drop II: Increases garrison capacity by 1 and adds an energy shield.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: N/A
- Cooldown: 90 seconds
- Pelican Transport I: Transports own units anywhere in range.
- Tier 3 Leader Powers
- EMP MAC Blast I: Fires a MAC round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 200
- Cooldown: 190 seconds
- EMP MAC Blast II: Improves the blast and all effects.
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: 300
- Cooldown: 190 seconds
- Remote Sensors: Structures and captured points have increased line of sight.
- EMP MAC Blast I: Fires a MAC round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles.
- Tier 4 Leader Powers
- Siege Turret Drop I: Deploys a temporary Siege Turret into battle.
- Population Cost: N/A
- Supply Cost: 900
- Power Cost: N/A
- Cooldown: 203 seconds
- Siege Turret Drop II: Increases turret damage and duration and adds an energy shield to the turret.
- Population Cost: N/A
- Supply Cost: 1100
- Power Cost: N/A
- Cooldown: 203 seconds
- Mech Overcharge I: For a short time, all mechs the player control become invulnerable and receive a speed boost.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 200
- Cooldown: 180 seconds
- Mech Overcharge II: Increases the duration of the power and speed boost.
- Population Cost: N/A
- Supply Cost: 700
- Power Cost: 300
- Cooldown: 180 seconds
- Siege Turret Drop I: Deploys a temporary Siege Turret into battle.
- Tier 5 Leader Powers
- Combat Salvage: Causes next eight non-infantry units to respawn at home base after being destroyed.
- Population Cost: N/A
- Supply Cost: 1,000
- Power Cost: 500
- Cooldown: 330 seconds
- Digging in Deep: Makes all standard building slots free.
- Combat Salvage: Causes next eight non-infantry units to respawn at home base after being destroyed.
Sergeant Johnson
- Info: Ranged hero, Powerful rapid-fire Minigun, Rapidly-recharging shield, Deploys Repair Beacon.
- Tier: 1
- Cost: Population 0, Supplies 300, Power 275
- Sergeant Johnson upgrade: Smart Missile
- Info: Adds a Smart Missile, Periodically fires a long range missile
- Tier: 1
- Cost: Supplies 0, Power 300
- Sergeant Johnson upgrade: Beacon Shield
- Info: Units inside the shield take less damage, Repair Beacon lasts longer and heals faster
- Tier: 2
- Cost: Supplies 0, Power 450
- Sergeant Johnson upgrade: Gauss Chaingun
- Info: Replaces the Minigun with a Gauss Chaingun
- Tier: 3
- Cost: Supplies 0, Power 600
Sergeant Johnson can be purchased at the UNSC Armory as a hero unit. Johnson is able to heal friendly units within an area with his Y ability, Repair Beacon. Un-upgraded Johnson performs well against vehicles, but only okay against infantry, aircraft, and structures.