Just one of my many ideas for a leader. Enjoy. Note, nothing is set in stone or to be taken to serious. If something seems over/under powered it can always be toned.down or.up
Main Base units, 2 scout soilders. 125 supplies cost. Medium all dmg.
infiltry units:
Crawler: Cost: 125 supplies. 2 unit space. (Creates 2 promethean crawlers) land base units. Medium against infiltry, low against air, medium vs vehicle, medium vs buildings. FASTER THAN REGULAR INFILTRY.
Upgrade-overload, all units have 1 more crawler an explode on death, for small aoe dmg.
Promethean scout: cost 150 supplies, 10 energy, unit space 4. Medium dmg vs intiltry, low dmg vs vehicle, low dmg vs air, high dmg to buildings. 2 scouts per unit, collects 15% faster than normal units.
Upgrade-incinerator cannon. Increases dmg to infiltry an vehicles.
Promethean Soilder: cost: 150 supplies, 75 energy. 4 unit space. Long range anti infiltry unit. High dmg vs infiltry, low dmg on vehicle air an buildings.
Upgrade- Promethean scope, all units gain dmg an range boost.
Promethean knight: cost: 250 supplies, 125 energy. 5 unit space. Medium infiltry dmg, high vehicle dmg, low air dmg, medium building dmg. Heavily armored, shield, has 2 watchers spawned with the knight. Watchers focus long range targets attacking or within view of knight.
Upgrade- phase strike. Knight tel ports behind target unit from current location an strikes from behind. Deals heavier dmg to land base units. 15 sec cd.
Vehicles: tech 2.
Mounted crawler: cost 250 supplies, 100 energy. Unit space 4, high infiltry dmg, medium vehicle dmg, low.air dmg, medium building dmg. promethean scout mounted on a much larger crawler.
Upgrade- dismount, upon desruction, spawns 1 scout with same veterancy rank as destroyed unit. If infiltry scout is upgraded, this unit gains the upgrades. New scout takes up 2 units of space.
Heavy Knight: cost 350 supplies, 125 energy. 6 Unit space. Medium dmg vs infiltry, medium dmg vs vehicle, medium dmg vs air, medium dmg vs buildings. A much larger knight unit well rounded, an has a small syphon ability when dmging other units (does not.her dmg ing buildings)
Upgrade-knights watcher. Creates a small flying unit which does low dmg to all units. Heals heavy knight when out of combat. Can be destroyed an respawns 10 seconds out of combat from heavy knight.
Spiked crawler:cost 350 supplies 75 energy. 4 unit space. Low dmg vs infiltry, vehicles, buildings. High dmg vs air. Detects cloaking. Creates 2.quick moving spiked crawler units.
Templar: TECH 3. cost 700 supplies, 200 energy. 10 unit space. High dmg vs infiltry, high dmg vs vehicle, low dmg vs air, medium dmg vs buildings. A large commander, increases dmg.of nearby units by a small amount, within a set range. Detects cloaking.
Air units: tech 1Sentinel: cost 200 supplies, 25 energy, 3 unit space. Low dmg vs infiltry, no dmg vs other units. Heals nearby units.
Updrade: Sentinel beam: upon death, drops a beam that a infiltry unit can pick up to increase their dmg vs infiltry units slightly, an range at which they can hit infiltry units slightly. When not in combat, gives attached unit ability to heal self an other units.
Tech 2
Protector Sentinel: cost 400 supplies, 75 energy. 4 unit space. Dmg vs infiltry, air, buildings medium. Dmg vs vehicle high. Creates one sentinel with medium armor.
Swarm: cost 750 supplies, 150 energy, 8 unit space. High dmg vs infiltry, vehicle, an air. No dmg to buildings. 8 Small sentinels which spin in circles around the target. Great for defending key points or backing up allies. Only an anti unit, unit.
Leader powers.
Tier 1 options:
Restoration beam. 300 supplies, 100 energy. Recharge time, 2 mins. Commander fires a beam.which heals friendly units. More effective.on prometheans. Can be upgraded once.
Detection radar:100 energy. Recharge time, 30 seconds. Sends out 3 pulses which spread out an reviel anything moving. Pulses move slower as they spread from center until they disapate. Upgrades once to double area of coverage.
Tier 2:
Surge wave: cost 400 supplies 200 energy. increases atk speed of units in the area for a short time. Slows atk speed an movement.of enemy units in area.
Overwhelming numbers: passive, units gain a slight atk speed per other unit of the same type within a small range. Upgrades once to increase the range of effect.
Tier 3:
Resonance: cost 400 supplies, 200 energy. Links units of different types together increasing their dmg for a set time when attacking the same target. (10 second durration, effects 6 units max)
Counter measures: cost 500 energy. Stealths units for up to 15 seconds. Passivly, gives all units with detect cloaking 50% detection range.
Tier 4:
Conversion: cost 1200 supplies, 300 energy. Infects enemy units with promethean souls to take control over enemy air an vehicles in a small area. Units.do not take up unit space, an their health slowly decays over time. (Durration last 30 seconds, cooldown 3 minutes, max units converted 8)
Enhanced research: lowers energy cost of all units an abilities by 25% (upgrades to 50%.)
Tier 5: dimensional fisure: cost 2k supplies, 1k energy. Destroy your hero unit, durring destruction, pulls in all enemy an friendly units within a large range an destroys them. Any effects on enemy units are removed at this time. (7 minute cooldown)
Catostrophic beam: cost 8p0 supplies, 700 energy. fires a fast moving channeled beam to the surface. Deals large dmg to shields and units in its wake. (4 min cooldown)
Hero unit: Primed Knight Commander: cost 450 supplies 400 energy. Shield, syphon. Long range.
Upgrades. Thermal blade. Increases dmg by 30% to units next to hero.
Scatter shot: deals aoe splash dmg with range attack.
Enrage: when below 30% health, heros atk speed.increases by 50%. Upon death unit explodes dealing medium dmg to anything surrounding the unit.
Retriever Sentinel: cost 2k supplies, 1k energy. Ultimate unit.