Leader name: Vergil
Faction: UNSC
Special units:
Hero unit: Omega Engineer: A much more powerful version of the engineer.
-Instead of healing one unit at a time, the omega engineer creates a ring of healing similar to UNSC’s restoration drones, but much weaker: perhaps on the scale of combat repair
-When stacked, each additional healing zone from each Omega engineer adds 60% healing rate, then 40% healing rate.
-Produced from the armory
-Allowed to build 3 of them
-Posseses a powerful personal shield that is double its health points
First upgrade: Allows it to siphon health from nearby enemies
Second upgrade: Increases healing rate by 20% and halves the regeneration time for its shield
Third upgrade: Allows allies within its healing sphere to siphon health from enemies when they fall below 15% health
-Y-ability is able to create a force shield barrier that behaves similarly to colony’s living barrier, which can be destroyed.
Alpha Engineer (5 Population):
-Gives the units that it heals additional shields:
Infantry and Air: equivalent to a fourth their hitpoints
Vehicles: equivalent to a fifth of their hitpoints
Ultimate units: equivalent to a tenth of their hitpoints.
-Multiple engineers slightly reduce the shield recharge delay and increase shield recharge speed.
-Can heal 3 units at once, but at a much slower rate than a regular engineer: perhaps on the scale of combat repair
-Posseses its own personal shield
-Produced from the main base after purchased as a leader power
-Y-ability temporarily “supercharges” the shields of the units they heal, increasing their capacity by 100%. Lasts 5 seconds.
Combat Engineer (3 Population):
-Similar to the regular engineer, but costs 50 power. Replaces the nightingale.
-Faster than regular engineers
-Posseses a personal shield
Y-ability is the same as a regular engineer
Leader powers:
1: Superefficiency: Decreases upgrade costs for all units by 10%
Superefficiency II: Decreases the upgrade costs for everything else by 10%
2: Home Field Advantage: Main bases now generate a very weak ring of health regeneration and regenerate health (very) slowly
Home Field Advantage II: Watchtowers now generate additional rings of healing. Also expands the base’ ring of healing.
3: Plasma Energetics: Increases Power income from Generators by 3%
Plasma Energetics II: Increases Power income from generators by a further 3%. Generators now have shields.
4: Engineer swarm: Calls in a swarm of engineers to heal and repair units and buildings.
Engineer swarm II: Increases the size of the engineer swarm.
5: Alpha Engineer: Unlocks the Alpha Engineer, producible from the main base.
6: Superintelligence: Decreases upgrade times for all units by 30%
Superintelligence II: Decreases upgrade times for everything else by 30%
7: Elegance: Increases the movement speed of Engineers by 40%
8: Harmony: All units slowly regenerate health (A third the rate of combat repair).
Harmony II: Health regeneration rate increases as health decreases (twice the rate of combat repair when below 20% health, a third when above 20% health).
9: Macroquantum field: Gives all units a temporary shield equivalent a percentage of their hitpoints: 20% for infantry, 10% for vehicles, and 15% for air. These shields do not regenerate after they are destroyed, and last for 10 seconds. For units that already posses shields, the temporary shield will act as additional shield capacity.
10: Rejuvenation: All units and buildings regenerate health rapidly for 10 seconds at 4% of their health per second.
