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 active in both campaign and multiplayer, wielding a [[M6 Spartan Laser]] in the former and a custom Hydra as a leader in multiplayer. Like the other [[Spartan]]s of [[Red Team]] he can be revived if killed.
 
==''Halo Wars 2''==
==''Halo Wars 2''==
{{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''': [[Mastodon]] and Jerome-092 {{C|Hero unit}}
*'''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.
**'''Victory Mines I''': Drops mines that inspire nearby units upon destruction.
**'''Victory Mines''': Drops mines that inspire nearby units upon destruction.
***Population Cost: N/A
***Supply Cost: 85
***Power Cost: 85
***Cooldown: 105 seconds
**'''Victory Mines II''': The explosions of the mines is larger, increasing the damage inflicted and the area of inspiration.
***Population Cost: N/A
***Supply Cost: 160
***Power Cost: 160
***Cooldown: 105 seconds
*'''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 30 or less.
**'''Time for Heroes II''': Increased affected population maximum to 60.  
**'''Time for Heroes II''': Increased population minimum to 40.  
**'''[[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: 210 seconds
***Cooldown: 210 seconds
*'''Tier 3 Leader Powers'''
*'''Tier 3 Leader Powers'''
**'''Enduring Salvo I''': Bombard the area with debris from the ''[[Enduring Conviction]]'', harming nearby enemies and inspiring nearby units.
**'''Enduring Salvo I''': Bombard the area with debris from the ''[[Enduring Conviction]]''.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 250
***Supply Cost:  
***Power Cost: 250
***Power Cost:  
***Cooldown: 230 Seconds
***Cooldown: 230 Seconds
**'''Enduring Salvo II''': Increases amount of debris and inspiration area.
**'''Enduring Salvo II''': Increases amount of debris.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 350
***Supply Cost:  
***Power Cost: 350
***Power Cost:  
***Cooldown: 230 Seconds
***Cooldown: 230 Seconds
**'''Enduring Salvo III''': Further increases the amount of debris and inspiration area.
**'''Enduring Salvo III''': Further increases the amount of debris.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 450
***Supply Cost:  
***Power Cost: 450
***Power Cost:  
***Cooldown: 230 Seconds
***Cooldown: 230 Seconds
**'''Mastodon''': Enables Mastodons to be purchased at the [[Firebase]].
**'''Mastodon''': Enables Mastodons to be purchased at the [[Firebase]].
*'''Tier 4 Leader Powers'''
*'''Tier 4 Leader Powers'''
**'''Victory Turret I''': Drops a turret that inspires units.
**'''Victory Turret''': Drops a turret that inspires units.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 350
***Supply Cost:  
***Power Cost: 25
***Power Cost:  
***Cooldown: 203 seconds
***Cooldown: 203 seconds
**'''Victory Turret II''': Drops two turrets that inspires units.
**'''Spartan Morale''': Select units gain a boost to speed, damage, and armor for a short while.
***Population Cost: N/A
***Supply Cost: 600
***Power Cost: 50
***Cooldown: 203 seconds
**'''Spartan Morale I''': Select units gain a boost to speed, damage, and armor for a short while.
***Population Cost: N/A
***Supply Cost: 400
***Power Cost: 100
***Cooldown: 180 Seconds
**'''Spartan Morale II''': Increases the duration of Spartan Morale
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 600
***Supply Cost:  
***Power Cost: 200
***Power Cost:  
***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
**'''Omega Team''': Three Spartans of Omega Team will be deployed.
***Supply Cost: 800
***Population Cost:  
***Power Cost: 800
***Supply Cost:  
***Cooldown: 180 Seconds
***Power Cost:
**'''Omega Team''': Three Spartans of Omega Team will be deployed. Limit one Omega Team per player.
***Population Cost: 30
***Supply Cost: 1,800
***Power Cost: 1,800
***Cooldown: 363 seconds
***Cooldown: 363 seconds
===Jerome-092 {{C|Campaign and Captain Cutter}}===
===Jerome-092===
*'''Info:''' Ranged hero, Ground pound area attack, One active hero limit.
*'''Info:''' Ranged hero, Ground pound area attack, One active hero limit.
*'''Tier:''' 1
*'''Tier:''' 1
*'''Cost:''' Population 0, Supplies 300, Power 275
*'''Cost:''' Population 0, Supplies 500, Power 400
*'''Jerome-092 upgrade: Hijack'''
*'''Jerome-092 upgrade: Hijack'''
**'''Info:''' Hijack vehicles, Health boost, Damage boost
**'''Info:''' Hijack vehicles, Health boost, Damage boost
**'''Tier:''' 1
**'''Tier:''' 1
**'''Cost:''' Supplies 0, Power 300
**'''Cost:''' Supplies 0, Power 400
*'''Jerome-092 upgrade: Spartan Laser'''
*'''Jerome-092 upgrade: Spartan Laser'''
**'''Info:''' Equips a Spartan Laser, Health boost, Damage boost
**'''Info:''' Equips a Spartan Laser, Health boost, Damage boost
**'''Tier:''' 2
**'''Tier:''' 2
**'''Cost:''' Supplies 0, Power 450
**'''Cost:''' Supplies 0, Power 600
*'''Jerome-092 upgrade: Neural Implant'''
*'''Jerome-092 upgrade: Neural Implant'''
**'''Info:''' Increases hijack speed, Health boost, Damage boost
**'''Info:''' Increases hijack speed, Health boost, Damage boost
**'''Tier:''' 3
**'''Tier:''' 3
**'''Cost:''' Supplies 0, Power 600
**'''Cost:''' Supplies 0, Power 800
 
In campaign Jerome-092 acts the same as he did in ''Halo Wars'', barring Spartan slam. In Multiplayer Jerome-092 is exclusive to [[James Cutter]] and himself and can be built at the [[UNSC Armory]]. 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===
*'''Info:''' Hero, Inspires nearby units, Armed with a [[MLRS-1 Hydra]], Fast movement speed, Rapidly-recharging shield.
*'''Tier:''' 1
*'''Cost:''' Population 0, Supplies 350, Power 250
*'''Commander Jerome upgrade: Command Mantis'''
**'''Info:''' Gain ability to call in and pilot Jerome's Command Mantis. Increases damage and health.
**'''Tier:''' 1
**'''Cost:''' Supplies 0, Power 400
*'''Commander Jerome upgrade: Improved Inspire'''
**'''Info:''' Increases Radius of Inspire Aura, Increases damage and health, Increases Command Mantis' damage and health
**'''Tier:''' 2
**'''Cost:''' Supplies 0, Power 600
*'''Commander Jerome upgrade: Laser Barrage'''
**'''Info:''' Calls in a laser barrage with the Command Mantis, Increases damage and health, Increases Command Mantis' damage and health
**'''Tier:''' 3
**'''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.
 
===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==
{{Ref/Sources}}
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

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