Jerome-092/Gameplay

Halo Wars
In Halo Wars Jerome-092 is available in the campaign only and wields a M6 Spartan Laser. Like the other Spartans of Red Team he can be revived if killed.

Halo Wars 2
"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.


 * Unique Units: M650 Mastodon, Commander Jerome-092, Omega Team
 * Tier 1 Leader Powers
 * Recon Sight: Increased line of sight for infantry and vehicles.
 * Victory Mines I: 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
 * 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 II: Increased population minimum to 60.
 * Restoration Drones I: Units and buildings within area are healed.
 * Population Cost: N/A
 * Supply Cost: 200
 * Power Cost: 50
 * Cooldown: 210 seconds
 * Restoration Drones II: Increases power of Restoration drones
 * Population Cost: N/A
 * Supply Cost: 300
 * Power Cost: 70
 * Cooldown: 210 seconds
 * Restoration Drones III: Increases power of Restoration drones
 * Population Cost: N/A
 * Supply Cost: 400
 * Power Cost: 100
 * Cooldown: 210 seconds
 * Tier 3 Leader Powers
 * Enduring Salvo I: Bombard the area with debris from the Enduring Conviction, harming nearby enemies and inspiring nearby units.
 * Population Cost: N/A
 * Supply Cost: 250
 * Power Cost: 250
 * Cooldown: 230 Seconds
 * Enduring Salvo II: Increases amount of debris and inspiration area.
 * Population Cost: N/A
 * Supply Cost: 350
 * Power Cost: 350
 * Cooldown: 230 Seconds
 * Enduring Salvo III: Further increases the amount of debris and inspiration area.
 * Population Cost: N/A
 * Supply Cost: 450
 * Power Cost: 450
 * Cooldown: 230 Seconds
 * Mastodon: Enables Mastodons to be purchased at the Firebase.
 * Tier 4 Leader Powers
 * Victory Turret I: Drops a turret that inspires units.
 * Population Cost: N/A
 * Supply Cost: 350
 * Power Cost: 25
 * Cooldown: 203 seconds
 * Victory Turret II: Drops two turrets that inspires units.
 * 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
 * Supply Cost: 600
 * Power Cost: 200
 * Cooldown: 180 Seconds
 * Tier 5 Leader Powers
 * Field Promotion: All non-veteran units in the area are granted veteran level 1.
 * Population Cost: N/A
 * Supply Cost: 800
 * Power Cost: 800
 * Cooldown: 180 Seconds
 * 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

Jerome-092

 * Info: Ranged hero, Ground pound area attack, One active hero limit.
 * Tier: 1
 * Cost: Population 0, Supplies 300, Power 275
 * Jerome-092 upgrade: Hijack
 * Info: Hijack vehicles, Health boost, Damage boost
 * Tier: 1
 * Cost: Supplies 0, Power 300
 * Jerome-092 upgrade: Spartan Laser
 * Info: Equips a Spartan Laser, Health boost, Damage boost
 * Tier: 2
 * Cost: Supplies 0, Power 450
 * Jerome-092 upgrade: Neural Implant
 * Info: Increases hijack speed, Health boost, Damage boost
 * Tier: 3
 * Cost: Supplies 0, Power 600

Commander Jerome
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 magnums 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 not be killed. 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.
 * Info: Hero, Inspires nearby units, Armed with a Hydra MLRS, 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