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'''Deacon''' - Adds a Grunt Deacon to the Squad. Deacons will outlive their Elite/Brute leader and the entire squad. They guide the squad with battle cries and promises of the [[Great Journey]]. Cost: 700 supplies, 3 tech level. | '''Deacon''' - Adds a Grunt Deacon to the Squad. Deacons will outlive their Elite/Brute leader and the entire squad. They guide the squad with battle cries and promises of the [[Great Journey]]. Cost: 700 supplies, 3 tech level. | ||
Note: Deacon | Note: Deacon Grunts always carry [[Plasma Pistols]], and not [[Needlers]] even when upgraded. However, the Deacon will charge his plasma pistol when needed. | ||
If the Elite/Brute dies in battle it may be hard to find the surviving deacon as he is so small. I recommend you send [[Engineers]] to random places if you can't find him. The engineer will automatically heal the Deacon and the Elite/Brute and grunts will return. | If the Elite/Brute dies in battle it may be hard to find the surviving deacon as he is so small. I recommend you send [[Engineers]] to random places if you can't find him. The engineer will automatically heal the Deacon and the Elite/Brute and grunts will return. | ||
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On some levels, a grunt squad might become infected by [[The Flood]]. Even though the whole squad is infected, the Elite/Brute will be seperate as they are called infected Elites, infected Brutes and infected Grunts. The grunts go through changes in the event. | On some levels, a grunt squad might become infected by [[The Flood]]. Even though the whole squad is infected, the Elite/Brute will be seperate as they are called infected Elites, infected Brutes and infected Grunts. The grunts go through changes in the event. | ||
*The skin turns yellow. | *The skin turns yellow. | ||
*There | *There armor automatically turns red. | ||
*Stay silent rather than speak. | *Stay silent rather than speak. | ||
*Use Plasma pistols instead of needlers if bought. | *Use Plasma pistols instead of needlers if bought. | ||
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*Occasionaly, when you tell a grunt squad to run somewhere, one will rarely say "Me move fast, me not get shot!" | *Occasionaly, when you tell a grunt squad to run somewhere, one will rarely say "Me move fast, me not get shot!" | ||
*Grunt Squads existed ever since the grunts joined the Covenant and until its deformation in 2553 when the [[Covenant Loyalists]] where defeated when the [[Prophet of Truth]] was killed by the [[Arbiter]]. | *Grunt Squads existed ever since the grunts joined the Covenant and until its deformation in 2553 when the [[Covenant Loyalists]] where defeated when the [[Prophet of Truth]] was killed by the [[Arbiter]]. | ||
*Marines are slightly stronger than the Grunt Squad, like most UNSC units are stronger. This is why the Covenant have more available spaces. 40 without a [[Forerunner Lifesupport Pod]]. 50 without one for the Covenant. | *Marines are slightly stronger than the Grunt Squad, like most UNSC units are stronger. This is why the Covenant have more available spaces. 40 without a [[Forerunner Lifesupport Pod]]. 50 without one for the Covenant. | ||
*Grunt Squads are effective when partnered with Scarabs. While the Scarab destroys the vehicles and buildings, the grunts will destroy rebelling or retreating infantry. | *Grunt Squads are effective when partnered with Scarabs. While the Scarab destroys the vehicles and buildings, the grunts will destroy rebelling or retreating infantry. |
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