![]() Promethean technology is focused on purification through fire. Only functions when the hero is the army's commander All units in the army deal +20% damage to animal, plant and xenoplague units. The hero is an expert at dealing with hostile environments. All negative and positive effects are removed from all units within a 2 hex radius area of effect. The hero launches a purging field modulator at the target location. 8 chance to apply burning to non-ethereal and non-mineral targets for 3 turns.Īctive Ability: Full action 100% 1 Can only be used once per battle.This unit quickly surges to another hex, dealing damage to all adjacent units when it lands. Only functions when the hero is the army's commander.Īctive Ability: Full action (continue) 100% 10 7 Cooldown: 2 turns Most guides seem to recomend just melee heroes, because of how powerful having full army resurgence (autobattle city) from turn 1 is.All units in the hero's army gain +2 and +1. \\\ Not too important because the range 9 racial "artilllery" vehicles are more hero suitable in most cases. Voidtech is also good for having the best flying unit in the game to use as your 5 other units in the hero's army. If you want to be technical, Promethean and Voidtech is the only Secret Tech with hero-pilotable vehicles for you to "transition" to. I think the only tier 2 vehicle "equal" to the imperial APC is the syndicate hoverbike, which is the only one that really lets a hero 1v3 or 1v4 most marauder guards. I think 99% of the time, you will be using it with the Imperial APC, so synergy hardly matters for the charather - some of the (tier 2 vehicles) are good but NOT as a starting pick - they require very little research to get, and you can just throw them onto a hero for a tiny cost on like turn 12. ![]() I like Dvar best for Snipers for the stagger immunity that doesn't require a mod slotįor Piloting. I like Synthesis best for Soldier just because the Hasher SMG is so godly.
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