ZeroShot: 3x20 dmg + 80 Teleportation 4CD: Militiaman's Zeroshift activates in a limited sense, teleporting him across the field and using remaining power to supercharge a trio of blasts from his cannon.
 Fieldmedic:(20*4) heal 15 points each turn, passive: An assist program within Militiaman healing him at periodic intervals. The internal program knits data back together from the inside out with a wire frame aesthetic.
 Tomahawk: 40 Homing + 80 dmg 3CD: Militiaman calls in a hit from summoned silos, a powerful tomahawk missile tearing through the field to bear down on a single virus. The missile focuses relentlessly on the target.
 ZeroShift: 80 Teleportation 2CD: Militiaman's damaged Zeroshift program, an instance allowing massive transfer of data across tiny uninterruptable streams. The program is improperly programmed into him, and damages him internally each time.
0/420 (used/max pool)
I hope I got everything straight, please let me know if my math is off, my understanding of the effects are bugger, etc.
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Mechanically everything is accurate except for one thing. Passive signatures cost 4x what their active counterparts would, so CommandShield and Fieldmedic would cost 80 points to work as passives.