Mira Han and Matt Horner are a future commander duo Co-op Missions. Both will command a single army, but Han will be able to field high damage but low health ground units, while Horner will be able to field powerful Terran Dominion air forces. [1]
Han will be able to collect scrap from her fallen units, allowing her to partially refund their cost. Her starports are named assault galleons, and can produce close to the field while serving as combat units. Han will be able to field reapers that can temporarily fly to attack air units and toss explosive charges, and hellbats and hellions that ignite nearby enemies upon death, causing them to run around in fear.
Han's calldowns include deploying mag mines to the field, allowing her to defend an area, and Space Station Relocation, which teleports one of her space stations into the ground, deploying drones and exploding after a short time. Horner meanwhile can use precision strike with his strike bombers, and summon the Dominion fleet with a Call In the Fleet ability, which attacks enemies in a straight line.[2]
Crush enemies with a nuclear-equipped space station
Collect resources from friendly units as they are killed
Mastery
Power Set 1
Horner's Units Life Regeneration: +2% - 60%
Stronger Death Chance:+1% - 30%
Power Set 2
Significant Others Bonuses: +0.5% - 15%
Double Salvage Chance: +1% - 30%
Power Set 3
Air Fleet Travel Distance: +2% - 60%
Mag Mines charges, Cooldown and Arming Time: -1% - 30%
Calldown Abilities
Deploy Mag Mines
Deploys 5 Mag Mines to the target location, which take 10 seconds to arm and 1.5 seconds to triggered. Mag Mines are triggered by enemy motion and deal 50 area damage. Can store up to 5 charges.
Chaotic Power Couple: Reduces the Mag Mine arming and trigger time by 80%.
Usage
Cost
10 (2 with Chaotic Power Couple)
Mastery: -0.13 (-0.026 with Chaotic Power Couple) per Mag Mines charges, Cooldown and Arming Time mastery point. Down to a minimum 6 (1.22 with Chaotic Power Couple)
Cooldown
50
Mastery: -0.4 per Mag Mines charges, Cooldown and Arming Time mastery point. Down to a minimum 38
Notes
Mastery: +1 charge per Mag Mines charges, Cooldown and Arming Time mastery point. Up to a maximum 35 charges
Launches the Strike Fighter to the target location, where it deals 175 (+225 to non-Heroic structures) damage to enemy ground units within a radius of 1.5. The number of charges depends on the number of Strike Fighter Platforms built.
Usage
Cooldown
60 120 (when the Strike Fighter is destroyed)
Notes
Mastery: +0.015 Area-of-Effect radius per Strike Fighter Area of Effect Radius mastery point. Up to a maximum 1.95
Calls in close planetary support from Horner's Armada that consists of the Elite Liberator and a squadron of Deimos vikings. The Armada deals 50 damage per shot to random enemy units in the target area (radius 10).
Advanced Weaponry: Called Armada now consists of the Gorgon-class battlecruiser and a squadron of Sovereign battlecruisers that can be equipped with Laser Batteries and Yamato Cannons, and can deal additional 300 damage per shot on high health enemy units (225 and more, including summary hit and shield points).
Usage
Duration
20
Mastery: +0.4 per Air Fleet Travel Distance mastery point. Up to a maximum 32
Space Station deals 500 damage to Heroic targets it contacts, everything else is instantly destroyed within a radius of 3.8. Launch 12 Assault drones which will attack nearby targets. Lasts 10 seconds.
Have a Blast: On death, the station explodes with a nuclear blast, dealing 300 damage (+200 vs structures) within a radius of 8.
Close combat fighter able to transform into Hellion/Hellbat. Fast unit which lobs explosive grenades. Can be upgraded to slow enemies, or grant bonuses to allies upon death. Stoic damage-dealer which can be upgraded with a damage over time burn effect, as well as an effect which causes fear to enemies upon death.
A flying Anti-air powerhouse which can be upgraded to deal extra burst damage or gain tactical jump abilities. Can transform to Assault Mode to extinguish any ground threats.
Terran behemoth of the skies. Excellent firepower versus both ground and aerial units. Can be upgraded to gain additional firepower that excels versus high-armor targets.
Automated defensive anti-air turret that fires two missiles at a time. Can attack air units.
100
Talent Progression
Han and Horner acquire the following talents as they level up.
The Horners
When friendly units are killed, they drop resources for the commander of those units (20% of the unit value). Matt Horner starts with a Starport that can train elite aircrafts.
Double Salvage Chance Mastery: When friendly units are killed, they drop resources (40% of the unit value) with a chance of +2% per mastery point.
Usage
Notes
Mastery: +2% chance per Double Salvage Chance mastery point. Up to a maximum 60% chance
Unlocks the Strike Fighter Platform and the Precision strike ability. Launches a Strike Fighter to perform an airstrike against a targeted enemy or location.
Unlocks the ability to call in close planetary support from Horner's Armada. The Armada deals 50 damage per shot to random enemy units in the target area.
Unlocks the ability to use Space Station Reallocation. The Space Station deals 500 damage to Heroic targets and instantly destroys everything else. Assault drones will attack nearby targets.
Horner originally had a command ship. However, it was felt to be too close to the Hyperion, so it was changed to an advanced medical ship. This was changed again, as the developers felt that as Horner was the admiral of the Dominion Fleet, he should actually be calling down the fleet. Hence, the development of his "call in the fleet" ability.[4]