Sensory Expansion
Nano Repair
T1
Skeletal Upgrade (W) - Reduces its mana cost by 50%. gains 30% movement speed and retains vision when burrowed
!Quest: kill 50 minions with the shredder
Reward: Shredder mine can soak Xp.
Calldown: Prototype SCV (active) - Cooldown 80s, Activate to calldown a SCV that repairs Structures for 60 seconds, healing for 100 Health every 1 second. SCV can reconstruct allied Towers and Wells
!Quest: heal structures for 15000 hp
Reward: reduces cooldown by 20s.
Note: more HP then mule, lasts longer, has additional functionality.
Level 1 Plating (passive) - Gain 20 physical armor.
!Quest: Collect 20 globes
Reward: Defense drone, Turrets and shredders gain 20 physical armor while in range of stable transmission.
T2
Ample Wave (Q) - If EMP detonates on a heroic target near its center, it's radius is increased by 30% and its cooldown is reduced by 2s.
Statosis (active) - Cooldown 70s. Activate to place yourself in Stasis and gain Invulnerability for 6 seconds. during stasis all components of stable transmission stay active and the science vessel recovers 35% health. This ability cannot be canceled early.
After burner (Z) - Propulsion cooldown reduced by 5 seconds, post mount movement speed decays over 5 seconds
T3
Interceptors (E) - Point defense Drone's 4 stock charges grant 50 spell armor.
Stratagem (Q) - EMP doubles any movement speed slowing effects for its duration, up to 60%.
Power surge (Q) - EMP Deals an additional 500% dmg vs shield hp
T5
Tip and fall (W) - The shredder mine deals 300% damage for a second after triggering.
!Quest: Dmg heroic units 50 times
Reward: The unit that triggers its activation is blinded for 2.5s
Uplink (E) - Point defense drone's duration is increased by 100% while in range of stable transmission.
Nexus Coil (E) - Point defense drone's charges grant it's target a 2% dmg increase for 6s, this effect can stack.
T6
Magnetic casings (Q) - Turrets gain 2 additional range and deal 40% more damage vs heroes revealed by EMP (6s). Marked units become target priority for all turrets.
Flaming Betty (D) - Equips your turrets with a flamethrower. Reducing its range but dealing additional splash dmg.
Machination (trait/active) - Stable transmission protects an additional turret. Active: cooldown 50s. Increases stable transmissions repair by 100% for 8s.
T7
Expansion Bay (E) - Gain a second charge of Point Defense drone.
Corvid Reactor (passive) - Stable transmission now heals nearby heroes and restores 2 mana per second.
Interference Mod 3 (R1) - Seeker missiles pursues 50% longer and silences the primary target for 2.5s
Armor Cache (R2) - Gain 3 charges of Defense Matrix for one time use at no mana cost. also enables self casting.
I do like the idea for EMP, but it should at least have
Irradiate (i'm very vehement this skill stays)
Nano-repair
Defence matrix (which seems like what supply drop is, but it should be defence matrix)
and it should have the ability to see cloaked units.
I'll change the name of supply drop to defense Defense matrix, i guess it's enough of an interpretation to tie them together in name.
I can give him a custom first aid, and call it nano repair. possible make it a lesser quest talent/ gathering-charges.
I had some Irradiate inspired talent ideas, but can't say for certain that it has a place on this concept; the shredder mines facilitate the small place his kit has AoE damage. No hero has carried all powers over into one concept, gotta do whats right for this game and fulfill the most interesting Kit design that could be extrapolated.