UNSC (Great War faction)

The UNSC (or United Nations Space Command) is a playable faction in the Halo real-time strategy game Halo Wars: The Great War. It is one of the main factions in the game, beholding many campaigns, units, fleets and planets.

The UNSC and the Covenant Empire are the two biggest factions in The Great War, having a larger variety of units, bigger fleets and many more territories.



Leaders and Heros
Leaders and Heros bring many new features to the battlefield, such as new units, upgrades and Combat Support. They also increase the morale of all the companion units surrounding them.

There are three types of leaders in gameplay: Land Commanders are the leaders for the armies on the land, as units they normally appear in the form of soldiers or special forces units, though note they can use any allied or unoccupied vehicle or air-craft if they don't start in one by default. They will normally automatically come free at the start of a Land Battle. Space or Water Commanders (also known as Captains) are the leaders for ships from Space and Water Battles, as units they normally appear in the form of captains and bridge officers, and can use water/air-craft. They are only available if the player has a fleet. Specialists bring many advancements to their fleet, as units they normally appear in the form of civilians like scientists, professors, agents and sometimes in the form of special forces. Note: Water units honestly don’t directly belong to any specific leader, though water’s bonuses are shared by all leaders.

These three leader type categories, each bring one or two extra units, or Combat Support to the battlefield: Land Commanders provide new land or water units also allowing more extra units then any other, as well as some free upgrades. Space or Water Commanders (also known as Captains) provide new air units and allow a higher population limit, all fleet commanders also come with drop-pods, not to mention the other unique Combat Support they come with. Specialists provide new units in several categories, all things cost less resources and things are produced faster.

See Halo Wars: The Great War for more information about Leaders and Heros.

Note: The title of the leader types may not sound that accurate, but the sub- titles will.

List of UNSC "Standard" Leader unit types:
 * General - Land Based Leader
 * Captain - Space or Water Based Leader
 * ONI Agent - Variable-Based Leader

List of UNSC Hero unit types:
 * Hero’s can appear in almost any form of unit type with any type of armament - Meaning any UNSC Hero could share the role of any UNSC unit type, from infantry to vehicle to aircraft, etc.
 * Spartan-II - Any one of the surviving 33 Spartan-II supersoldiers that vary in size and armament.
 * (Standard) Spartan-II
 * (Close Quarters) Spartan-II
 * (Ranged) Spartan-II
 * (Heavy) Spartan-II

Infantry Units
Standard Marines
 * Marine - Main UNSC Infantry Unit
 * Light Marine - Infantry/Scout Unit
 * UNSC Soldier (Army) - Infantry Unit

Close Quarters Note: There are Soldier variants for all units in the Close Quarters category.
 * CQB Marine - Counter Infantry Unit
 * Flamethrower - Counter Infantry Unit
 * Demolition - Demolition/Support Unit

Ranged
 * Sharpshooter - Counter Infantry/Scout Unit
 * Light Marine Sharpshooter - Counter Infantry/Scout Unit
 * Sharpshooter (Soldier) - Counter Infantry/Scout Unit

Heavy/Anti-Armor
 * RPG Marines - Anti-Vehicle Unit
 * Light Marines Grenadier - Light Anti-Vehicle Unit
 * RPG UNSC Soldiers - Anti-Vehicle Unit

Support Units
 * UNSC Medic - Medical-Support Unit
 * Engineer - Support Unit
 * Science Team - Research Unit

Note: Light Marines aren't as strong as standard ones, but they're faster and can move more. Soldiers are stronger than normal marines, but they cost more.

Special Forces
ODST
 * Heljumper - Special Forces Unit
 * Ranged ODST - Special Forces Unit
 * Specialized ODST Squad - Special Forces Unit
 * Bullfrog - Special Forces Unit

Assassin
 * UNSC Assassin - Stealth Unit

Commando
 * Commando - Commando Unit
 * Commando Rioter - Commando Unit

Spartan-III Note: Spartan-III's are only available with three fleets.
 * Spartan-III - Commando Unit
 * Spartan-III Weapons Specialist - Commando Unit
 * Headhunters - Commando Unit
 * Spartan-III Team - Commando Unit

ONI
 * ONI Officer - Special Unit

Vehicle Units
Light Armored & Scouts
 * Mongoose - Reconnaissance
 * Warthog - Reconnaissance

Light Anit-Armor
 * Gauss Hog - Light Anti-Armor
 * Rocket Hog - Light Anti-Armor

Anit-Armor
 * Scorpion Tank - Anti-Armor Unit
 * Scorpion Tank (B) - Anti-Armor Unit
 * Grizzly - Anti-Everything
 * Rhino - Anti-Energy (Prototype)
 * Cobra - Anti-Vehicle Unit

Anit-Air
 * Missile Hog - Light Armored
 * Wolverine - Anti-Air Unit

Transport
 * Troop Transport Hog - Transport
 * Elephant (type 1) - Heavy Recovery/Base Unit
 * Elephant (type 2) - Heavy Recovery/Base Unit

Support
 * Gremlin - Support Vehicle
 * Cyclops - Support/Counter-Building

Aerial Units
Ground-Attack Aircrafts
 * Hornet - Main UNSC Air Unit
 * Hawk - UNSC Air Unit
 * Buzzard - Light Assault VTOL
 * Vulture - Ground Attack / Artillery Assault Gunship

Dropship/Cargo Transports
 * Falcon - Transport Unit
 * Pelican Dropship - Transport Unit
 * Stealth Pelican - Transport Unit
 * Albatross - Heavy Transport Unit

Reconnaissance
 * Wombat - Reconnaissance

Water Units
Though Water Battles have been confirmed to appear in the The Great War, 343 Industries is yet to reveal or name any of the watercraft that will be used in game. It is possible that some of the watercraft cut from previous Halo games such as the Doozy and UNSC Motorboat will appear and it is also likely that the UNSC Aircraft Carrier from Halo 3 will be present.

Water Units (Ships)
See Water units for information.

Space Units
Standard Space-Craft
 * Longsword Intercepter - Main UNSC Spacefighter
 * Longsword Strike-Fighter - Spacefighter
 * Shortsword Bomber - Strategic Bomber
 * Cutlass Intercepter - Multi-Role Fighter
 * Sabre - Prototype Spacefighter
 * Booster Frame - Extra-Vehicular Activity Fighter

Dropships
 * Pelican Dropship - Transport Unit
 * Stealth Pelican - Transport Unit
 * Albatross - Heavy Transport Unit

Space Units (Ships)
Support Ships
 * Calypso - Stealth/Exfiltration Craft
 * UNSC Prowler - Stealth Corvette
 * UNSC Stealth Cruiser
 * ONI PRO - ONI Research Corvette

Light Capital Warships
 * UNSC Corvette - Light Capital Warship
 * UNSC Destroyer - Assault Ship
 * Heavy Destroyer - Assault Ship
 * UNSC Light Frigate - Charon-class
 * UNSC Heavy Frigate - Paris-class

Cruisers
 * Halcyon - Light Cruiser (becomes a Marathon-class in upgrades)
 * Valiant - Super Heavy Cruiser

Ground Bases
Ground Bases produce standard and special units for Land Battles, they also make a great form of defense and refuge. Each base and building type comes in different strengths and size - no base is exactly the same, the player can rearrange the positioning of any structure and building component. Base Levels (Camp, Stronghold, Fortress) aren't quite an upgraded version of the weaker one, though Stronghold Level base components can be upgraded to Fortress Level. Structures are defined by cost, tech level, appearance, size, strength, production speed (of units), upgrades and finally the production/building speed of the structure. Note: No base is exactly the same, the player can rearrange the positioning of any structure to the design they want.

Base Components & Advancement
Base Components (Construction, Advancement and Technology) Note: All components are unlocked not an upgraded version of the weaker one - structure upgrades are more like expansions of existing structures.

Camp Level Bases
Camp Level Bases are available at Tech Level 0, the command center is made up as marquee and like all camp structures they cost little resources. The player will need an acceptably fortifiable area with a clear space to create this base type.

No camp is exactly the same, the player can rearrange the positioning of the camp facilities and components as he/she please.

Base components are: Note: Gates are provided. Note: Camp Level Technology has variants of each camp structure and producer.
 * (Camp-Level) Buildings are cheap structures that act as producers and other buildings, they are stronger than most Camp Level structures, but cost a little more and take a bit more time to produce than most buildings. They come in many shapes and sizes.
 * Command Posts are a main and an essential part for low-level buildings, many important base operations are held around and within it.
 * Tents are used as Infantry Producers, though they can do other minor things, they are cheap but aren’t strong.
 * Marquees are used as command centers for camps and like all camp components they aren’t strong and are quite cheap, but they allow an essential place for operations and defense.
 * Landing Zones (location) are simply locations assigned for dropships to land for delivering or taking away supplies or units. They cost 0 resources.
 * Look-Outs are watchtowers that have high level sight and make great sniper towers.
 * Fences are very light walls which can delay enemies and better defend the players base and they also restrict certain areas.
 * Barricades are cover that infantry can use (if ordered) to defend themselves. They are cheap and strong, but the price may vary slightly depending on the size of the barricade.
 * Trenches are dug out paths in the ground that can act as cover, they can also do similar effects as a wall. Trenches take time to make, but are fairly cheap.
 * Land Mines are bombs that marines (works best with demolitions) place under the ground and when something walks over it, it will explode. Mines vary in size and damage, they’re also cheap, but the player is more likely to put more than one in an area which can become costly.
 * Maned-Turrets are light turrets that any infantry unit can occupy. They cost low resources.
 * Camp Level Technology is the technology from all the Camp Level Components that can be placed in abandoned buildings and structures for greatly increased defense.

Stronghold Level Bases
Stronghold Level Bases are available at Tech Level 1, they are buildings made with metals and other components. All Strongholds cost a significant amount of resources to reate. The player will need to find a clear space to create this base type. Like camps, strongholds are built the same way, but the use different components and take longer to construct, but overall they are stronger and more fortified.

Base components are: Note: When the command center isn't in lockdown mode, the bottom icon recycles the building. Note: The Repair Station can repair Elephants when Fortress Level bases are unlocked. Note: Walls are more expensive than fences.
 * Base Buildings are tough, expensive and advanced structures that act mainly as Producers but can also function as other buildings. They come in many shapes and sizes, the player can create walkways, entrances/exits, armories and Producers. The bigger the players base is, the faster production speed is and resource delivery.
 * Command Centers are the main and most essential part of base buildings, many important operations are held in them. They have the ability to lockdown the entire base for focusing on defense if ordered to do so, but in this mode the command center will be unable to produce units and upgrades. Unlike other buildings, to upgrade the command center it must be in lockdown mode, which can be activated by pressing the top icon (Icon 1) in the command center, the upgrade icon should then appear the same icon and then the player should press the bottom icon (Icon 5) to undo lockdown mode
 * Landing Platforms are large platforms placed on the ground for dropships and other aircraft to land on for delivering and taking away supplies or units.
 * Refit Stations are a place where almost any damaged vehicle can come and be repaired and sometimes they may even be given small bonuses.
 * Walls are tall strong barriers which can restrict different areas and defend bases, as well as slowing down enemy units. There are different objects that combine and are part of walls such as gates gates.
 * Auto-Turrets are stationed guns that will shoot at enemies on site.
 * Stronghold Level Technology is the technology from all the Stronghold Level components that can be placed in abandoned buildings and structures for greatly increased defense. Stronghold Level Technology has a variant of each Stronghold structure and producer.

Fortress Level Bases
Fortress Level Bases are available at Tech Level 3, it is almost exactly the same in appearance to a stronghold, except the components are stronger and a lot larger - fortresses are practically an upgraded expansion of the stronghold. Regarding upgrading a structure the player will have to select the structure and when the Circle Menu appears the top icon (Icon 1) will have the upgrade.

Base components are: Note: Stronghold Level Technology will cease once the upgrade is made, because of the upgrade it is now unnecessary.
 * Base Building Upgrades are upgrades for parts of all (Stronghold Level) base buildings. Base upgrades cost a lot of resources, but are usually worth it depending on how large the enemy is. The appearance of "current" structures will change in size, shape and maybe even add some extra parts to the building. These upgrades will increase the structures strength, damage, sight and sometimes the production speed.
 * Base Landing Platforms are landing zones located on-top or inside bases, they are larger than other LZ’s, they also come in a few different shapes and some with different animations.
 * Heavy Walls (upgrade) like base building upgrades, these are upgrades for all (Stronghold Level) walls, it will cost resources to upgrade the structures and the appearance of the structures will change in size, shape and maybe even add some extra objects to the wall. Turrets and infantry can now also be placed on the walls and gates. The upgrades will increase the walls strength, sight and production speed.
 * Base Turrets are auto-turrets that can be placed on or in front of bases (or walls) of the player.
 * Heavy Turrets are massive maned-turrets that come in many variants with anti-air or anti-ground armament. They can be occupied by any player so its good to claim them when found.
 * Fortress Level Technology is the upgraded technology of all the Stronghold Level Technology.

Command Center & Modular Fortress
A UNSC Command Center is the main and most essential part of a base. The command center does many functions, activated by each individual icon on the command center’s Circle Menu. The UNSC Command Center also producers units; there is a limit of three available units at first (until they have been fully upgraded, which there can then be 4-6). The units that are available for the Command Center 2nd (and 8th) icon are: Flamethrower, UNSC Medic, Engineer, Science Team, Commando, Commando Rioter. For the 3rd (and 7th) icon: Mongoose, Warthog, Gauss Hog, Rocket Hog, Missile Hog. For he 4th (and 6th) icons are: Elephant (type 1), Elephant (type 2), Gremlin, Vulture, Falcon. Units available for any icon category: Troop Transport Hog, Cyclops.

See Halo Wars: The Great War on Heads-Up Display in the Circle Menu section for more information about Circle Menu Icons.

Modular Fortress - Modular Base of Operations are massive bases starting with a command center, surrounding the command center are building construction sites for Producer Facilities and to the corners of them are smaller sites to construct turrets.

All Facilities do the exact same actions as the standard buildings, they are: Notes: The facilities on the Modular Base of Operations look a little different to the standard facilities, though they do resemble them. The Modular Fortresses are not available for all fleets and factions. If the players fleet is the Spirit of Fire the Modular Fortress costs significantly less resources.
 * Barracks - the Infantry Facility
 * Vehicle - Depot the Vehicle Facility
 * Air-Pad - the Air-Craft Facility
 * Supply Pad - the Resources Facility
 * Reactor - the Technology Advancement Facility
 * Field Armory - the Upgrades Facility
 * Turrets

Water Bases
Water Bases produce standard and special units for Water Battles, they are also a great form of defense and refuge. Each base and base components come in different strengths and size - no base is exactly the same, the player can rearrange the positioning of any structure and building component. Upgrades come after the structure is created, structures are defined by cost, tech level, look, size, strength, production speed of units and upgrades and production/building speed of the structure.

Regarding some Underwater Bases, not all are exactly the same, the player can rearrange the positioning of any structure. If the player starts a mission in Water Battles with a water base he/she will automatically start with Tech Level 1.

Dock Bases
UNSC Docks are a water-base type that are available at Tech Level 1 and also cost less resources than most water bases. They are found in clear areas along a shoreline, they may look a little different from each other with add-ons, but overall there isn’t much of a difference.

The command center is made up as the main structure of the dock. The player is able rearrange the positioning of the dock components across the shoreline and even spread out facilities into deeper water.

Base expansions and components are: Notes: It is possible for sea creatures to get harmed by them. Aquatic Barriers are usable for every water base type.
 * Dock Producers are structures that expand from the dock (like docking bays) and act as producers for units and advancement connected to the UNSC Dock, they cost a respectable amount.
 * Landing Zone (Platform) are platforms placed on the side of the dock for dropships and other aircraft to land for delivering and taking away supplies and units.
 * Aquatic Barriers are metallic nets similar to shark nets but stronger and are designed to keep out or slow down submerged enemies, they can also do similar effects as a (land) wall. Aquatic Barriers cost a respectable amount.
 * Water Mines are bombs that water units place under the water and when something floats by it, they will explode. Mines vary in size and damage, they’re also cheap but the player is more likely to put more than one in an area which can become costly.
 * Base Turrets are auto-turrets that can be placed on specific parts of the Docks.

Rig Bases
Rigs are bases available at Tech Level 1. Like the UNSC Dock the command center is part of the Rigs body. Though they do use expansions Rigs are more closely packed and are limited in the amount they can expand. Rigs cost a significant amount of resources but they are strong and well defendable. The player will need to find a deep water with plenty of space.

Base expansions and components are:


 * Rig Producers are structures that expand from the rig and act as producers for units and advancement connected to the rig, they cost a respectable amount.
 * Landing Zone (Platform) are platforms placed on the side of rigs for dropships and other aircraft to land for delivering and taking away supplies and units.
 * Auto-Turrets are stationed guns that shoot at enemies on site, they are connected to the rig.
 * Detector Buoys are buoys that watch and can detect enemy or allied units. They are quite affordable.

Undersea Bases
Undersea Bases are available at Tech Level 2, unlike all the other water bases, the undersea base is based on the surface of the ocean bed, also making it acts more like traditional land base. They will cost a lot of resources. Note: Undersea Bases only produce submerged units.

Base expansions and components are:
 * Undersea Base Components are a strong add-on to the undersea base that act as producers and also do other functions, they are quite expensive, they come in many shapes and sizes. The player can create walkways, entrances/exits, armories and producers. The delivery of resources take longer for undersea bases.
 * Command Centers (Undersea Variant) are the main and most essential part of base structures, many important base operations are held in them, they have the ability to go into a lockdown mode where the base closes to focus on defense, they are unable to produce units and upgrades in this mode. Unlike other buildings, to upgrade the command center it must be in lockdown mode, which can be activated by pressing the top icon (Icon 1) in the command center, the upgrade icon should then appear the same icon and then the player should press the bottom icon (Icon 5) to undo lockdown mode
 * Auto-Turrets are stationed guns that shoot torpedoes at enemies on site.

Other Bases and Structure Types
Repair Station are available at Tech Level 1, they are a place where damaged water-craft can come and be repaired and sometimes they may even be given small extra bonuses after repair. Note: There are to types of SRR Stations; Anchors are the first and can come in a few different sizes, the second are Cradles which are much larger and they can also repair bigger ships - the bigger the size of the station the more ships it can repair.

Water-Ships can also sometimes be bases depending on their size. They are available at Tech Level 1. There are no add-ons to these ships, they are upgradable and the do possess most facilities like turrets, LZ’s, Unit Producers and Advancement Producers.

Space Bases
Space Bases produce standard and special units for Space Battles, they are a great form of defense and a means of regrouping and creating forces. Each base and base components come in different strengths and sizes, Upgrades will come after a structure is created, structures are defined by cost, tech level, look, size, strength, production speed of units and upgrades and production/building speed of the structure. All space bases are in the form of space-stations. If the player starts a mission in a Space Battle with a space base he/she will automatically start the game with Tech Level 1.

Defense Stations
Defense Stations or Command Stations are available at Tech Level 1 and cost a significant amount of resources. They are normally seen orbited around a planet or moon and appear in many shapes and sizes. The command center is made up as the main structure of all space stations.

Base components are: Note: Space Barriers and Mines are available for any Space Battle regardless of base types.
 * Station Producers are structures that expand from the Defense Station and act as producers for units and advancement which are connected to the station, they normally come in the form of Docking Bays. They cost a respectable amount.
 * Landing Zone (Platform) are platforms can be placed on the sides of the Defense Station for dropships and other aircraft to land for delivering and taking away supplies or units.
 * Docking Bays are platforms located as part of, or inside of a station for dropships and other spacecraft to land for delivering and taking away supplies or units.
 * Space Barrier are a net-like barrier that are made up of many space like buoys with strong cables connecting them to each other. They are hard to see so enemy ships can get court in them when passing and if upgraded they can give electric shots or can even become explosive. Space Barriers cost a respectable amount.
 * Space Mines are bombs that can be placed in many locations in space and when something that isn’t an ally fly’s by it, it will explode. Mines vary in size and damage, they’re also cheap but the player is more likely to put more than one in an area which can become costly.
 * Heavy Station Turrets are turrets that can be part of any space station, which will shoot at any enemies when online.
 * Cannons are like turrets but larger and shoot stronger blasts. There can be large ones which will act as a major part of a station or smaller ones where there can be a few on a single station, though there are limitation on how many their can be on a station.

Production Stations
Production Stations cost a respectable amount of resources and come available at Tech Level 1. They are normally seen orbited around a planet or moon and appear in many shapes and sizes. The command center is made up as the main structure, like all space stations. They are smaller than Defense Stations and have smaller repair stations just off the main station.

Base components are: Note: There are limitation on how many their can be on a station. Note: They are available for any Space Battle no matter what station type the player is using.
 * Station Producers are structures that expand from the Production Station and act as producers for units and advancement, they normally come in the form of Docking Bays. They cost a respectable amount.
 * Landing Zone (Platform) are platforms placed on the side of the Defense Station for dropships and other aircraft to land for delivering and taking away supplies or units.
 * Docking Bays are platforms located as part of or inside of the station for dropships and other spacecraft to land for delivering and taking away supplies or units.
 * Station Turrets are powerful turrets that can be part of any space station, which will shoot at any enemies when online.
 * Light Cannons are like turrets, but larger and shoot stronger blasts.
 * Detector Buoys (space variant) are buoys that watch and can detect enemy or allied units. They are quite affordable.

Other Bases and Structure Types
Repair Station are available at Tech Level 1, they are a station where mainly frigate sized ships can come and be repaired and sometimes they may even be given small extra bonuses after repair. Note: There are to types of SRR Stations; Anchors are the first and can come in a few different sizes, the second are Cradles which are much larger and they can also repair bigger ships - the bigger the size of the station the more ships it can repair.

Spaceships can also sometimes be bases depending on their size. They are available at Tech Level 1. There are no add-ons to these ships, they are upgradable and possess most facilities like turrets, docking bays, unit producers and advancement producers.

Unit Producers
Standard Producers

Barracks - the Infantry Producer for the UNSC; like all Unit Producers, there is a limit of three available units at first (until they have been fully upgraded, which there can then be 4-6). The units that are available for the Barracks 2nd (and 8th) icon are: Marine, Light Marine, Soldier. For the 3rd (and 7th) icon: Sharpshooter (Marine), Sharpshooter (Light Marine), Sharpshooter (Soldier). For the 4th (and 6th) icons are: RPG Marine, Light Marine Grenadier, RPG Soldier, Commando, Commando Rioter. Units available for any icon category: CQB Marine, Flamethrower, Demolition Marines, UNSC Field Medic.

Vehicle Depot - the Vehicle Producer for the UNSC; like all Unit Producers there is a limit of three available units at first (until they have been fully upgraded, which there can then be 4-6). The units that are available for the Vehicle Depot 2nd (and 8th) icon are: Scorpion, Rocket Hog. For the 3rd (and 7th) icon: Cobra, Gauss Hog. For the 4th (and 6th) icons are: Wolverine, Missile Hog. Units available for any icon category: Mongoose, Warthog, Troop Transport Hog.

Air-Pad - the Air-craft Producer for the UNSC, like all Unit Producers there is a limit of three available units at first (until they have been fully upgraded, which there can then be 4-6). The units that are available for the Air-Pad 2nd (and 8th) icon are: Hornet, Hawk. For the 3rd (and 7th) icon: Buzzard, Falcon. For the 4th (and 6th) icons are: Vulture. Units available for any icon category: None.

(Water) Hangar - the Water-craft Producer for the UNSC, like all Unit Producers there is a limit of three available units at first (until they have been fully upgraded, which there can then be 4-6). The units that are available for the Hangar 2nd (and 8th) icon are: TBD. For the 3rd (and 7th) icon: TBD. For the 4th (and 6th) icons are: TBD. Units available for any icon category: TBD. Note: Some capital ships can have Producers built into them, allowing them to do these exact same actions.

(Water) Shipyard - the (Water) Ship Producer for the UNSC, like all Unit Producers there is a limit of three available units at first (until they have been fully upgraded, which there can be 4-6). The units that are available for the Shipyard 2nd (and 8th) icon are: TBD. For the 3rd (and 7th) icon: TBD. For the 4th (and 6th) icons are: TBD. Units available for any icon category: TBD.

(Space) Hangar - the Space-craft Producer for the UNSC, like all Unit Producers there is a limit of three available units at first (until they have been fully upgraded, which there can then be 4-6). The units that are available for the Hangar 2nd (and 8th) icon are: Cutlass Intercepter. For the 3rd (and 7th) icon: Shortsword Bomber. For the 4th (and 6th) icons are: Albatross, Booster Frame, Sabre. Units available for any icon category: Longsword Intercepter, Longsword Strike-Fighter, Pelican Dropship, Stealth Pelican. Note: Some capital ships can have Producers built into them, allowing them to do these exact same actions.

(Space) Shipyard - the (Space) Ship Producer for the UNSC, like all Unit Producers there is a limit of three available units at first (until they have been fully upgraded, which there can be 4-6). The units that are available for the Shipyard 2nd (and 8th) icon are: Calypso, Prowler, Stealth Cruiser. For the 3rd (and 7th) icon: Corvette, Destroyer, Light Frigate. For the 4th (and 6th) icons are: Heavy Destroyer. Units available for any icon category: Heavy Frigate (all except Icon 2&8).

Other Unique Producers

A Warthog Factory is very similar to the Vehicle Depot except that it only produces Warthogs.

Advancement Producers
Supply Pad - the Resources Producer for the UNSC. It has an upgrade of which an extra supply pad can be added to double the collection speed of resources.

Reactor - the Technology Advancement Producer for the UNSC. The hybrid fusion reactor allows greater technology for advancement, the more reactors the more available upgrades. It has an upgrade of which an extra reactor is added to double the technology on the reactor.

Field Armory - the Upgrades Producer for the UNSC. It gives upgrades to practically every category.

Field Armory Contents
The Field Armory brings various upgrades for various categories, these upgrades will take up seven of the eight icons:

Icon 1 - Circle Page One & Two - Icon 1 for Technology Advancement Producers will activate a second page, where the player can switch back and forth two pages within the Circle Menu by clicking Icon 1. Circle Page One is the default page and has upgrades for anything on the field mainly for units and structures, Circle Page Two will have upgrades for all Combat Support and reinforcements.

The Field Armory - Circle Page 1

Icon 2 - Unit Speed Boost - increases the speed of unit types: Icon 3 - Production Speed - increases the speed of production types as well as the speed of other things: Icon 4 - Population Increase - the population limit rises: Icon 5 - Recycles Field Armory.
 * Adrenaline - Increases Infantry speed; costs a fair amount of resources and requires Tech Level 2.
 * Power Engines - Increases speed of Vehicles; costs a strong bit of resources and requires Tech Level 3.
 * Thrust - Increases speed of all Aircraft; costs a strong bit of resources and requires Tech Level 4.
 * Reserves - Increases the production speed of all units; costs a strong amount of resources and requires Tech Level 2.
 * Technological Break-Through - Increases upgrade production speed; costs a strong amount of resources and requires Tech Level 3.
 * Easy Delivery - Increases collection speed of resources; costs a little bit more resources than the previous upgrade and requires Tech Level 4.
 * Reinforcements I - Gives 10 extra population; costs a strong amount of resources and requires Tech Level 2.
 * Reinforcements II - Gives 10 extra population; costs a very strong amount of resources and requires Tech Level 3.
 * Reinforcements III - Gives 10 extra population; costs a high amount of resources and requires Tech Level 4.

Icon 6 - Equipment Advancement - upgrades and strengthens numerous things: Icon 7 - Weapon Advancement - upgrades and modernizes the strengths and looks of weapons: Icon 8 - Defense Turrets - upgrades turrets:
 * Deployment Tools - All things such as land mines, building lock-downs and vehicles with a deploy mode actions will have increased set-up/pack-up speed; costs fair amount of resources and requires Tech Level 2.
 * Plasma Resistance - All units especially infantry get stronger armor which gives better resistance towards plasma attacks; costs a strong amount of resources and requires Tech Level 3.
 * Enduring Abilities - All armor abilities last longer; upgrade costs a strong bit of resources and requires Tech Level 4.
 * Next Gen Weaponry - All weapons are upgraded to better combat energy shields (visual example effect - the MA37 Assault Rifle is upgrade to a MA5B); costs a fair amount of resources and requires Tech Level 2.
 * Fast Clip - All infantry and vehicle units can reload a little faster; costs a strong amount of resources and requires Tech Level 3.
 * New Age Weaponry - All weapons are upgraded to better combat energy shields (visual example effect - the MA5B Assault Rifle is upgrade to a MA5C); costs a strong bit of resources and requires Tech Level 4.
 * Medium Turret - Costs a strong bit of resources and requires Tech Level 2.
 * Large Turret - Costs a little bit more resources than the previous upgrade and needs Tech Level 3.
 * Heavy Turret - Costs a high amount of resources and Tech Level 4.

The Field Armory - Circle Page 2

Icon 2 - Health Restoration: Icon 3 - Transport: Icon 4 - Air Raids: Icon 5 - Barrages: Icon 6 - Specialized Bomb Radius: Greater Radius - The radius of all specialized bombs is increased. It costs a high amount of resources and requires Tech Level 4.
 * Engineers - Health Restoration can now repair vehicles and aircraft. It costs a strong bit of resources and requires Tech Level 2.
 * Full Team - The radius of Health Restoration is increased. It costs a bit more resources than the previous upgrade and requires Tech Level 3.
 * Retrieval - New units can be brought in to replace the most badly wounded ones to speed up Health Restoration. It costs a high amount of resources and Tech Level 4.
 * Medium Transport - More Pelican dropships are now available so larger groups of units can be transported. It costs a strong amount of resources and requires Tech Level 2.
 * Large Transport - Albatross dropships now come to pick up large groups of units and if more than one Albatross comes, together they can even transport Elephants. It costs a bit more resources than the previous upgrade and requires Tech Level 3.
 * Drop-Pod Stabilizers - The 75% chance that a drop pod will make it into orbit in one piece is increased to 90%. It costs a high amount of resources and Tech Level 4.
 * Missile Attacks - Aircraft can also shoot missiles now when flying past. It costs a strong bit of resources and requires Tech Level 2.
 * Gunships - After an attack gunships or falcons may stay around a little longer to fight some of the remaining enemies. It costs a bit more resources than the previous upgrade and requires Tech Level 3.
 * Longswords - All aircraft passing through are now Longsword Starfighters for extra damage and damage radius. It costs a high amount of resources and Tech Level 4.
 * Lengthened Attack - The fleet will shoot at the ground for longer. It costs a strong amount of resources and requires Tech Level 2.
 * Bombardment - Upgrades barrages to bombardments by shooting bombs instead of bullets and other shots. It costs a bit more resources than the previous upgrade and requires Tech Level 3.
 * Expanded Targets - The area of which is being fired upon will be increased. It costs a high amount of resources and requires Tech Level 4.
 * EMP Aftershock - The timeout the EMP Bomb's EMP shock gives lasts longer. It costs a strong bit of resources and requires Tech Level 2.
 * Deadly Edge - When the cryo bomb is used it damages units a lot more. It costs a bit more resources than the previous upgrade and requires Tech Level 3.

Icon 7 - Carpet Bomb: Icon 8 - MAC Bomb:
 * Medium - The length of the carpet bomb is increased. It costs a strong bit of resources and requires Tech Level 2.
 * Large - The width of the carpet bomb is increased. It costs a bit more resources than the previous upgrade and requires Tech Level 3.
 * Afterburn - The carpet bomb leaves a burning trail after the explosion, damaging the enemies that survived. It costs a high amount of resources and Tech Level 4.
 * Devastating Impact - The MAC blast has a more devastating effect. It costs a strong bit of resources and requires Tech Level 2.
 * Double Devastation - More MAC shots can be fired. It costs a bit more resources than the previous upgrade and requires Tech Level 3.
 * Armageddon - The explosion from a MAC blast covers a larger radius. It costs a high amount of resources and Tech Level 4.

Outposts and Turrets
Lookout’s are a place where infantry units can take cover on high ground for increased range and sight or just simple lookouts for units to sit and watch for enemy units. Note: There can be automatic lookouts which aren't required to be maned by infantry.

Portable-Turret’s are light machine guns and are usable by all infantry unit.

Maned-Turret’s are stationary guns delivered to the battlefield by pelican dropships. They are usable by and infantry unit.

Auto-Turret’s are large automatic turrets that shoot enemies on site.

Heavy-Turret’s are very large turrets that may need a whole squad to function.

Combat Support and Menus
Mainly provided by the fleet, these menus provide a unique way to improve the game on the players side. They give special attacks, leaders, reinforcements and provide many provision for construction buildings and other structures.

They are all activated with the D-Pad:
 * Left D-Pad: Reinforcements Menu.
 * Right D-Pad: Leader Command Menu.
 * Up D-Pad: Combat Support Menu.
 * Down D-Pad: Building Menu - creates producers and structures (or import units from the Unit Production Menu within it).

See Halo Wars: The Great War for more information about Combat Support and Menus.

Combat Support
List of available Combat Support for the UNSC: Note: Barrage can be upgraded to Bombardment. Note: By the time of the release of the game more Combat Support may become available or announced.
 * Icon 1 - MAC Blast - orbital attacks from the UNSC fleet or from space stations shooting from a very powerful cannon.
 * Icon 2 - Health Restoration - heals units in a targeted area.
 * Icon 3 - Transport - moves units to specific parts of the map in a fast and (usually) safer way.
 * Icon 4 - Air Raid - large groups of aircraft pass by a chosen area shooting every enemy they can.
 * Icon 5 - Barrage - a storm of bullet fire from the fleet or sometime gunships shooting down on enemies.
 * Icon 6 - Cryo Bomb - a bomb that freezes all near by units for a time.
 * Icon 7 - EMP Bomb - a bomb that shuts down all electrically and magnetic powered machines and weaponry.
 * Icon 8 - Carpet Bomb - a long strip of bombs are forced to the ground destroying all enemies in its path.

Reinforcements Menu
The Reinforcements Menu also known as the Special Forces Menu is like the Combat Support Menu, but instead of air attacks and transport it provides unique units like special forces and others to the battlefield. It imports units with transport ships and drop-pods from the fleet.

At first there is a limit of three available units on the menu (until the units have been fully upgraded and the player has reached tech level 4, which there can be 4-7). Unlike most producers where certain units are only available on specific icons, units available from the Reinforcements Menu may appear on any icon (from 2-8). Units that are unique to Reinforcements are: Helljumper, Ranged ODST, Specialized ODST Squad, Bullfrog, UNSC Assassin, ONI Officer. Grizzely Tank and Rhino. Spartan-III’s are available in Reinforcements but few fleets can actually use them; Spartan-III, Spartan-III Weapons Specialist, Headhunters, Spartan-III Team. Note that some units from the Reinforcements Menu are also available in normal producers like the Flamethrower, Science Team, Commando, Rioter Commando. Rhino, Elephant (type 2) and Gremlin. Dropships are available in Reinforcements for a limited amount of time (rent) like the Wombat, Falcon, Pelican Dropship, Stealth Pelican and Albatross.

The Menu:
 * Icon 1 - Circle Page One/Two (Note: Icon 1 in the Reinforcements Menu creates a second page, the player can switch back to circle page one by pressing icon 1 again. Circle page one and two use the exact same units except that circle page one transports them with dropships and circle page two sends units to the battlefield in drop-pods.
 * Icon 2 - Any appointed unit.
 * Icon 3 - Any appointed unit.
 * Icon 4 - Any appointed unit.
 * Icon 5 - Any appointed unit, icon unlockable at Tech Level 4.
 * Icon 6 - Upgrades unit from Icon 4, once all upgrades are completed another unit can be unlocked.
 * Icon 7 - Upgrades unit from Icon 3, once all upgrades are completed another unit can be unlocked.
 * Icon 8 - Upgrades unit from Icon 2, once all upgrades are completed another unit can be unlocked.

Building Menu
The Building Menu is the place to order the construction of specified buildings. It uses the Forge Menu (which can have as many icons as it needs for its subject) and the player will have a large variety of buildings to choose from, all with their own unique functions. The player will be able to flick from each base type; camp, stronghold, fortress. The various building types consist of command centers, Unit Producers, Advancement Producers, turrets, outposts, walls, landing zones and other similar or miscellaneous structures.

Within the Building Menu the Unit Production Menu also lays, clicking “X” on a Unit Producer, the Circle Menu for that producer will pop up and the player can acquire those units if he/she doesn’t have any physical producers. Note: All units from the Unit Production Menu take a lot longer to produce than a physical producer.

Leader Command Menu
The Leader Command Menu is the place to import all leaders and heros, that the players fleet has at their disposal. The Leader Command Menu can have the three leader types and eleven heros or less in it, or fourteen heros or less. Note: Icon 1 will control Circle Page 2.

Table Test
Note: Change Strength to Class and maybe Status to Strength, anyway you may need to rename everything.