UNSC (Great War faction)

The United Nations Space Command (UNSC) is a playable faction in the Halo real-time strategy game Halo Wars: The Great War. Along with the Covenant it is one of the two primary factions in the game, having several campaigns, a broader variety of units, larger fleets and numerous system territories.



Leaders and Heroes
Leaders and Heroes bring many features to the battlefield, such as new units, upgrades and Combat Support, as well as their own combat values. They also boost the morale of all companion units in the surrounding vicinity.

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. They are able to use any vehicle or air-craft if they don't initially start in one by default. They will normally automatically come free at the start of a Land Battle. Space or Water Commanders 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 an active 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.

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, things are produced faster and all things cost less resources.

List of UNSC "Standard" Leader unit types:
 * General - Land based Leader
 * Captain - Space or Water based Leader
 * ONI Officer - Adaptable-based Leader

List of UNSC Hero unit types:
 * Heroes can appear in almost any form of unit kind with any type of armament - Meaning any UNSC Hero could share the role of any UNSC unit type, from infantry to vehicle to aircraft and onward.
 * Spartan-II - All of the Spartan-II supersoldiers are heroes, they all have their own unique skills and strengths with varying armament.

Infantry
UNSC Marine - Main UNSC Infantry Unit= • Contains 4 UNSC Marines with Assault Rifles. • Requirements: 100 resources and tech level 1. • Produced: Barracks, Command Centre, Elephant. • Menu Icon: 1
 * -|Upgrade 1=


 * -|Upgrade 2=


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UNSC Command Team= • Contains 1 UNSC Officer, 1 Communications Marine and 1 UNSC Heavy Field Medic, all with Assault Rifles. • Requirements: 12 infantry units deployed on the battlefield and tech level 0. • Produced: Barracks, Command Centre.
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Producer Types
Producers are the creators of units, various resource types and upgrades.

Command Center
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 can also produce a variety of units, which can vary depending on which UNSC faction or fleet is used. There is a limit of four available units at first (until they have been fully upgraded, which there can then be 5-8). The 2nd (and 10th) icons can produce reconnaissance / all-terrain vehicles such as the Warthog (including variants), Mongoose, Civet and Jackrabbit. The 3rd (and 9th icons) can produce either support or special forces infantry such as Flamethrower, UNSC Medic, Engineer, Science Team and Commando. The 4th (and 8th) icons can produce a variety of different vehicles and aircraft such as the Elephant (types 1 or 2), Gremlin, Vulture, Falcon and Nightingale. The 5th (and 7th) can produce unique and specialised units such as Canine, Combat Drones and Combat Assembly. Units available for any icon category: Troop Transport Hog and Cyclops (support and combat variants).

Unit Producers
Standard Producers Unit producers are the primarily means of deploying units to the battlefield in The Great War. For each unit producer type there is a max limit of four available units (icons 2-5). Neighboring each unit's icon of acquisition there will be an upgrade icon on the left side of the Circle Menu (icons being 7-10). After a unit has been fully upgraded, their upgrade icon will transfer into another unit acquisition icon, which is purchasable for 1000 resources and will be related to the original unit (e.g. UNSC Marine will neighbor a Light Marine (fully upgraded)).

Barracks - the Infantry Producer for the UNSC. The 2rd (and 10th icons) can produce standard infantry such as UNSC Marine, Light Marine and Heavy Marine/Soldier. The 3rd (and 9th icons) can produce close-quarters and ranged units such as Marksman (Light and Heavy/Soldier variants), Sniper-Spotter Team, Flamethrower and CQB Marine. The 4th (and 8th icons) can produce heavy infantry RPG Marine (Heavy/Soldier variant), Anti-Air Marine, HMG Marine and Grenadier. The 5th (and 7th icons) can produce Canine, War Hound, Combat Drone, Combat Assembly, Medical Team, Science Team, Engineers and Commando.

Vehicle Depot - the Vehicle Producer for the UNSC. The 2rd (and 10th icons) can produce reconnaissance / all-terrain vehicles such as the Warthog, Troop Transport Hog, Mongoose, Civet and Jackrabbit. The 3rd (and 9th icons) can produce units such as the Gauss Hog, Cobra, Kodiak and Rhino. The 4th (and 8th icons) can produce units such as the Rocket Hog, Scorpion, Grizzly and Lion. The 5th (and 7th icons) can produce the Missile Hog, Anti-Air Scorpion, Wolverine, Gremlin, Kestrel and Quad Walker.

Air-Pad - the Air-craft Producer for the UNSC. The 2rd (and 10th icons) can produce units such as the Hornet and Hawk. The 3rd (and 9th icons) can produce units such as the Buzzard, Nightingale and Falcon. The 4th (and 8th icons) can produce units such as the Vulture and Heavy Pelican. The 5th (and 7th icons) are left blank.

(Water) Hangar - the Water-craft Producer for the UNSC. Available units for the Hanger are yet to be determined.

(Water) Shipyard - the Ship Producer for the UNSC on the water. Available units for the Shipyard are yet to be determined.

(Space) Hangar - the Space-craft Producer for the UNSC. The 2rd (and 10th icons) can produce units such as the Cutlass Intercepter and Longsword Intercepter. The 3rd (and 9th icons) can produce units such as the Shortsword Bomber and Longsword Strike-Fighter. The 4th (and 8th icons) can produce units such as the Albatross, Pelican Dropship and Stealth Pelican. The 5th (and 7th icons) can produce units such as the Booster Frame and Sabre.

(Space) Shipyard - the (Space) Ship Producer for the UNSC. The 2rd (and 10th icons) can produce units such as the Calypso, Prowler and Stealth Cruiser. The 3rd (and 9th icons) can produce units such as the Corvette, Destroyer and Light Frigate. The 4th (and 8th icons) can produce units such as the Heavy Destroyer and Heavy Frigate. The 5th (and 7th icons) are left blank.

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 / Generator - 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 -

Icon 2 - Unit Speed Boost - increases the speed of unit types:
 * 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.

Icon 3 - Production Speed - increases the speed of production types as well as the speed of other things:
 * 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.

Icon 4 - Population Increase - the population limit rises:
 * 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 5 - Weapon Advancement - upgrades and modernizes the strengths and appearance of weapons:
 * Next Gen Weaponry - All weapons are upgraded to better combat energy shields (visual example effect - the MA37 Assault Rifle is upgraded 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 upgraded to a MA5C); costs a strong bit of resources and requires Tech Level 4.

Icon 7 - Defense Turrets - upgrades turrets:
 * 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.

Icon 8 - Health Restoration:
 * 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.

Icon 9 - Transport:
 * 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.

Icon 10 - Air Raids:
 * 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.

Icon 5 - Barrages:
 * 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.

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.
 * 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:
 * 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.

Icon 8 - MAC Blast:
 * 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.

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 5 - Recycles Field Armory.

Icon 6 - Equipment Advancement - upgrades and strengthens numerous things:
 * 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.

The Field Armory - Circle Page 2

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.

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

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

Ground Bases
Ground Bases produce both standard and special units for Land Battles, they also make a great and practical form of defense and refuge for the players armies. Each base and building type comes in different strengths and size, titled Base Levels. The Base Levels (Camp, Stronghold and Fortress) come available at different levels, though note each base level isn't always an upgraded version of the weaker/more primitive ones, they all have their own uses and advantages with balance of how many resources the player is willing to spend. But if the player wants to build up their base slowly, it is possible to upgrade Stronghold Level base components to Fortress Level. Base Levels are:
 * Camp Level Bases are available at Tech Level 0, command centers are made up as marquee and for all camp structures they cost little resources, but aren't strong. The player will need an acceptably fortifiable area with a clear space to create this base type.
 * Stronghold Level Bases are available at Tech Level 1, they are buildings made with metals and other durable components. All Strongholds cost a significant amount of resources to create. The player will need to find a clear space to create this base type. Like camps, strongholds are built the same way, but they use different components and take longer to construct, but overall they are much stronger and more fortified.
 * Fortress Level Bases are available at Tech Level 3, they are almost exactly the same in appearance to a stronghold, except the components are stronger and bulkier. Fortresses are practically an upgraded expansion of the stronghold, though players can simply create a Fortress level base without making a Stronghold first if they wish.

Base Components & Advancement
Base Components and structures are defined by cost, tech level, appearance, size, strength, unit production speed, upgrades and the production/building speed of the structure.

Base components are:

Modular Fortress
Modular Fortress - Modular Base of Operations are massive bases starting with a command center as the main and center part of the base. Surrounding the command center are building construction sites for Producer Facilities and on the outward corners of them are smaller construction sites to make turrets.

All Facilities do the exact same actions as the standard buildings variants, they are:
 * 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 also rearrange the positioning of any structure. If the player starts a mission in Water Battles with a water base they will automatically begin with Tech Level 1.

Base Levels/Types are:


 * 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.


 * 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 deep water with plenty of surrounding space.


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


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

Base Components & Advancement
Base expansions and components are:

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 they will automatically start the game at Tech Level 1.

Base levels/types are:
 * 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.


 * 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.


 * 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.

Base Components & Advancement
Base components are:

Combat Support and Menus
Mainly provided by the fleet, these menus provide an unique way to improve the game on the players side. They give special attacks, leaders, reinforcements and provide many provisions for constructing 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).

Combat Support
List of available Combat Support for the UNSC:
 * Icon 1 - MAC Blast - orbital attacks from the UNSC fleet or from space stations shooting from a very powerful Magnetic Accelerator 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 as many enemies as they can.
 * Icon 7 - Barrage - a storm of bullet fire from the fleet or sometime gunships shooting down upon enemies.


 * Icon 8 - Cryo Bomb - a bomb that freezes all near by units for a time.
 * Icon 9 - EMP Bomb - a bomb that shuts down all electrically and magnetically powered machines and weaponry.
 * Icon 10 - 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, such as 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 four available units on the menu (until the units have been fully upgraded and the player has reached Tech Level 4, which there can then be 5-9). Unlike most producers where certain units are only available on specific icons, units available from the Reinforcements Menu may appear on any icon (from 2-10). 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. 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 6 - Any appointed unit, icon unlockable at Tech Level 4.
 * Icon 7 - Upgrades unit from Icon 5, once all upgrades are completed another unit can be unlocked.
 * Icon 8 - Upgrades unit from Icon 4, once all upgrades are completed another unit can be unlocked.
 * Icon 9 - Upgrades unit from Icon 3, once all upgrades are completed another unit can be unlocked.
 * Icon 10 - 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 any specified buildings. It uses the Construction Menu (which can have as many icons as it needs for its subject) where 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 and the various building types, which 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 they doesn’t have any physical producers.

Leader Command Menu
The Leader Command Menu is the place to import all leaders and heroes, that the players fleet has at their disposal. The Leader Command Menu can have the three leader types and eleven heroes or less in it, or fourteen heroes or less.

Supporting Factions
Supporting Factions