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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.
Campaigns[]
Prologue - Contact (February 3, 2525 - October 7, 2525)
Human campaigns
The Harvest Campaign (March 1, 2526 - February 4, 2531)
- Mission 1: The Battle of Harvest (March 1, 2526)
- Unannounced number of levels
- Mission 2: Return to Harvest
- Unannounced number of levels
- Mission 3: Retaking Harvest (various missions)
- Unannounced number of levels
- Mission 4: Operation: EARTHQUAKE
- Unannounced number of levels
- Mission 5: Liberation of Harvest
- Unannounced number of levels
The Cole Protocol (May 1, 2531 - April 18, 2543)
Reach (April 4, 2544 - August 30, 2552)
Leaders[]
Factions are established based on four set Leader classes, which determine their fleet, units, upgrades, resources and other specializations.
1. Naval Leaders determine and control a Force’s fleets, space units, some special forces units, resources and aggressive Combat Support abilties.
2. Field Leaders determine and control a Force’s ground, air and water units, as well as unit upgrades.
3. Officers determine and enable prototype units, upgrades from Research Producers and Combat Support.
4. Artificial Intelligence determine some special units and enable unique upgrades for Economy and Research Producers. Each faction needs at least one Leader to play, specifically Naval, Colonial or Field Leaders.
Note: Naval Leaders may not necessarily be an option and Colonial Leaders will be used instead, which only determine a Force’s resources and some Combat Support, but also some ground units. |
Hero Units[]
See Halo Wars: The Great War for more information about Leaders and Heroes. |
Units: Planetary[]
Infantry[]
Icon | Name | Description | Class | |||||||||||||||
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UNSC Command Team | Deployable to battlefield free of cost every 12 infantry units produced. Improves combat values of local units: UNSC Officer increases morale of all local units. Communications Marine has high line of sight and detection abilities. Field Medic heals local infantry units. | Command Unit | ||||||||||||||||
1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles.
Supplies: 0. | ||||||||||||||||||
UNSC Marine | Primary infantry unit for the UNSC. Flexible ground troops. Relatively effective against all unit types. Quick capture unit. | Prime Infantry | ||||||||||||||||
4 UNSC Marines with Assault Rifles.
Supplies: 150.
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Light Marine | Cheaper, faster and more agile variant of the standard UNSC Marine, although with less armor. | Light Infantry/Scout | ||||||||||||||||
3 Light UNSC Marines with Assault Rifles.
Supplies: 120.
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Heavy Marine | Stronger and tougher variant of the standard UNSC Marine, although more expensive, slower and less agile. Equipped with Battle Rifles for increased medium and long ranged damage. | Prime Infantry | ||||||||||||||||
4 Heavy UNSC Marines with Battle Rifles.
Supplies: 180.
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Armored Marine | Heavily armored variant of the standard UNSC Marine, although more expensive, slower and less agile. | Heavy Infantry | ||||||||||||||||
4 Armored UNSC Marines with Assault Rifles.
Supplies: 200.
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Amphibious Marine | Marines trained for underwater combat and infiltration. Medium ranged. Relatively effective against all unit types. | Amphibious Infantry | ||||||||||||||||
4 Amphibious Marines with Battle Rifles.
Supplies: 150.
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Marksmen | Expert UNSC Marines in ranged combat, reconnaissance and monitoring enemy movements. Light armor. Medium-long ranged scout unit. Detects cloaked units given time. | Ranged Anti-Infantry/Scout | ||||||||||||||||
2 UNSC Marines with DMRs.
Supplies: 100.
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Elite Sniper | Expert UNSC Marines in ranged combat, reconnaissance and monitoring enemy movements. Light armor. Long ranged scout unit. Detects cloaked units given time. | Ranged Anti-Infantry/Scout | ||||||||||||||||
1 UNSC Sharpshooter with a Sniper Rifle. 1 Marine spotter with a spotting scope and Magnum.
Supplies: 75.
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Hellbringer | Specialized breed of UNSC soldiers equipped with flamethrowers for engaging infantry in entrenched environments. Strong rush unit. Effective against infantry. Good against buildings. | Anti-Infantry | ||||||||||||||||
2 UNSC Hellbringers with Flamethrowers.
Supplies: 80.
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Demolition | Expert UNSC Marines in demolitions and close-quarters battle. Short-ranged. Detects/deactivates explosives. Strong rush unit. Effective against infantry. Effective against buildings. | Anti-Infantry/Anti-Building | ||||||||||||||||
2 Marine Demolitions Experts with Shotguns.
Supplies: 120.
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Weapons Specialist | UNSC Heavy Weapons Specialists armed to battle armored units. Effective against vehicles. Effective against buildings. Will pull out magnums in close-quarters combat. | Anti-Armor | ||||||||||||||||
2 Heavy Weapons Specialists with Rocket Launchers.
Supplies: 250.
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Assault Team | Small UNSC squad with Heavy Machine Guns. Effective against infantry. Good against vehicles. Will pull out magnums in close-quarters combat. | Anti-Infantry | ||||||||||||||||
1 Marine with a Heavy Machine Guns. 2 Marines with Assault Rifles.
Supplies: 100.
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Commando | Highly trained UNSC troops developed in the Covenant War to better combat Elites. Equipped with light exo-skeletons integrated into their BDU. Extremely effective against infantry. Heavy armor. | Commando Unit | ||||||||||||||||
2 UNSC Commandos with SAWs.
Supplies: 140.
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Medical Team | Specialized UNSC medical unit. Light armored. Short-ranged. Heals infantry units. | Support Unit | ||||||||||||||||
3 UNSC Field Medics with Magnums.
Supplies: 120.
| ||||||||||||||||||
Science Team | Non-combatant unit. Able to access and use unique systems and technology. | Support Unit | ||||||||||||||||
3 UEG scientists.
Supplies: 60. | ||||||||||||||||||
Combat Drone | Extremely agile flying unit. High accuracy. Effective against infantry. Low Health. | Anti-Infantry | ||||||||||||||||
4 UNSC Combat Drones with assault guns.
Supplies: 80.
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Seeker Drone | Explosive homing drone. Effective against infantry. Effective against vehicles. One-time use. | Anti-Infantry/Anti-Vehicles | ||||||||||||||||
2 UNSC Seeker Drones.
Supplies: 80.
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Field Drone | Robotic infantry unit. Act much like Marines, but more accurate, agile, faster and resistant. Effective against infantry. Susceptible to EMP damage. Susceptible to A.I. and Engineer repurposing. | Robotic Infantry | ||||||||||||||||
4 Field Drones with SMGs.
Supplies: 100.
| ||||||||||||||||||
Canine | Specially breed and trained canine for combat against infantry forces. Fast and agile unit. Effective against infantry. Low health. | Anti-Infantry | ||||||||||||||||
4 battle trained canine.
Supplies: 200.
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War Hound | Large specially breed and genetically enhanced armored canine, which have been trained for striking large infantry units. Extremely effective against infantry. | Anti-Infantry | ||||||||||||||||
1 War Hound.
Supplies: 200.
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Logistics Cyclops | Specialized bipedal powered exoskeleton. Slow-moving. Repairs vehicles and buildings. No ranged-weapon system equipped. Melee unit. Effective against buildings. | Anti-Building/Support | ||||||||||||||||
Cyclops.
Supplies: 100.
| ||||||||||||||||||
Loader Cyclops | Smaller non-combat variant of the Cyclops. Slow-moving. No weapon system equipped. Increases building construction speed and resource collection. Vulnerable to all forms of combat. | Support | ||||||||||||||||
Light Loader Cyclops.
Supplies: 80.
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Attack Cyclops | Assault variant of the Cyclops. Relatively effective against infantry and vehicles. | Prime Assault Cyclops | ||||||||||||||||
Cyclops with Heavy Machine Gun.
Supplies: 110.
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Heavy Cyclops | Heavy-assault variant of the Cyclops. Very effective against vehicles. | Anti-Armor | ||||||||||||||||
Cyclops with Missile Pod Launcher and twin-linked Heavy Machine Gun.
Supplies: 140.
| ||||||||||||||||||
Sniper Cyclops | Ranged-combat variant of the Cyclops. Effective against infantry. | Anti-Infantry | ||||||||||||||||
Advanced Cyclops with Stanchion Cannon.
Supplies: 110.
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Incineration Cyclops | Anti-infantry variant of the Cyclops. Effective against infantry. | Anti-Infantry | ||||||||||||||||
Cyclops with Flame Cannon.
Supplies: 130.
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Amphibious Cyclops | Underwater recovery and repair variant of the Cyclops. Vulnerable to all forms of combat. | Support | ||||||||||||||||
Amphibious Cyclops with Energy Blow Torch.
Supplies: 100.
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Offworld Cyclops | Space recovery variant of the Cyclops. Vulnerable to all forms of combat. | Support | ||||||||||||||||
Offworld Cyclops with Energy Blow Torch.
Supplies: 100.
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Special Forces[]
Icon | Name | Description | Class |
---|---|---|---|
ONI Recon Agent | Improves combat values of all local special forces units (except Spartan units). Able to access and use unique systems and technology. | Command Unit | |
1 ONI Reconnaissance Agent with a Suppressed Magnum.
Supplies: 50. | |||
ODST | Elite special forces infantry. Orbitally-dropped to the battlefield. Utilize Flash-Bang Grenade Active Ability. Effective against all unit types. Quick capture unit. | Elite Infantry | |
4 ODST units with Suppressed SMGs.
Supplies: 200. | |||
ODST Infiltration Unit | Specialized variant of the standard ODST. Each trooper has it’s own unique armament and abilities. Utilize Flash-Bang, EMP Grenade and Demolition Charge active abilities. | Elite Infantry | |
2 ODST units with Assault Rifles. 1 ODST Marksman with a Sniper Rifle. 1 ODST Weapons Specialist with a Spartan Laser. 1 ODST Explosive Expert with a Grenade Launcher.
Supplies: 250. | |||
ODST Recovery Unit | Specialized variant of the standard ODST. Each trooper has it’s own unique armament and abilities. High sight. Heals infantry units. Can detect cloaked units. Utilize Flash-Bang and EMP Grenade active abilities. Can access unique technology. | Elite Infantry | |
1 ODST unit with a Suppressed SMG. 1 ODST Corpsman with a Suppressed SMG. 1 ODST Marksman with a Stanchion Rifle. 1 ODST Weapons Specialist with a Rocket Launcher. 1 ODST Operator with a Magnum. 1 Support Drone.
Supplies: 250. | |||
ODST Enforcer | Heavy armored CQB ODST team. Short-ranged. Detects/deactivates explosives. Utilize Demolition Charge active ability. | Anti-Infantry/Anti-Building | |
2 CQB ODSTs with Shotguns.
Supplies: 140. | |||
Bullfrog | ODST Air Assault unit. Equipped with jetpacks. Effective against all unit types. Utilize Demolition Charge active ability. | Advanced Infantry | |
4 ODST Air Assault units with DMRs.
Supplies: 200. | |||
Field Operative | ONI Operatives equipped with specialized shock troop armor. Equipped with radar jammers. Not instantly detected. | Stealth Infantry | |
4 Field Operatives with DMRs.
Supplies: 180. | |||
Assassin | Experts in stealth and ranged combat. Light armor. Use prototype active camoflage technology. Detects cloaked units given time. 2x damage when cloaked. 3x damage against Hero and Leader units. Will pull out suppressed magnums or combat knife in close-quarters combat. | Anti-Hero/Stealth Unit | |
1 UNSC Assassin with a Suppressed Sniper Rifle.
Supplies: 50. | |||
Spartan-III | Highly trained and physically enhanced supersoldiers. Heavy armor. Extremely agile. Extremely effective against all unit types. Increases morale of local units. | Commando Unit | |
3 Spartan-IIIs with Assault Rifles. 1 Spartan-III with a Sniper Rifle. 1 Spartan-III with a Shotgun. 1 Spartan-III with a Grenade Launcher.
Supplies: 1800. | |||
Lone Wolf | Solo Spartan-III supersoldier. High range. Extremely effective against all unit types. Quick moving. Hard to detect. Increases morale of local units. | Commando Unit | |
1 Spartan-III with an Assault Rifle (short-medium range) and a Sniper Rifle (long range).
Supplies: 400. | |||
Headhunter | Select Spartan-III supersoldiers with advanced armor. Use prototype technology. Extremely effective against infantry and buildings. Hard to detect. Increases morale of local units. | Commando Unit | |
2 Spartan-IIIs with Sniper Rifles and Suppressed Magnums.
Supplies: 700. |
Vehicles[]
Icon | Name | Description | Class | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mongoose | Standard scouting vehicle for the UNSC. Fast-moving. Can de-capture. Light armor. No weapon system equipped. | Scout | |||||||||||
Mongoose.
Supplies: 150.
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Jackrabbit | Advanced scouting vehicle. Very fast-moving. Can de-capture. Light armor. No weapon system equipped. | Scout | |||||||||||
Jackrabbit.
Supplies: 210.
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Scout Hog | Scout variant of the Warthog. Fast-moving. No weapon system equipped. | Scout | |||||||||||
Warthog.
Supplies: 220.
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Warthog | Primary vehicle unit for the UNSC. Fast-moving. Can ram enemies (active ability). Good all-around vehicle. Relatively effective against all unit types. | Prime Vehicle | |||||||||||
Warthog with Vulcan Turret.
Supplies: 250.
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Gauss Hog | Anti-building variant of the Warthog. Effective against buildings and vehicles. | Anti-Building | |||||||||||
Warthog with Gauss Cannon.
Supplies: 280.
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Missile Hog | Anti-air variant of the Warthog. Effective against aircraft. | Anti-Air | |||||||||||
Warthog with Multiple Launch Rocket System.
Supplies: 280.
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Rocket Hog | Anti-vehicle variant of the Warthog. Effective against vehicles. | Anti-Armor | |||||||||||
Warthog with Rocket Turret.
Supplies: 280.
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Flame Hog | Anti-infantry variant of the Warthog. Effective against infantry. | Anti-Infantry | |||||||||||
Warthog with Flame Turret.
Supplies: 300.
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Troop Hog | Troop transport variant of the Warthog carrying a squad of UNSC Marines. | Prime Vehicle | |||||||||||
Troop Transport Warthog with a UNSC Fireteam.
Supplies: 250.
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Cobra | Hybrid anti-matériel and anti-fortification vehicle. Utilizes artillery assembly (active ability). Very effective against vehicles and buildings. Vulnerable to aircraft. | Anti-Vehicle/Anti-Building | |||||||||||
Cobra with Light Railgun.
Supplies: 380.
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Kodiak | Siege vehicle. Slow moving. Fires when deployed (active ability). Very long range. Effective against infantry. Vulnerable to aircraft. | Artillery | |||||||||||
Kodiak with Artillery Cannon and Machine Gun.
Supplies: 520.
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Rhino | Plasma-based artillery tank. Uses reverse-engineered Covenant technology. Range and damage increase when deployed (active ability). Heavy armor. Effective against energy shielding. Vulnerable to aircraft. | Artillery/Anti-Energy Shielding | |||||||||||
Rhino with Zeus Plasma Cannon.
Supplies: 400.
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Wolverine | Primary UNSC anti-aircraft vehicle. Light armor. Medium range. Utilizes Volley active ability. Extremely effective against aircraft. Vulnerable to ground units. | Anti-Air | |||||||||||
Wolverine with Multiple Launch Rocket System and Heavy Grenade Launcher.
Supplies: 150.
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Sun Devil | Anti-air tank. Heavy armor. Very effective against aircraft. Effective against infantry. | Anti-Air Tank | |||||||||||
Sun Devil with 2 twin-linked Autocannons and Medium Machine Gun.
Supplies: 550.
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Scorpion | Primary battle tank for the UNSC. Heavy armor. Very effective against infantry, vehicles and buildings. | Prime Tank | |||||||||||
Scorpion tank with High-Velocity Cannon and Medium Machine Gun.
Supplies: 650.
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Tarantula | Heavy-fire support tank. Effective against multiple ground targets. | Heavy Tank | |||||||||||
Tarantula with Scimitar Hypervelocity Rocket Pods and 2 Medium Machine Guns.
Supplies: 690.
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Grizzly | Super-heavy battle tank. Heavy armor. Extremely effective against infantry, vehicles and buildings. | Heavy Tank | |||||||||||
Grizzly tank with 2 High-Velocity Cannons, 2 Medium Machine Guns, 2 Missile Launchers and Smoke Grenade Launchers.
Supplies: 900.
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Elephant (defense) | Mobile minibase. Heavy armor. Produces select infantry units when Deployed (active ability). Repairs directed vehicle units. Transports infantry units. | Mobile Base/Transport | |||||||||||
Elephant with 3 Vulcan Turrets.
Supplies: 600.
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Elephant (logistical) | Mobile minibase. Heavy armor. Produces Mongooses and select infantry units when Deployed (active ability). Repairs directed vehicle units. Transports infantry units. | Mobile Base/Transport | |||||||||||
Elephant with Vulcan Turret and 2 Heavy Machine Guns.
Supplies: 610.
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Mastodon | Armored trooper carrier. Slow-moving. Heavy armor. Transports infantry units. Infantry can shoot within vehicle. | Mobile Garrison | |||||||||||
Mastodon with Vulcan Turret.
Supplies: 250.
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Gremlin | Specialized combat support vehicle. Light armor. Utilizes EMP Blast (active ability). Temporally disables mechanized units and electrical systems. Effective against vehicles. Vulnerable to aircraft. | Anti-Vehicle/Combat Support | |||||||||||
Gremlin with Electromagnetic Pulse Cannon.
Supplies: 150.
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Aircraft[]
Icon | Name | Description | Class | ||
---|---|---|---|---|---|
Hornet | Primary air unit for the UNSC. Fast-moving. High mobility. Medium range. Light armor. Relatively effective against all unit types. | Prime Aircraft | |||
Hornet with 2 twin-linked Rotary Cannons and 2 Missile Launchers.
Supplies: 375.
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Sparrowhawk | Ground attack aircraft. Very fast-moving. Medium range. Effective against all unit types. | Prime Aircraft | |||
Hawk with 2 Autocannons.
Supplies: 450.
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Skyhawk | Anti-air strike fighter. Very fast-moving. Medium range. Effective against infantry. Effective against aircraft. | Prime Aircraft | |||
Skyhawk with 2 Autocannons.
Supplies: 400.
| |||||
Falcon | Multipurpose aircraft. Medium range. Transports infantry units. | Support | |||
Falcon with an Autocannon and 2 Heavy Machine Guns.
Supplies: 400.
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Nightingale | Support aircraft accompanied with Restoration Drones. Repairs and heals units. Detects cloaked units. No weapon system equipped. | Support | |||
Nightingale and 3 Restoration Drones.
Supplies: 400.
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Pelican Gunship | Modified Pelican for combat purposes. Transports infantry units. | Heavy Aircraft | |||
Pelican Gunship with 3 Rotary Cannons, 2 ANVIL Missile Pod Launchers and 1 rear Machine Gun.
Supplies: 800. |