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United Nations Space Command
UNSC symbol-logo - Halo Wars - The Great War
Overview
Status
Governmental Authority: Unified Earth Government.
Authority Class: Interstellar.
Race(s): Human, Artificial.
Forces Size
Space Forces: Collective Fleet, Fleet, Battlegroup, Single Vessel.
Planetary Forces: Planetary Government, Single Base.
Additional
Maximum Technology Level: 3.
Adaptable Environments: Land, Water, Space.

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

Unit List
Icon Name Description Class
Infantry
Unit placehold image
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.
Power: 0.
Population: 0.
Tech Level: 0.
Time: 0s.
Accessed: Armory.
Menu Icons: A.

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Unit placehold image
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.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 18s.
Accessed: Command Center, Barracks, Elephant.
Menu Icon: R1.

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Unit placehold image
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.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 15s.
Accessed: Command Center, Elephant.
Menu Icon: R1.

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Unit placehold image
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.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 20s.
Accessed: Barracks, Elephant.
Menu Icon: R1.

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Unit placehold image
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.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 20s.
Accessed: Barracks.
Menu Icon: R1.

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Unit placehold image
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.
Power: 20.
Population: 3.
Tech Level: 1.
Time: 18s.
Accessed: Dock, Offshore Platform.
Menu Icons: R1.

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Unit placehold image
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.
Power: 125.
Population: 3.
Tech Level: 0.
Time: 25s.
Accessed: Barracks, Elephant.
Menu Icons: R2 / R3.

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Unit placehold image
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.
Power: 150.
Population: 3.
Tech Level: 0.
Time: 25s.
Accessed: Barracks, Elephant.
Menu Icons: R2 / R3.

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Unit placehold image
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.
Power: 50.
Population: 3.
Tech Level: 0.
Time: 16s.
Accessed: Barracks, Elephant.
Menu Icons: R2 / R3.

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Unit placehold image
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.
Active Ability: Demolition Charge.

Supplies: 120.
Power: 20.
Population: 3.
Tech Level: 0.
Time: 16s.
Accessed: Barracks, Elephant.
Menu Icons: R2 / R3.

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Unit placehold image
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.
Power: 100.
Population: 4.
Tech Level: 1.
Time: 25s.
Accessed: Barracks, Elephant.
Menu Icons: R4.

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Unit placehold image
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.
Power: 30.
Population: 4.
Tech Level: 1.
Time: 20s.
Accessed: Barracks, Elephant.
Menu Icons: R3 / R4.

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Unit placehold image
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.
Power: 60.
Population: 5.
Tech Level: 1.
Time: 25s.
Accessed: Command Center, Barracks, Special Forces Menu.
Menu Icons: R4.

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Unit placehold image
Medical Team Specialized UNSC medical unit. Light armored. Short-ranged. Heals infantry units. Support Unit

3 UNSC Field Medics with Magnums.

Supplies: 120.
Power: 40.
Population: 3.
Tech Level: 1.
Time: 15s.
Accessed: Command Center, Barracks, Elephant.
Menu Icons: R2 / R3 / R4.

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Unit placehold image
Science Team Non-combatant unit. Able to access and use unique systems and technology. Support Unit

3 UEG scientists.

Supplies: 60.
Power: 0.
Population: 1.
Tech Level: 0.
Time: 12s.
Accessed: Laboratory.
Menu Icons: R2 / R3.

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Unit placehold image
Combat Drone Extremely agile flying unit. High accuracy. Effective against infantry. Low Health. Anti-Infantry

4 UNSC Combat Drones with assault guns.

Supplies: 80.
Power: 80.
Population: 3.
Tech Level: 1.
Time: 20s.
Accessed: Command Center, Barracks.
Menu Icons: R1 / R2 / R3 / R4.

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Unit placehold image
Seeker Drone Explosive homing drone. Effective against infantry. Effective against vehicles. One-time use. Anti-Infantry/Anti-Vehicles

2 UNSC Seeker Drones.

Supplies: 80.
Power: 80.
Population: 2.
Tech Level: 1.
Time: 20s.
Accessed: Command Center, Barracks.
Menu Icons: R2 / R3 / R4.

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Unit placehold image
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.
Power: 100.
Population: 4.
Tech Level: 1.
Time: 25s.
Accessed: Barracks.
Menu Icons: R1 / R2 / R4.

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Unit placehold image
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.
Power: 0.
Population: 2.
Tech Level: 1.
Time: 30s.
Accessed: Command Center, Barracks.
Menu Icons: R2 / R3 / R4.

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Unit placehold image
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.
Power: 40.
Population: 2.
Tech Level: 1.
Time: 30s.
Accessed: Command Center, Barracks.
Menu Icons: R3 / R4.

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Unit placehold image
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.
Power: 120.
Population: 4.
Tech Level: 1.
Time: 15s.
Accessed: Command Center, Garage, Cyclops Factory.
Menu Icons: R1 / R3 / R4.

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Unit placehold image
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.
Power: 90.
Population: 2.
Tech Level: 1.
Time: 12s.
Accessed: Command Center, Cyclops Factory.
Menu Icons: R1 / R3 / L1.

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Unit placehold image
Attack Cyclops Assault variant of the Cyclops. Relatively effective against infantry and vehicles. Prime Assault Cyclops

Cyclops with Heavy Machine Gun.

Supplies: 110.
Power: 140.
Population: 4.
Tech Level: 2.
Time: 15s.
Accessed: Command Center, Garage, Cyclops Factory.
Menu Icons: R1 / R2 / R3.

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Unit placehold image
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.
Power: 140.
Population: 4.
Tech Level: 2.
Time: 15s.
Accessed: Command Center, Cyclops Factory.
Menu Icons: R3.

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Unit placehold image
Sniper Cyclops Ranged-combat variant of the Cyclops. Effective against infantry. Anti-Infantry

Advanced Cyclops with Stanchion Cannon.

Supplies: 110.
Power: 170.
Population: 4.
Tech Level: 2.
Time: 15s.
Accessed: Command Center, Cyclops Factory.
Menu Icons: R3 / L2.

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Unit placehold image
Incineration Cyclops Anti-infantry variant of the Cyclops. Effective against infantry. Anti-Infantry

Cyclops with Flame Cannon.

Supplies: 130.
Power: 140.
Population: 4.
Tech Level: 2.
Time: 15s.
Accessed: Command Center, Cyclops Factory.
Menu Icons: R3 / L3.

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Unit placehold image
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.
Power: 160.
Population: 4.
Tech Level: 1.
Time: 14s.
Accessed: Dock, Offshore Platform.
Menu Icons: R2 / R3.

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Unit placehold image
Offworld Cyclops Space recovery variant of the Cyclops. Vulnerable to all forms of combat. Support

Offworld Cyclops with Energy Blow Torch.

Supplies: 100.
Power: 160.
Population: 4.
Tech Level: 1.
Time: 14s.
Accessed: TBD.
Menu Icons: R1 / R3.

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Special Forces

Unit List
Icon Name Description Class
Special Forces
Unit placehold image
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.
Active Ability: Smoke Grenade.

Supplies: 50.
Power: 50.
Population: 0.
Tech Level: 1.
Time: 0s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Flashbang Grenade.

Supplies: 200.
Power: 0.
Population: 4.
Tech Level: 0.
Time: 0s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Flashbang Grenade (vs infantry). EMP Grenade (vs vehicles/energy shields). Demolition Charge (vs buildings).

Supplies: 250.
Power: 100.
Population: 5.
Tech Level: 0.
Time: 0s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Flashbang Grenade (vs infantry). EMP Grenade (vs vehicles/energy shields).

Supplies: 250.
Power: 150.
Population: 5.
Tech Level: 0.
Time: 0s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Demolition Charge

Supplies: 140.
Power: 20.
Population: 3.
Tech Level: 0.
Time: 0s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Jet Jump (location) Demolition Charge (enemy).

Supplies: 200.
Power: 200.
Population: 5.
Tech Level: 0.
Time: 20s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
Field Operative ONI Operatives equipped with specialized shock troop armor. Equipped with radar jammers. Not instantly detected. Stealth Infantry

4 Field Operatives with DMRs.
Active Ability: Smokescreen.

Supplies: 180.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 20s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Active Camoflage.

Supplies: 50.
Power: 175.
Population: 2.
Tech Level: 0.
Time: 25s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Smoke Grenade.

Supplies: 1800.
Power: 900.
Population: 15.
Tech Level: 0.
Time: 50s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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).
Active Ability: Assassination (infantry). Highjack (vehicle).

Supplies: 400.
Power: 300.
Population: 5.
Tech Level: 0.
Time: 40s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Unit placehold image
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.
Active Ability: Assassination (infantry). Demolition Charge (building).

Supplies: 700.
Power: 550.
Population: 8.
Tech Level: 0.
Time: 40s.
Accessed: Special Forces Menu.
Menu Icons: Any.

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Vehicles

Unit List
Icon Name Description Class
Vehicle
Unit placehold image
Mongoose Standard scouting vehicle for the UNSC. Fast-moving. Can de-capture. Light armor. No weapon system equipped. Scout

Mongoose.

Supplies: 150.
Power: 0.
Population: 2.
Tech Level: 0.
Time: 16s.
Accessed: Command Center, Elephant.
Menu Icons: R2.

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Unit placehold image
Jackrabbit Advanced scouting vehicle. Very fast-moving. Can de-capture. Light armor. No weapon system equipped. Scout

Jackrabbit.

Supplies: 210.
Power: 15.
Population: 2.
Tech Level: 0.
Time: 21s.
Accessed: Command Center.
Menu Icons: R2.

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Unit placehold image
Scout Hog Scout variant of the Warthog. Fast-moving. No weapon system equipped. Scout

Warthog.
Active Ability: Ram.

Supplies: 220.
Power: 0.
Population: 4.
Tech Level: 0.
Time: 24s.
Accessed: Command Center, Warthog Factory.
Menu Icons: R2 / L1.

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Unit placehold image
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.
Active Ability: Ram.

Supplies: 250.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 24s.
Accessed: Garage, Warthog Factory.
Menu Icons: R1.

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Unit placehold image
Gauss Hog Anti-building variant of the Warthog. Effective against buildings and vehicles. Anti-Building

Warthog with Gauss Cannon.
Active Ability: Ram.

Supplies: 280.
Power: 50.
Population: 4.
Tech Level: 2.
Time: 24s.
Accessed: Garage, Warthog Factory.
Menu Icons: R2.

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Unit placehold image
Missile Hog Anti-air variant of the Warthog. Effective against aircraft. Anti-Air

Warthog with Multiple Launch Rocket System.
Active Ability: Ram.

Supplies: 280.
Power: 50.
Population: 4.
Tech Level: 2.
Time: 24s.
Accessed: Garage, Warthog Factory.
Menu Icons: R3.

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Unit placehold image
Rocket Hog Anti-vehicle variant of the Warthog. Effective against vehicles. Anti-Armor

Warthog with Rocket Turret.
Active Ability: Ram.

Supplies: 280.
Power: 50.
Population: 4.
Tech Level: 2.
Time: 24s.
Accessed: Garage, Warthog Factory.
Menu Icons: R2 / R4.

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Unit placehold image
Flame Hog Anti-infantry variant of the Warthog. Effective against infantry. Anti-Infantry

Warthog with Flame Turret.
Active Ability: Ram.

Supplies: 300.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 24s.
Accessed: Garage, Warthog Factory.
Menu Icons: R2.

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Unit placehold image
Troop Hog Troop transport variant of the Warthog carrying a squad of UNSC Marines. Prime Vehicle

Troop Transport Warthog with a UNSC Fireteam.
Active Ability: Ram.

Supplies: 250.
Power: 0.
Population: 4.
Tech Level: 1.
Time: 24s.
Accessed: Garage, Warthog Factory.
Menu Icons: R1 / R3 / L1 / L3.

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Unit placehold image
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.
Active Ability: Deploy.

Supplies: 380.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 18s.
Accessed: Garage.
Menu Icons: R2.

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Unit placehold image
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.
Active Ability: Deploy.

Supplies: 520.
Power: 0.
Population: 6.
Tech Level: 2.
Time: 35s.
Accessed: Garage.
Menu Icons: R2.

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Unit placehold image
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.
Active Ability: Deploy.

Supplies: 400.
Power: 200.
Population: 7.
Tech Level: 3.
Time: 42s.
Accessed: Garage.
Menu Icons: R2.

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Unit placehold image
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.
Power: 170.
Population: 4.
Tech Level: 2.
Time: 19s.
Accessed: Garage.
Menu Icons: R3.

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Unit placehold image
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.
Power: 150.
Population: 7.
Tech Level: 3.
Time: 42s.
Accessed: Garage.
Menu Icons: R3.

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Unit placehold image
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.
Power: 50.
Population: 7.
Tech Level: 3.
Time: 44s.
Accessed: Garage.
Menu Icons: R4.

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Unit placehold image
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.
Power: 60.
Population: 7.
Tech Level: 3.
Time: 44s.
Accessed: Garage.
Menu Icons: R4.

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Unit placehold image
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.
Power: 80.
Population: 11.
Tech Level: 3.
Time: 60s.
Accessed: Garage.
Menu Icons: R4.

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Unit placehold image
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.
Active Ability: Deploy.

Supplies: 600.
Power: 40.
Population: 6.
Tech Level: 0.
Time: 50s.
Accessed: Command Center, Reinforcements Menu.
Menu Icons: R4.

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Unit placehold image
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.
Active Ability: Deploy.

Supplies: 610.
Power: 45.
Population: 6.
Tech Level: 1.
Time: 50s.
Accessed: Command Center, Reinforcements Menu.
Menu Icons: R4.

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Unit placehold image
Mastodon Armored trooper carrier. Slow-moving. Heavy armor. Transports infantry units. Infantry can shoot within vehicle. Mobile Garrison

Mastodon with Vulcan Turret.

Supplies: 250.
Power: 75.
Population: 3.
Tech Level: 1.
Time: 24s.
Accessed: Command Center.
Menu Icons: R3 / R4.

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Unit placehold image
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.
Active Ability: EMP Blast.

Supplies: 150.
Power: 175.
Population: 4.
Tech Level: 1.
Time: 16s.
Accessed: Command Center.
Menu Icons: R3.

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Aircraft

Unit List
Icon Name Description Class
Aircraft
Unit placehold image
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.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 20s.
Accessed: Airpad.
Menu Icons: R1.

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Unit placehold image
Sparrowhawk Ground attack aircraft. Very fast-moving. Medium range. Effective against all unit types. Prime Aircraft

Hawk with 2 Autocannons.

Supplies: 450.
Power: 25.
Population: 4.
Tech Level: 2.
Time: 22s.
Accessed: Airpad.
Menu Icons: R1.

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Unit placehold image
Skyhawk Anti-air strike fighter. Very fast-moving. Medium range. Effective against infantry. Effective against aircraft. Prime Aircraft

Skyhawk with 2 Autocannons.

Supplies: 400.
Power: 50.
Population: 4.
Tech Level: 2.
Time: 22s.
Accessed: Airpad.
Menu Icons: R1.

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Unit placehold image
Falcon Multipurpose aircraft. Medium range. Transports infantry units. Support

Falcon with an Autocannon and 2 Heavy Machine Guns.

Supplies: 400.
Power: 25.
Population: 4.
Tech Level: 2.
Time: 22s.
Accessed: Airpad.
Menu Icons: R1, R2.

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Unit placehold image
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.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 20s.
Accessed: Airpad.
Menu Icons: R2.

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Unit placehold image
Pelican Gunship Modified Pelican for combat purposes. Transports infantry units. Heavy Aircraft

Pelican Gunship with 5 Autocannons and 2 ANVIL Missile Pod Launchers.

Supplies: 800.
Power: 50.
Population: 9.
Tech Level: 3.
Time: 40s.
Accessed: Airpad.
Menu Icons: R3.

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Unit placehold image
Vulture Heavy gunship. Slow-moving. Heavy armor. Vulnerable to cryo attacks. Heavy Aircraft

Vulture with 4 Autocannons and 8 Vertical Missile Launchers.

Supplies: 750.
Power: 75.
Population: 9.
Tech Level: 3.
Time: 40s.
Accessed: Airpad.
Menu Icons: R3.

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Watercraft

Unit List
Icon Name Description Class
Watercraft