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− | | [[File:Unit_placehold_image.png|60px|center]] || UNSC Command Team || <small> |
+ | | [[File:Unit_placehold_image.png|60px|center]] || UNSC Command Team || <small>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.</small> || <small>Command Unit</small> |
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|colspan="4"| <tabber>Contents=<small>1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles.</small> |
|colspan="4"| <tabber>Contents=<small>1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles.</small> |
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|-|Requirements= |
|-|Requirements= |
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− | <small>'''Supplies''': 0.<br/>'''Power''': 0.<br/>'''Population''': 0.<br/>'''Tech Level''': 0.<br/>'''Time''': 0s.<br/>'''Accessed''': |
+ | <small>'''Supplies''': 0.<br/>'''Power''': 0.<br/>'''Population''': 0.<br/>'''Tech Level''': 0.<br/>'''Time''': 0s.<br/>'''Accessed''': Armory.<br/>'''Menu Icons''': A.</small> |
|-|Attributes= |
|-|Attributes= |
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<small>[[File:TGW Infantry Traffic Light Y.png|50px]][[File:TGW_Vehicle_Traffic_Light_Y.png|50px]][[File:TGW_Aircraft_Traffic_Light_Y.png|50px]][[File:TGW_Building_Traffic_Light_Y.png|50px]][[File:TGW_Submerged_Traffic_Light_S.png|50px]][[File:TGW_Shield_Traffic_Light_Y.png|50px]] |
<small>[[File:TGW Infantry Traffic Light Y.png|50px]][[File:TGW_Vehicle_Traffic_Light_Y.png|50px]][[File:TGW_Aircraft_Traffic_Light_Y.png|50px]][[File:TGW_Building_Traffic_Light_Y.png|50px]][[File:TGW_Submerged_Traffic_Light_S.png|50px]][[File:TGW_Shield_Traffic_Light_Y.png|50px]] |
Revision as of 13:36, 19 April 2020
This fanfiction article, UNSC (Great War faction), was written by Samdoo. Please do not edit this fiction without the writer's permission. |
This article, UNSC (Great War faction), is currently under active construction. |
The author of this article, UNSC (Great War faction), urges anyone who reads it to provide feedback on the quality of the article. Thank you! |
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. |
Unit List: Planetary
Infantry
Icon | Name | Description | Class | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
Seeker Drone | Explosive homing drone. Effective against infantry. Effective against vehicles. One-time use. | Anti-Infantry/Anti-Vehicles | ||||||||||||||||
2 UNSC Seeker Drones.
Supplies: 80.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
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.
| ||||||||||||||||||
Attack Cyclops | Assault variant of the Cyclops. Relatively effective against infantry and vehicles. | Prime Assault Cyclops | ||||||||||||||||
Cyclops with Heavy Machine Gun.
Supplies: 110.
| ||||||||||||||||||
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.
| ||||||||||||||||||
Incineration Cyclops | Anti-infantry variant of the Cyclops. Effective against infantry. | Anti-Infantry | ||||||||||||||||
Cyclops with Flame Cannon.
Supplies: 130.
| ||||||||||||||||||
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.
| ||||||||||||||||||
Offworld Cyclops | Space recovery variant of the Cyclops. Vulnerable to all forms of combat. | Support | ||||||||||||||||
Offworld Cyclops with Energy Blow Torch.
Supplies: 100.
|
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.
| |||||||||||||
Jackrabbit | Advanced scouting vehicle. Very fast-moving. Can de-capture. Light armor. No weapon system equipped. | Scout | |||||||||||
Jackrabbit.
Supplies: 210.
| |||||||||||||
Scout Hog | Scout variant of the Warthog. Fast-moving. No weapon system equipped. | Scout | |||||||||||
Warthog.
Supplies: 220.
| |||||||||||||
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.
| |||||||||||||
Gauss Hog | Anti-building variant of the Warthog. Effective against buildings and vehicles. | Anti-Building | |||||||||||
Warthog with Gauss Cannon.
Supplies: 280.
| |||||||||||||
Missile Hog | Anti-air variant of the Warthog. Effective against aircraft. | Anti-Air | |||||||||||
Warthog with Multiple Launch Rocket System.
Supplies: 280.
| |||||||||||||
Rocket Hog | Anti-vehicle variant of the Warthog. Effective against vehicles. | Anti-Armor | |||||||||||
Warthog with Rocket Turret.
Supplies: 280.
| |||||||||||||
Flame Hog | Anti-infantry variant of the Warthog. Effective against infantry. | Anti-Infantry | |||||||||||
Warthog with Flame Turret.
Supplies: 300.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
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.
| |||||||||||||
Mastodon | Armored trooper carrier. Slow-moving. Heavy armor. Transports infantry units. Infantry can shoot within vehicle. | Mobile Garrison | |||||||||||
Mastodon with Vulcan Turret.
Supplies: 250.
| |||||||||||||
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.
|
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.
| |||||
Sparrowhawk | Ground attack aircraft. Very fast-moving. Medium range. Effective against all unit types. | Prime Aircraft | |||
Hawk with 2 Autocannons.
Supplies: 450.
| |||||
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.
| |||||
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.
| |||||
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. | |||||
Vulture | Heavy gunship. Slow-moving. Heavy armor. Vulnerable to cryo attacks. | Heavy Aircraft | |||
Vulture with 4 Autocannons and 8 Vertical Missile Launchers.
Supplies: 750. |
Watercraft
Icon | Name | Description | Class | ||
---|---|---|---|---|---|
Zander | Attack jet ski. Fast-moving. Light armor. Vulnerable to submerged units. | Scout | |||
Zander with 2 Medium Machine Guns.
Supplies: 200.
| |||||
Gator | Primary water unit for the UNSC. Combat motorboat. Fast-moving. Relatively effective against all standard unit types. Vulnerable to submerged units. | Prime Watercraft | |||
Gator with Vulcan Turret.
Supplies: 300.
| |||||
Missile Gator | Anti-air variant of the Gator. Effective against aircraft. Vulnerable to submerged units. | Anti-Air | |||
Gator with Multiple Launch Rocket System.
Supplies: 300.
| |||||
Troop Gator | Troop transport variant of the Gator carrying a squad of Amphibious Marines. Vulnerable to submerged units. | Prime Watercraft | |||
Troop Transport Gator with Amphibious Fireteam.
Supplies: 300.
| |||||
Walrus | Heavy gunboat. Fast-moving. Transports infantry units. | Heavy Watercraft | |||
Walrus with 1 Autocannon and 4 Vulcan Turrets.
Supplies: 700. | |||||
Angler | Support submersible. Slow-moving. Repairs vehicles and buildings. No weapon system equipped. | Support | |||
Angler.
Supplies: 250.
| |||||
Marlin | Attack submersible. Effective against watercraft. | Prime Submerged | |||
Marlin with 2 Autocannons.
Supplies: 350.
| |||||
Orca | Large attack submarine. Utilizes Vertical Missile Launchers when Deployed above water (active ability). Extremely effective against watercraft. Effective against aircraft. | Heavy Submerged | |||
Orca with 4 Torpedo Launchers and 8 Vertical Missile Launchers.
Supplies: 850. | |||||
Scooter | Diver propulsion vehicle. Very light armor. Low cost. Hard to detect. Relatively effective against watercraft. | Submerged | |||
Scooter with Light Gauss Cannon.
Supplies: 100.
|
Unit List: Interstellar
Spacecraft
Icon | Name | Description | Class |
---|---|---|---|
Broadsword | Unit Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information Information. | Prime Spacefighter | |
Contains.
Supplies: 0-Infinite. | |||
Baselard | Unit information | Prime Spacefighter | |
Contains.
Supplies: 0-Infinite. | |||
Nandao | Unit information | Prime Spacefighter | |
Contains.
Supplies: 0-Infinite. | |||
Sabre | Unit information | Advanced Spacefighter | |
Contains.
Supplies: 0-Infinite. | |||
Booster Frame | Unit information | Advanced Spacefighter | |
Contains.
Supplies: 0-Infinite. | |||
Longsword | Unit information | Strategic Bomber | |
Contains.
Supplies: 0-Infinite. | |||
Pelican | Unit information | Transport | |
Contains.
Supplies: 0-Infinite. | |||
Albatross | Unit information | Transport | |
Contains.
Supplies: 0-Infinite. | |||
Eclipse Prowler | Unit information | Stealth Vessel | |
Contains.
Supplies: 0-Infinite. | |||
Razor Prowler | Unit information | Stealth Vessel | |
Contains.
Supplies: 0-Infinite. | |||
Sahara Prowler | Unit information | Stealth Vessel | |
Contains.
Supplies: 0-Infinite. |
Spaceship
Icon | Name | Description | Class | ||
---|---|---|---|---|---|
Mako Corvette | Patrol ship. Light armor. Fast-moving. High mobility. High sight. High detection. Ineffective against energy shielding. | Light Warship | |||
Mako-class Corvette with Light MAC Gun and 6 Point Defense Guns.
Supplies: 550. | |||||
Gladius Corvette | Patrol ship. Light armor. Fast-moving. High mobility. High sight. High detection. Ineffective against energy shielding. | Light Warship | |||
Gladius-class Heavy Corvette with Light MAC Gun and 6 Point Defense Guns.
Supplies: 600. | |||||
Stalwart Frigate | Primary light warship and escort of capital ships for the UNSC. Fast-moving. High mobility. Effective against spacecraft. Ineffective against energy shielding. | Prime Escort | |||
Stalwart-class Light Frigate with 1 Light MAC Gun and 52 Light Point Defense Guns.
Supplies: 900.
| |||||
Charon Frigate | Primary light warship and escort of capital ships for the UNSC. Fast-moving. Good mobility. Relatively effective against all standard spacecraft and stations. Ineffective against energy shielding. | Prime Escort | |||
Charon-class Light Frigate with 1 Light MAC Gun and 4 Point Defense Guns.
Supplies: 900.
| |||||
Paris Frigate | Primary light warship and escort of capital ships for the UNSC. Fast-moving. Good armor. Good mobility. Relatively effective against all standard spacecraft and stations. Ineffective against energy shielding. | Prime Escort | |||
Paris-class Heavy Frigate with 1 Light MAC Gun and 12 Naval Coilguns.
Supplies: 1000.
| |||||
Diligence Destroyer | Unit information | Destroyer | |||
Contains.
Supplies: 0-Infinite. | |||||
Halberd Destroyer | Primary attack and defense escort for the UNSC. Fast-moving. Heavy armor. Quick weapon recharge and reload. Relatively effective against all standard spacecraft and stations. Active Ability: Light Missile Barrage. |
Light Attack | |||
Halberd-class Destroyer with 1 Repeating Light MAC Gun and 4 Point Defense Guns.
Supplies: 2000.
| |||||
Hillsborough Destroyer | Unit information | Heavy Destroyer | |||
Contains.
Supplies: 0-Infinite. | |||||
Halcyon Cruiser | Unit information | Light Cruiser | |||
Contains.
Supplies: 0-Infinite. | |||||
Marathon Cruiser | Primary cruiser for the UNSC. Heavy armor. Effective against all standard spacecraft and stations. | Heavy Cruiser | |||
Marathon-class Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Point Defense Guns.
Supplies: 3800.
| |||||
Point Blank Cruiser | Unit information | Stealth Vessel | |||
Contains.
Supplies: 0-Infinite. | |||||
Valiant Cruiser | Fleet command and control ship. Superheavy armor. Very effective against warships. | Capital Warship | |||
Valiant-class Super-Heavy Cruiser with 2 Heavy MAC guns, 6 Sentry Autocannons and 6 Heavy Point Defense Guns.
Supplies: 4800.
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Vindication Battleship | Unit information | Capital Warship | |||
Contains.
Supplies: 0-Infinite. | |||||
Epoch Carrier | Heavy support ship. Capital ship escort. Slow-moving. Superheavy armor. Effective against all standard unit types. | Carrier | |||
1 Light MAC Gun, 12 Sentry Autocannons and 32 Point Defense Guns.
Supplies: 7000. | |||||
Orion Carrier | Capital UNSC control ship. Slow-moving. Superheavy armor. Low mobility. Effective against warships. | Assault Carrier | |||
Heavy Cruiser with 2 Heavy MAC Guns 18 Point Defense Guns.
Supplies: 4600. | |||||
Phoenix Support Vessel | Heavy support ship. Slow-moving. Superheavy Armor. Good mobility. Effective against all standard unit types. | Carrier | |||
Phoenix-class Support Vessel with 3 Light MAC guns and 10 Naval Coilguns.
Supplies: 8000. |
Base Elements: Planetary
Planetary Bases can be constructed with numerous structures and technology that can be built on both land and water. Players can place and arrange positioning of any base component to the design and placement they choose.
Icon | Name | Description | Requirements |
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Primary and most essential part of a base. Headquarters or Command Centers can advance a base’s Technology Level (Icon A) and produce a variety of units and unit upgrades, which can vary depending on which UNSC faction or fleet is active. Local Rally Points (Icon L4) can be set from here for new units to gather in a designated location. A Lockdown Mode (Icon R4) ability can also be activated where the base shuts down to prioritize defense and protecting units. In this mode a base units in production will be unable to be deployed until Lockdown Mode is deactivated.
Additionally there are restrictions when constructing a Command Center as there can only be one built in an area, so players will need to find a new location a certain distance from other HQs suitable for building a base before they can create an additional Command Center. Most buildings especially Producers require the presence of a Command Center before they can be built. Command Centers can hold up to seven Producers and after that production speed and general functionality will decrease as more buildings are created and Reactors will need to be constructed to maintain full base functions. | |||
Command Center | Primary Headquarters used in planetary conflicts. UNSC factions will often begin a mission with this form of HQ. All key command base features are accessible here without restriction. | Supplies: 500. Power: 200. Tech Level: 0. Time: 60s. | |
Command Post | A lesser variant of the Command Center in the form of a marquee. Cheaper, weaker, lower production speed and limited to only producing one or two infantry units with no available upgrades. Cannot lockdown base. | Supplies: 200. Power: 0. Tech Level: 0. Time: 30s. | |
Modular Firebase | Prefabricated base of operations, also known as a socket base. Deployed orbitally from a D20 Heron and on release assembles itself and presses the ground underneath apart creating large underground complexes. The command centre has numerous surrounding building slots that are directly connected to the base where limited Producers and defensive structures can be constructed. Heavily resilient and defendable, especially in Lockdown mode and ideal for deployment in battlefields at risk of orbital bombardment and air strikes. | Supplies: 500. Power: 200. Tech Level: 0. Time: 60s. | |
Minibase | Smaller quick-assembly command center with reduced functions and a single building site directly connected to the base for either Producers or large turrets. | Supplies: 200. Power: 0. Tech Level: 0. Time: 30s. | |
Dock | Constructed by the water, which can have Shipyard expansions built off from it to produce water units. Docks also have two turret sites available and are the only form of base that is not restricted by distance of other local Command Centers. | Supplies: 350. Power: 100. Tech Level: 1. Time: 40s. | |
Offshore Platform | Platforms built in deeper water for larger ocean battles. They contain all the functions of a Dock with a number of other features in addition. Three of the four sides of the Platform have expansion points where either a new section can be added to the Platform with two new building sites for Producers (limited to Airpad, Armory, Generator and Supply Pad) and a smaller turret site. Shipyard expansions are also available form these points. The fourth side of the platform contains a large landing platform and two turret sites. | Supplies: 500. Power: 200. Tech Level: 1. Time: 80s. | |
Aircraft Carrier | Information. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0s. | |
Barracks | Infantry Producer for the UNSC. Four different infantry units along with their upgrades will be available set according to the chosen faction's force. Additionally, global infantry upgrades are also available. | Supplies: 150. Power: 0. Tech Level: 0. Time: 25s. | |
Garage | Vehicle Producer for the UNSC. Four different vehicle units along with their upgrades will be available set according to the chosen faction's force. Additionally, global vehicle upgrades are also available. | Supplies: 175. Power: 0. Tech Level: 2. Time: 30s. | |
Airpad | Aircraft Producer for the UNSC. Three-four different aircraft units along with their upgrades will be available set according to the chosen faction's force. Additionally, global aircraft upgrades are also available. | Supplies: 200. Power: 0. Tech Level: 2. Time: 30s. | |
Encampment | Lesser variant of the Barracks. Cheaper, weaker, lower production speed and limited to only producing one or two infantry units with no available upgrades. | Supplies: 80. Power: 0. Tech Level: 0. Time: 20s. | |
Warthog Factory | Unique building that specializes in producing Warthogs. | Supplies: 140. Power: 0. Tech Level: 2. Time: 30s. | |
Cyclops Factory | Unique building that specializes in producing Cyclops units. | Supplies: 140. Power: 0. Tech Level: 2. Time: 30s. | |
Shipyard | Watercraft Producer for the UNSC. Three-four different watercraft units along with their upgrades will be available set according to the chosen faction's force. Note: global vehicle upgrades are applicable to watercraft. |
Supplies: 175. Power: 0. Tech Level: 2. Time: 30s. | |
Advanced Shipyard | Expansion from the Shipyard. Submerged Watercraft Producer for the UNSC. Three-four different submerged units along with their upgrades will be available set according to the chosen faction's force. Additionally, global submerged upgrades are also available. | Supplies: 0. Power: 200. Tech Level: 2. Time: 20s. | |
Supply Pad | Producer of Supply for the UNSC. Produces 2.7 Supply per second. It has an upgrade "Heavy Supply Pad" providing an additional supply pad. | Supplies: 150. Power: 0. Tech Level: 1. Time: 20s. | |
Heavy Supply Pad | Upgraded Supply Pad with double the production speed of resource. | Supplies: 0. Power: 220. Tech Level: 1. Time: 15s. | |
Generator | Producer of Power for the UNSC. Produces 3 Power per second. It has an upgrade "Advanced Generator" providing larger turbines. Each Generator produced will require an additional 300 Supplies. | Supplies: 200+. Power: 0. Tech Level: 0. Time: 20s. | |
Advanced Generator | Upgraded Generator with double production speed of resource. | Supplies: 0. Power: 300. Tech Level: 1. Time: 25s. | |
Armory | Producer of Special Upgrades for the UNSC.
Icon actions:
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Supplies: 125. Power: 0. Tech Level: 1. Time: 30s. | |
Laboratory | Lesser variant of the Armory. Only a limited amount of upgrades can be produced here. Science Teams are exclusively produced here.
Icon actions:
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Supplies: 80. Power: 0. Tech Level: 0. Time: 25s. | |
Medical Station | Heals assigned infantry units. Produces Medical Teams. | Supplies: 100. Power: 20. Tech Level: 1. Time: 20s. | |
Repair Station | Repairs assigned vehicle and aircraft units. | Supplies: 100. Power: 20. Tech Level: 0. Time: 20s. | |
UNSC Garrison | Small defensive area built up of combat barriers where a single infantry unit can be stationed for increased defense. Garrisons can be upgraded to include a stationary gun to boost damage of stationed infantry units. Manned-turret upgrade options:
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Supplies: 50. Power: 0. Tech Level: 0. Time: 15s. | |
Large Garrison | Larger garrison that can station two infantry units. Can be upgraded to include a stationary gun to boost damage of stationed infantry units. Manned-turret upgrade options:
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Supplies: 80. Power: 0. Tech Level: 0. Time: 18s. | |
Sniper Tower | Elevated defensive structure where single infantry units can garrison for increased defense and sight. | Supplies: 100. Power: 0. Tech Level: 0. Time: 18s. | |
Bunker | Quick set-up UNSC bunker where units can take garrison for protection from enemy units as well as air and orbital strikes. | Supplies: 80. Power: 0. Tech Level: 1. Time: 15s. | |
Shelter | Place for infantry and civilians to take shelter, especially in base lockdown. | Supplies: 50. Power: 0. Tech Level: 0. Time: 15s. | |
Base Turret | Large automated defense turret, which is the main turret for defending bases. Effective against all units.
Specialization upgrades available:
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Supplies: 300. Power: 0. Tech Level: 0. Time: 40s. | |
Rotary Cannon | Scythe rotary cannon, effective against all units. | Supplies: 350. Power: 50. Tech Level: 1. Time: 35s. | |
Missile Launcher | Lance guided missile weapon system, effective against air units. | Supplies: 400. Power: 100. Tech Level: 0. Time: 40s. | |
Siege Turret | Pike siege turret, effective against ground units in long-range. | Supplies: 900. Power: 0. Tech Level: 2. Time: 50s. | |
Stationary MAC Gun | Onager, extremely effective against all units. Requires an infantry unit to be stationed. | Supplies: 1400. Power: 500. Tech Level: 3. Time: 60s. | |
Artillery Platform | Titan, extremely effective against ground units and buildings in long-range. Requires an infantry unit to be stationed. | Supplies: 1800. Power: 0. Tech Level: 3. Time: 60s. | |
Reactor | Enables larger base expansion by boosting power circulation as Command Centers can only power a broad yet limited number of buildings before production speed starts to decrease. | Supplies: 200+. Power: 0. Tech Level: 1. Time: 20s. | |
Advanced Reactor | Information. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0s. | |
Communications Antenna | Communication devices that boost signals and detection abilities around bases. | Supplies: 35. Power: 0. Tech Level: 0. Time: 10s. | |
Communications Relay Station | Planetary communications structure and primary facility that conducts interstellar communications. Note: Mission-specific structure. |
Supplies: 400. Power: 0. Tech Level: 1. Time: 60s. | |
Signal Jammer | Interferes with enemy radars and detections systems. | Supplies: 10. Power: 25. Tech Level: 1. Time: 15s. | |
Watchtower | Automated sensor structure with high sight. Can be upgraded to detect cloaked units. | Supplies: 100. Power: 0. Tech Level: 0. Time: 20s. | |
Detector Buoys | Buoys that watch and can detect enemy or allied units. | Supplies: 25. Power: 0. Tech Level: 10s. Time: 0. | |
Roadblock | Obstructs passage of infantry and vehicles. | Supplies: 10. Power: 0. Tech Level: 0. Time: 5s. | |
Hedgehog Barrier | Anti-tank obstacle. Obstructs passage of vehicles and slows down infantry. | Supplies: 25. Power: 0. Tech Level: 0. Time: 10s. | |
Fence | Light base fortification, which encloses certain areas and obstructs passage of infantry and light vehicles. Can be upgraded to Electric Fence. | Supplies: 10. Power: 0. Tech Level: 0. Time: 5s. | |
Wall | Medium base fortification, which obstructs passage of ground units. | Supplies: 35. Power: 0. Tech Level: 1. Time: 15s. | |
Heavy Wall | Heavy base fortification. Stronger and larger than the standard wall. | Supplies: 80. Power: 0. Tech Level: 2. Time: 25s. | |
Light Gate | Entrance point for fences. Icon A opens/closes gate. | Supplies: 20. Power: 0. Tech Level: 0. Time: 15s. | |
Medium Gate | Entrance point for walls. Icon A opens/closes gate. Can be upgraded to Heavy Gate. | Supplies: 100. Power: 0. Tech Level: 1. Time: 25s. | |
Bridge | Information. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0s. | |
Large Bridge | Information. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0s. | |
Turret Foundation Tower | Elevated building foundation that can be built into wall to construct select turrets. | Supplies: 80. Power: 0. Tech Level: 1. Time: 20s. | |
Trench | Dug out paths in the ground that obstruct vehicles and which infantry can garrison. | Supplies: 10. Power: 10. Tech Level: 0. Time: 20s. | |
Aquatic Barriers | Metallic nets similar to shark nets designed to obstruct passage of submerged units. | Supplies: 10. Power: 0. Tech Level: 1. Time: 15s. | |
Designated Landing Zone | Appointed area for units and other assets to be delivered. | Supplies: 10. Power: 0. Tech Level: 0. Time: 5s. | |
Landing Platform | Structured landing zone. | Supplies: 85. Power: 0. Tech Level: 0. Time: 15s. | |
Base Landing Platform | Landing platform directly connected to a larger structure. | Supplies: 100. Power: 0. Tech Level: 1. Time: 20s. | |
Metallic Surface Plating | Places stronger foundation for bases. | Supplies: 10. Power: 0. Tech Level: 1. Time: 5s. | |
Light Pole | Adds small lights where placed. | Supplies: 5. Power: 0. Tech Level: 0. Time: 0s. |
Base Elements: Interstellar
Interstellar Bases can be constructed with numerous space stations and platforms. Players can place and arrange positioning of any base component to the design and placement they choose.
Icon | Name | Description | Requirements |
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Headquarters or Command Stations can advance a base’s Technology Level (Icon A) and produce a variety of units and unit upgrades, which can vary depending on which UNSC faction or fleet is active. Local Rally Points (Icon L4) can be set from here for new units to gather in a designated location.
Additionally there are restrictions when constructing a Command Station as there can only be one built in an area, so players will need to find a new location a certain distance from other HQs suitable for building a base before they can create an additional Command Station. | |||
Orbital Command Station | Primary space station for UNSC orbital headquarters. Equipped with numerous defense turrets. Capable of producing spacefighters and minimal resources. Produces 2 Supplies and 1 Power per second. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Orbital Command Facility | Orbital station built into asteroid field. Equipped with numerous defense turrets. Capable of producing spacefighters. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Orbital Communications Station | Large communications station orbited around major UNSC worlds. Equipped with numerous defense turrets. Capable of producing Spacefighters and enable faster production speed of all faction assets. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Cradle | Large repair ship that assists fleets during missions. Capable of producing Spacefighters and can repair any UNSC Spaceship. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Punic-class Supercarrier | Largest UNSC Spaceship. Heavily armed. Capable of producing Spacefighters and Light Warships. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Drydock | Producer of light warships for the UNSC, such as corvettes, frigates and destroyers. Three different light warship units along with their upgrades will be available set according to the chosen faction's force. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Greater Drydock | Producer of heavy warships for the UNSC, such as cruisers and carriers. Three different heavy warship units along with their upgrades will be available set according to the chosen faction's force | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Supply Station | Producer of Supply for the UNSC. Produces 2.7 Supply per second. It has an upgrade "Advanced Supply Station" providing an additional harbor. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Advanced Supply Station | Upgraded Supply Station with double the production speed of resource. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Energy Conversion Satellite | Producer of Power for the UNSC. Produces 3 Power per second. It has an upgrade "Advanced Energy Conversion Satellite" providing larger solar panels. Each Generator produced will require an additional 300 Supplies. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Advanced Energy Conversion Satellite | Upgraded Energy Conversion Satellite with double production speed of resource. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Torque Station | Orbital space station. Producer of Special Upgrades for the UNSC. Can be upgraded to equip point-defense turrets.
Icon actions:
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Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Research Facility | Orbital station built into asteroid field. Producer of Special Upgrades for the UNSC. Equipped with numerous defense turrets.
Icon actions:
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Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Refit Station | Repairs assigned light spaceships and fighters. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0.
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Stationary MAC Turret | Onager base turret. Can be constructed onto Command Stations and facilities built into asteroid fields. | Supplies: 1400. Power: 500. Tech Level: 3. Time: 60s. | |
Orbital Sensor Node | Satellites with high sight that detect enemy forces. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Orbital Defense Turret | Automated weapons satellite equipped with point-defense guns. Can be upgraded to shoot laser beam. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Orbital Defense Platform | Defensive space station with Magnetic Accelerator Cannon built within spine of the platform. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Defense Web | Defensive space net that damages and restricts the passage of enemy spacefighters. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. | |
Mine Field | Scattered space mines that detonate in proximity to enemy units. | Supplies: 0. Power: 0. Tech Level: 0. Time: 0. |
Combat Support
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.
List of available Combat Support for the UNSC:
- Icon A - MAC Blast - orbital attacks from the UNSC fleet or from space stations shooting from a very powerful Magnetic Accelerator Cannon.
- Icon R1 - Health Restoration - heals units in a targeted area.
- Icon R2 - Transport - moves units to specific parts of the map in a fast and (usually) safer way.
- Icon R3 - Air Raid - large groups of aircraft pass by a chosen area shooting as many enemies as they can.
- Icon L1 - Barrage - a storm of bullet fire from the fleet or sometime gunships shooting down upon enemies.
Note: Barrage can be upgraded to Bombardment. |
- Icon L2 - Cryo Bomb - a bomb that freezes all near by units for a time.
- Icon L3 - EMP Bomb - a bomb that shuts down all electrically and magnetically powered machines and weaponry.
- Icon L4 - Carpet Bomb - a long strip of bombs are forced to the ground destroying all enemies in its path.
Note: By the time of the release of the game more Combat Support may become announced or available. |