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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.

Unit List: Planetary

Infantry

Unit List
Icon Name Description Class
Infantry
Unit placehold image
UNSC Command Team Deployed to the 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: Command Center.
Menu Icons: N/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
Unit placehold image
Zander Attack jet ski. Fast-moving. Light armor. Vulnerable to submerged units. Scout

Zander with 2 Medium Machine Guns.

Supplies: 200.
Power: 0.
Population: 2.
Tech Level: 1.
Time: 18s.
Accessed: Dock, Offshore Platform.
Menu Icons: R3.

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Unit placehold image
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.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 25s.
Accessed: Shipyard.
Menu Icons: R1.

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Unit placehold image
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.
Power: 50.
Population: 4.
Tech Level: 2.
Time: 25s.
Accessed: Shipyard.
Menu Icons: R2.

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Unit placehold image
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.
Power: 0.
Population: 4.
Tech Level: 2.
Time: 25s.
Accessed: Shipyard.
Menu Icons: R2.

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Unit placehold image
Walrus Heavy gunboat. Fast-moving. Transports infantry units. Heavy Watercraft

Walrus with 1 Autocannon and 4 Vulcan Turrets.

Supplies: 700.
Power: 75.
Population: 8.
Tech Level: 3.
Time: 35s.
Accessed: Shipyard.
Menu Icons: R3.

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Unit placehold image
Angler Support submersible. Slow-moving. Repairs vehicles and buildings. No weapon system equipped. Support

Angler.

Supplies: 250.
Power: 125.
Population: 4.
Tech Level: 2.
Time: 25s.
Accessed: Advanced Shipyard.
Menu Icons: R1.

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Unit placehold image
Marlin Attack submersible. Effective against watercraft. Prime Submerged

Marlin with 2 Autocannons.
Active Ability: Torpedo Strike.

Supplies: 350.
Power: 75.
Population: 4.
Tech Level: 2.
Time: 25s.
Accessed: Advanced Shipyard.
Menu Icons: R2.

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Unit placehold image
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.
Active Ability: Deploy.

Supplies: 850.
Power: 100.
Population: 10.
Tech Level: 3.
Time: 50s.
Accessed: Advanced Shipyard.
Menu Icons: R3.

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Unit placehold image
Scooter Diver propulsion vehicle. Very light armor. Low cost. Hard to detect. Relatively effective against watercraft. Submerged

Scooter with Light Gauss Cannon.

Supplies: 100.
Power: 0.
Population: 2.
Tech Level: 1.
Time: 15s.
Accessed: Dock, Offshore Platform.
Menu Icons: R2.

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Unit List: Interstellar

Spacecraft

Unit List
Icon Name Description Class
Spacecraft
Unit placehold image
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.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Baselard Unit information Prime Spacefighter

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Nandao Unit information Prime Spacefighter

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Sabre Unit information Advanced Spacefighter

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Booster Frame Unit information Advanced Spacefighter

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Longsword Unit information Strategic Bomber

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Pelican Unit information Transport

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Albatross Unit information Transport

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Eclipse Prowler Unit information Stealth Vessel

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Razor Prowler Unit information Stealth Vessel

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Sahara Prowler Unit information Stealth Vessel

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Spaceship

Unit List
Icon Name Description Class
Spacecraft
Unit placehold image
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.
Power: 0.
Population: 2.
Tech Level: 0.
Time: 22s.
Accessed: Drydock.
Menu Icons: R1.

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Unit placehold image
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.
Active Ability: Superlight Missile Barrage.

Supplies: 600.
Power: 0.
Population: 2.
Tech Level: 0.
Time: 22s.
Accessed: Drydock.
Menu Icons: R1.

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Unit placehold image
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.
Active Ability: Light Missile Barrage.

Supplies: 900.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 25s.
Accessed: Drydock.
Menu Icons: R2.

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Unit placehold image
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.
Active Ability: Light Missile Barrage.

Supplies: 900.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 25s.
Accessed: Drydock.
Menu Icons: R2.

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Unit placehold image
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.
Active Ability: Light Missile Barrage.

Supplies: 1000.
Power: 0.
Population: 3.
Tech Level: 0.
Time: 25s.
Accessed: Drydock.
Menu Icons: R2.

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Unit placehold image
Diligence Destroyer Unit information Destroyer

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
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.
Power: 0.
Population: 4.
Tech Level: 1.
Time: 30s.
Accessed: Drydock.
Menu Icons: R3.

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Unit placehold image
Hillsborough Destroyer Unit information Heavy Destroyer

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
Halcyon Cruiser Unit information Light Cruiser

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
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.
Active Ability: Missile Barrage.

Supplies: 3800.
Power: 0.
Population: 12.
Tech Level: 1.
Time: 40s.
Accessed: Greater Drydock.
Menu Icons: R1.

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Unit placehold image
Point Blank Cruiser Unit information Stealth Vessel

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
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.
Active Ability: Heavy Missile Barrage.

Supplies: 4800.
Power: 0.
Population: 18.
Tech Level: 2.
Time: 45s.
Accessed: Greater Drydock.
Menu Icons: R2.

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Unit placehold image
Vindication Battleship Unit information Capital Warship

Contains.

Supplies: 0-Infinite.
Power: 0-Infinite.
Population: 0-100.
Tech Level: 0-4.
Time: 0s-5m.
Accessed: Command Center, Mobile Base, Unit Producer.
Menu Icons: R1-R4, L1-L4.

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Unit placehold image
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.
Active Ability: Heavy Missile Barrage.

Supplies: 7000.
Power: 0.
Population: 20.
Tech Level: 3.
Time: 55s.
Accessed: Greater Drydock.
Menu Icons: R3.

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Unit placehold image
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.
Active Ability: Missile Barrage.

Supplies: 4600.
Power: 0.
Population: 20.
Tech Level: 3.
Time: 55s.
Accessed: Greater Drydock.
Menu Icons: R3.

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Unit placehold image
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.
Active Ability: Missile Barrage.

Supplies: 8000.
Power: 0.
Population: 20.
Tech Level: 3.
Time: 50s.
Accessed: Greater Drydock.
Menu Icons: R3.

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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.

UNSC Structure List
Icon Name Description Requirements
Planetary Base Elements
Headquarters
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.
Seven different forms of Headquarters are accessible in planetary missions for the UNSC:

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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.
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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.
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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.
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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.
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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.
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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.
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Aircraft Carrier Information. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0s.
Producer
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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.
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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.
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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.
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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.
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Warthog Factory Unique building that specializes in producing Warthogs. Supplies: 140.
Power: 0.
Tech Level: 2.
Time: 30s.
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Cyclops Factory Unique building that specializes in producing Cyclops units. Supplies: 140.
Power: 0.
Tech Level: 2.
Time: 30s.
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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.
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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.
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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.
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Heavy Supply Pad Upgraded Supply Pad with double the production speed of resource. Supplies: 0.
Power: 220.
Tech Level: 1.
Time: 15s.
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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.
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Advanced Generator Upgraded Generator with double production speed of resource. Supplies: 0.
Power: 300.
Tech Level: 1.
Time: 25s.
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Armory Producer of Special Upgrades for the UNSC.

Icon actions:

  • Icon A - N/A
  • Icon R1 - Adrenaline
  • Icon R2 - Plasma Resistance
  • Icon R3 - Enduring Abilities
  • Icon R4 - Spartan Upgrades
  • Icon B - N/A
  • Icon L1 - Base Fortify Upgrade level 1, 2 & 3
  • Icon L2 - Logistics level 1, 2 & 3
  • Icon L3 - Reinforcements level 1 & 2
  • Icon L4 - Advanced Defense Turret level 1 & 2
Supplies: 125.
Power: 0.
Tech Level: 1.
Time: 30s.
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Laboratory Lesser variant of the Armory. Only a limited amount of upgrades can be produced here. Science Teams are exclusively produced here.

Icon actions:

  • Icon A - Base Fortify Upgrade level 1
  • Icon R1 - Adrenaline
  • Icon R2 - Plasma Resistance
  • Icon R3 - Enduring Abilities
  • Icon R4 - Spartan Upgrades
  • Icon B - N/A
  • Icon L1 - Logistics level 1
  • Icon L2 - Reinforcements level 1
  • Icon L3 - Advanced Defense Turret level 1
  • Icon L4 - TBD
Supplies: 80.
Power: 0.
Tech Level: 0.
Time: 25s.
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Medical Station Heals assigned infantry units. Produces Medical Teams. Supplies: 100.
Power: 20.
Tech Level: 1.
Time: 20s.
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Repair Station Repairs assigned vehicle and aircraft units. Supplies: 100.
Power: 20.
Tech Level: 0.
Time: 20s.
Defensive Structure
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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:
  • Chaingun
  • Gauss Cannon (anti-vehicle bonus)
  • Missile Launcher (anti-air bonus)
Supplies: 50.
Power: 0.
Tech Level: 0.
Time: 15s.
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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:
  • Chaingun
  • Gauss Cannon (anti-vehicle bonus)
  • Missile Launcher (anti-air bonus)
Supplies: 80.
Power: 0.
Tech Level: 0.
Time: 18s.
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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.
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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.
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Shelter Place for infantry and civilians to take shelter, especially in base lockdown. Supplies: 50.
Power: 0.
Tech Level: 0.
Time: 15s.
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Base Turret Large automated defense turret, which is the main turret for defending bases. Effective against all units.

Specialization upgrades available:

  • Flame Mortar (anti-infantry upgrade)
  • Rail Gun (anti-vehicle upgrade)
  • Missile Launcher (anti-air upgrade)
Supplies: 300.
Power: 0.
Tech Level: 0.
Time: 40s.
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Rotary Cannon Scythe rotary cannon, effective against all units. Supplies: 350.
Power: 50.
Tech Level: 1.
Time: 35s.
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Missile Launcher Lance guided missile weapon system, effective against air units. Supplies: 400.
Power: 100.
Tech Level: 0.
Time: 40s.
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Siege Turret Pike siege turret, effective against ground units in long-range. Supplies: 900.
Power: 0.
Tech Level: 2.
Time: 50s.
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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.
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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.
Logistical Structure
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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.
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Advanced Reactor Information. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0s.
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Communications Antenna Communication devices that boost signals and detection abilities around bases. Supplies: 35.
Power: 0.
Tech Level: 0.
Time: 10s.
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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.
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Signal Jammer Interferes with enemy radars and detections systems. Supplies: 10.
Power: 25.
Tech Level: 1.
Time: 15s.
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Watchtower Automated sensor structure with high sight. Can be upgraded to detect cloaked units. Supplies: 100.
Power: 0.
Tech Level: 0.
Time: 20s.
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Detector Buoys Buoys that watch and can detect enemy or allied units. Supplies: 25.
Power: 0.
Tech Level: 10s.
Time: 0.
Fortifications
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Roadblock Obstructs passage of infantry and vehicles. Supplies: 10.
Power: 0.
Tech Level: 0.
Time: 5s.
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Hedgehog Barrier Anti-tank obstacle. Obstructs passage of vehicles and slows down infantry. Supplies: 25.
Power: 0.
Tech Level: 0.
Time: 10s.
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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.
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Wall Medium base fortification, which obstructs passage of ground units. Supplies: 35.
Power: 0.
Tech Level: 1.
Time: 15s.
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Heavy Wall Heavy base fortification. Stronger and larger than the standard wall. Supplies: 80.
Power: 0.
Tech Level: 2.
Time: 25s.
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Light Gate Entrance point for fences. Icon A opens/closes gate. Supplies: 20.
Power: 0.
Tech Level: 0.
Time: 15s.
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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.
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Bridge Information. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0s.
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Large Bridge Information. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0s.
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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.
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Trench Dug out paths in the ground that obstruct vehicles and which infantry can garrison. Supplies: 10.
Power: 10.
Tech Level: 0.
Time: 20s.
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Aquatic Barriers Metallic nets similar to shark nets designed to obstruct passage of submerged units. Supplies: 10.
Power: 0.
Tech Level: 1.
Time: 15s.
Miscellaneous
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Designated Landing Zone Appointed area for units and other assets to be delivered. Supplies: 10.
Power: 0.
Tech Level: 0.
Time: 5s.
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Landing Platform Structured landing zone. Supplies: 85.
Power: 0.
Tech Level: 0.
Time: 15s.
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Base Landing Platform Landing platform directly connected to a larger structure. Supplies: 100.
Power: 0.
Tech Level: 1.
Time: 20s.
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Metallic Surface Plating Places stronger foundation for bases. Supplies: 10.
Power: 0.
Tech Level: 1.
Time: 5s.
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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.

UNSC Station List
Icon Name Description Requirements
Interstellar Base Elements
Headquarters
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.
Five completely unique forms of Headquarters are accessible in space for the UNSC:

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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.
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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.
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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.
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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.
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Punic-class Supercarrier Largest UNSC Spaceship. Heavily armed. Capable of producing Spacefighters and Light Warships. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
Producer
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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.
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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.
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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.
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Advanced Supply Station Upgraded Supply Station with double the production speed of resource. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
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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.
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Advanced Energy Conversion Satellite Upgraded Energy Conversion Satellite with double production speed of resource. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
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Torque Station Orbital space station. Producer of Special Upgrades for the UNSC. Can be upgraded to equip point-defense turrets.

Icon actions:

  • Icon A - N/A
  • Icon R1 - Station Fortify Upgrade level 1, 2 & 3
  • Icon R2 - Ship Engine Upgrade level 1, 2 & 3
  • Icon R3 - Ship Armor Upgrade level 1, 2 & 3
  • Icon R4 - Ship Weapons Upgrade level 1, 2 & 3
  • Icon B - N/A
  • Icon L1 - Station Defense Turrets
  • Icon L2 - Logistics level 1, 2 & 3
  • Icon L3 - Reinforcements level 1 & 2
  • Icon L4 - Advanced Defense Turret level 1 & 2
Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
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Research Facility Orbital station built into asteroid field. Producer of Special Upgrades for the UNSC. Equipped with numerous defense turrets.

Icon actions:

  • Icon A - N/A
  • Icon R1 - Station Fortify Upgrade level 1, 2 & 3
  • Icon R2 - Ship Engine Upgrade level 1, 2 & 3
  • Icon R3 - Ship Armor Upgrade level 1, 2 & 3
  • Icon R4 - Ship Weapons Upgrade level 1, 2 & 3
  • Icon B - N/A
  • Icon L1 - Logistics level 1, 2 & 3
  • Icon L2 - Reinforcements level 1 & 2
  • Icon L3 - Advanced Defense Turret level 1 & 2
  • Icon L4 - N/A
Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
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Refit Station Repairs assigned light spaceships and fighters. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.


Defensive Station
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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.
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Orbital Sensor Node Satellites with high sight that detect enemy forces. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
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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.
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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.
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Defense Web Defensive space net that damages and restricts the passage of enemy spacefighters. Supplies: 0.
Power: 0.
Tech Level: 0.
Time: 0.
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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.

Air Support

Reinforcements

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