UNSC (Great War faction)

United Nations Space Command
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.
===Hero Units===
==Units: Planetary==
===Infantry===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Infantry 	Infantry 	Infantry 	Infantry
 	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
<tabber>Contents=1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles. 	<tabber>Contents=1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles. 	<tabber>Contents=1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles. 	<tabber>Contents=1 UNSC Officer. 1 Communications Marine. 1 UNSC Field Medic. All with Assault Rifles.
 	UNSC Marine 	Primary infantry unit for the UNSC. Flexible ground troops. Relatively effective against all unit types. Quick capture unit. 	Prime Infantry
<tabber>Contents=4 UNSC Marines with Assault Rifles. 	<tabber>Contents=4 UNSC Marines with Assault Rifles. 	<tabber>Contents=4 UNSC Marines with Assault Rifles. 	<tabber>Contents=4 UNSC Marines with Assault Rifles.
 	Light Marine 	Cheaper, faster and more agile variant of the standard UNSC Marine, although with less armor. 	Light Infantry/Scout
<tabber>Contents=3 Light UNSC Marines with Assault Rifles. 	<tabber>Contents=3 Light UNSC Marines with Assault Rifles. 	<tabber>Contents=3 Light UNSC Marines with Assault Rifles. 	<tabber>Contents=3 Light UNSC Marines with Assault Rifles.
 	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
<tabber>Contents=4 Heavy UNSC Marines with Battle Rifles. 	<tabber>Contents=4 Heavy UNSC Marines with Battle Rifles. 	<tabber>Contents=4 Heavy UNSC Marines with Battle Rifles. 	<tabber>Contents=4 Heavy UNSC Marines with Battle Rifles.
 	Armored Marine 	Heavily armored variant of the standard UNSC Marine, although more expensive, slower and less agile. 	Heavy Infantry
<tabber>Contents=4 Armored UNSC Marines with Assault Rifles. 	<tabber>Contents=4 Armored UNSC Marines with Assault Rifles. 	<tabber>Contents=4 Armored UNSC Marines with Assault Rifles. 	<tabber>Contents=4 Armored UNSC Marines with Assault Rifles.
 	Amphibious Marine 	Marines trained for underwater combat and infiltration. Medium ranged. Relatively effective against all unit types. 	Amphibious Infantry
<tabber>Contents=4 Amphibious Marines with Battle Rifles. 	<tabber>Contents=4 Amphibious Marines with Battle Rifles. 	<tabber>Contents=4 Amphibious Marines with Battle Rifles. 	<tabber>Contents=4 Amphibious Marines with Battle Rifles.
 	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
<tabber>Contents=2 UNSC Marines with DMRs. 	<tabber>Contents=2 UNSC Marines with DMRs. 	<tabber>Contents=2 UNSC Marines with DMRs. 	<tabber>Contents=2 UNSC Marines with DMRs.
 	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
<tabber>Contents=1 UNSC Sharpshooter with a Sniper Rifle. 1 Marine spotter with a spotting scope and Magnum.	<tabber>Contents=1 UNSC Sharpshooter with a Sniper Rifle. 1 Marine spotter with a spotting scope and Magnum.	<tabber>Contents=1 UNSC Sharpshooter with a Sniper Rifle. 1 Marine spotter with a spotting scope and Magnum. 	<tabber>Contents=1 UNSC Sharpshooter with a Sniper Rifle. 1 Marine spotter with a spotting scope and Magnum.
 	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
<tabber>Contents=2 UNSC Hellbringers with Flamethrowers. 	<tabber>Contents=2 UNSC Hellbringers with Flamethrowers. 	<tabber>Contents=2 UNSC Hellbringers with Flamethrowers. 	<tabber>Contents=2 UNSC Hellbringers with Flamethrowers.
 	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
<tabber>Contents=2 Marine Demolitions Experts with Shotguns. Active Ability: Demolition Charge. 	<tabber>Contents=2 Marine Demolitions Experts with Shotguns. Active Ability: Demolition Charge. 	<tabber>Contents=2 Marine Demolitions Experts with Shotguns. Active Ability: Demolition Charge. 	<tabber>Contents=2 Marine Demolitions Experts with Shotguns. Active Ability: Demolition Charge.
 	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
<tabber>Contents=2 Heavy Weapons Specialists with Rocket Launchers. 	<tabber>Contents=2 Heavy Weapons Specialists with Rocket Launchers. 	<tabber>Contents=2 Heavy Weapons Specialists with Rocket Launchers. 	<tabber>Contents=2 Heavy Weapons Specialists with Rocket Launchers.
 	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
<tabber>Contents=1 Marine with a Heavy Machine Guns. 2 Marines with Assault Rifles. 	<tabber>Contents=1 Marine with a Heavy Machine Guns. 2 Marines with Assault Rifles. 	<tabber>Contents=1 Marine with a Heavy Machine Guns. 2 Marines with Assault Rifles. 	<tabber>Contents=1 Marine with a Heavy Machine Guns. 2 Marines with Assault Rifles.
 	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
<tabber>Contents=2 UNSC Commandos with SAWs. 	<tabber>Contents=2 UNSC Commandos with SAWs. 	<tabber>Contents=2 UNSC Commandos with SAWs. 	<tabber>Contents=2 UNSC Commandos with SAWs.
 	Medical Team 	Specialized UNSC medical unit. Light armored. Short-ranged. Heals infantry units. 	Support Unit
<tabber>Contents=3 UNSC Field Medics with Magnums. 	<tabber>Contents=3 UNSC Field Medics with Magnums. 	<tabber>Contents=3 UNSC Field Medics with Magnums. 	<tabber>Contents=3 UNSC Field Medics with Magnums.
 	Science Team 	Non-combatant unit. Able to access and use unique systems and technology. 	Support Unit
<tabber>Contents=3 UEG scientists. 	<tabber>Contents=3 UEG scientists. 	<tabber>Contents=3 UEG scientists. 	<tabber>Contents=3 UEG scientists.
 	Combat Drone 	Extremely agile flying unit. High accuracy. Effective against infantry. Low Health. 	Anti-Infantry
<tabber>Contents=4 UNSC Combat Drones with assault guns. 	<tabber>Contents=4 UNSC Combat Drones with assault guns. 	<tabber>Contents=4 UNSC Combat Drones with assault guns. 	<tabber>Contents=4 UNSC Combat Drones with assault guns.
 	Seeker Drone 	Explosive homing drone. Effective against infantry. Effective against vehicles. One-time use. 	Anti-Infantry/Anti-Vehicles
<tabber>Contents=2 UNSC Seeker Drones. 	<tabber>Contents=2 UNSC Seeker Drones. 	<tabber>Contents=2 UNSC Seeker Drones. 	<tabber>Contents=2 UNSC Seeker Drones.
 	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 and repurposing. 	Robotic Infantry
<tabber>Contents=4 Field Drones with SMGs. 	<tabber>Contents=4 Field Drones with SMGs. 	<tabber>Contents=4 Field Drones with SMGs. 	<tabber>Contents=4 Field Drones with SMGs.
 	Canine 	Specially breed and trained canine for combat against infantry forces. Fast and agile unit. Effective against infantry. Low health. 	Anti-Infantry
<tabber>Contents=4 battle trained canine. 	<tabber>Contents=4 battle trained canine. 	<tabber>Contents=4 battle trained canine. 	<tabber>Contents=4 battle trained canine.
 	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
<tabber>Contents=1 War Hound. 	<tabber>Contents=1 War Hound. 	<tabber>Contents=1 War Hound. 	<tabber>Contents=1 War Hound.
 	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
<tabber>Contents=Cyclops. 	<tabber>Contents=Cyclops. 	<tabber>Contents=Cyclops. 	<tabber>Contents=Cyclops.
 	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
<tabber>Contents=Light Loader Cyclops. 	<tabber>Contents=Light Loader Cyclops. 	<tabber>Contents=Light Loader Cyclops. 	<tabber>Contents=Light Loader Cyclops.
 	Attack Cyclops 	Assault variant of the Cyclops. Relatively effective against infantry and vehicles. 	Prime Assault Cyclops
<tabber>Contents=Cyclops with Heavy Machine Gun. 	<tabber>Contents=Cyclops with Heavy Machine Gun. 	<tabber>Contents=Cyclops with Heavy Machine Gun. 	<tabber>Contents=Cyclops with Heavy Machine Gun.
 	Heavy Cyclops 	Heavy-assault variant of the Cyclops. Very effective against vehicles. 	Anti-Armor
<tabber>Contents=Cyclops with Missile Pod Launcher and twin-linked Heavy Machine Gun. 	<tabber>Contents=Cyclops with Missile Pod Launcher and twin-linked Heavy Machine Gun. 	<tabber>Contents=Cyclops with Missile Pod Launcher and twin-linked Heavy Machine Gun. 	<tabber>Contents=Cyclops with Missile Pod Launcher and twin-linked Heavy Machine Gun.
 	Sniper Cyclops 	Ranged-combat variant of the Cyclops. Effective against infantry. 	Anti-Infantry
<tabber>Contents=Advanced Cyclops with Stanchion Cannon. 	<tabber>Contents=Advanced Cyclops with Stanchion Cannon. 	<tabber>Contents=Advanced Cyclops with Stanchion Cannon. 	<tabber>Contents=Advanced Cyclops with Stanchion Cannon.
 	Incineration Cyclops 	Anti-infantry variant of the Cyclops. Effective against infantry. 	Anti-Infantry
<tabber>Contents=Cyclops with Flame Cannon. 	<tabber>Contents=Cyclops with Flame Cannon. 	<tabber>Contents=Cyclops with Flame Cannon. 	<tabber>Contents=Cyclops with Flame Cannon.
 	Amphibious Cyclops 	Underwater recovery and repair variant of the Cyclops. Vulnerable to all forms of combat. 	Support
<tabber>Contents=Amphibious Cyclops with Energy Blow Torch. 	<tabber>Contents=Amphibious Cyclops with Energy Blow Torch. 	<tabber>Contents=Amphibious Cyclops with Energy Blow Torch. 	<tabber>Contents=Amphibious Cyclops with Energy Blow Torch.
 	Offworld Cyclops 	Space recovery variant of the Cyclops. Vulnerable to all forms of combat. 	Support
<tabber>Contents=Offworld Cyclops with Energy Blow Torch. 	<tabber>Contents=Offworld Cyclops with Energy Blow Torch. 	<tabber>Contents=Offworld Cyclops with Energy Blow Torch. 	<tabber>Contents=Offworld Cyclops with Energy Blow Torch.
===Special Forces===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Special Forces 	Special Forces 	Special Forces 	Special Forces
 	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
<tabber>Contents=1 ONI Reconnaissance Agent with a Suppressed Magnum. Active Ability: Smoke Grenade. 	<tabber>Contents=1 ONI Reconnaissance Agent with a Suppressed Magnum. Active Ability: Smoke Grenade. 	<tabber>Contents=1 ONI Reconnaissance Agent with a Suppressed Magnum. Active Ability: Smoke Grenade. 	<tabber>Contents=1 ONI Reconnaissance Agent with a Suppressed Magnum. Active Ability: Smoke Grenade.
 	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
<tabber>Contents=4 ODST units with Suppressed SMGs. Active Ability: Flashbang Grenade. 	<tabber>Contents=4 ODST units with Suppressed SMGs. Active Ability: Flashbang Grenade. 	<tabber>Contents=4 ODST units with Suppressed SMGs. Active Ability: Flashbang Grenade. 	<tabber>Contents=4 ODST units with Suppressed SMGs. Active Ability: Flashbang Grenade.
 	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
<tabber>Contents=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). 	<tabber>Contents=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). 	<tabber>Contents=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). 	<tabber>Contents=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).
 	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
<tabber>Contents=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).	<tabber>Contents=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).	<tabber>Contents=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).	<tabber>Contents=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).
 	ODST Enforcer 	Heavy armored CQB ODST team. Short-ranged. Detects/deactivates explosives. Utilize Demolition Charge active ability. 	Anti-Infantry/Anti-Building
<tabber>Contents=2 CQB ODSTs with Shotguns. Active Ability: Demolition Charge 	<tabber>Contents=2 CQB ODSTs with Shotguns. Active Ability: Demolition Charge 	<tabber>Contents=2 CQB ODSTs with Shotguns. Active Ability: Demolition Charge 	<tabber>Contents=2 CQB ODSTs with Shotguns. Active Ability: Demolition Charge
 	Bullfrog 	ODST Air Assault unit. Equipped with jetpacks. Effective against all unit types. Utilize Demolition Charge active ability. 	Advanced Infantry
<tabber>Contents=4 ODST Air Assault units with DMRs. Active Ability: Jet Jump (location) Demolition Charge (enemy). 	<tabber>Contents=4 ODST Air Assault units with DMRs. Active Ability: Jet Jump (location) Demolition Charge (enemy). 	<tabber>Contents=4 ODST Air Assault units with DMRs. Active Ability: Jet Jump (location) Demolition Charge (enemy). 	<tabber>Contents=4 ODST Air Assault units with DMRs. Active Ability: Jet Jump (location) Demolition Charge (enemy).
 	Field Operative 	ONI Operatives equipped with specialized shock troop armor. Equipped with radar jammers. Not instantly detected. 	Stealth Infantry
<tabber>Contents=4 Field Operatives with DMRs. Active Ability: Smokescreen. 	<tabber>Contents=4 Field Operatives with DMRs. Active Ability: Smokescreen. 	<tabber>Contents=4 Field Operatives with DMRs. Active Ability: Smokescreen. 	<tabber>Contents=4 Field Operatives with DMRs. Active Ability: Smokescreen.
 	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
<tabber>Contents=1 UNSC Assassin with a Suppressed Sniper Rifle. Active Ability: Active Camoflage. 	<tabber>Contents=1 UNSC Assassin with a Suppressed Sniper Rifle. Active Ability: Active Camoflage. 	<tabber>Contents=1 UNSC Assassin with a Suppressed Sniper Rifle. Active Ability: Active Camoflage. 	<tabber>Contents=1 UNSC Assassin with a Suppressed Sniper Rifle. Active Ability: Active Camoflage.
 	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
<tabber>Contents=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. 	<tabber>Contents=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. 	<tabber>Contents=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. 	<tabber>Contents=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.
 	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
<tabber>Contents=1 Spartan-III with an Assault Rifle (short-medium range) and a Sniper Rifle (long range). Active Ability: Assassination (infantry). Highjack (vehicle). 	<tabber>Contents=1 Spartan-III with an Assault Rifle (short-medium range) and a Sniper Rifle (long range). Active Ability: Assassination (infantry). Highjack (vehicle). 	<tabber>Contents=1 Spartan-III with an Assault Rifle (short-medium range) and a Sniper Rifle (long range). Active Ability: Assassination (infantry). Highjack (vehicle). 	<tabber>Contents=1 Spartan-III with an Assault Rifle (short-medium range) and a Sniper Rifle (long range). Active Ability: Assassination (infantry). Highjack (vehicle).
 	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
<tabber>Contents=2 Spartan-IIIs with Sniper Rifles and Suppressed Magnums. Active Ability: Assassination (infantry). Demolition Charge (building). 	<tabber>Contents=2 Spartan-IIIs with Sniper Rifles and Suppressed Magnums. Active Ability: Assassination (infantry). Demolition Charge (building). 	<tabber>Contents=2 Spartan-IIIs with Sniper Rifles and Suppressed Magnums. Active Ability: Assassination (infantry). Demolition Charge (building). 	<tabber>Contents=2 Spartan-IIIs with Sniper Rifles and Suppressed Magnums. Active Ability: Assassination (infantry). Demolition Charge (building).
===Vehicles===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Vehicle 	Vehicle 	Vehicle 	Vehicle
 	Mongoose 	Standard scouting vehicle for the UNSC. Fast-moving. Can de-capture. Light armor. No weapon system equipped. 	Scout
<tabber>Contents=Mongoose. 	<tabber>Contents=Mongoose. 	<tabber>Contents=Mongoose. 	<tabber>Contents=Mongoose.
 	Jackrabbit 	Advanced scouting vehicle. Very fast-moving. Can de-capture. Light armor. No weapon system equipped. 	Scout
<tabber>Contents=Jackrabbit. 	<tabber>Contents=Jackrabbit. 	<tabber>Contents=Jackrabbit. 	<tabber>Contents=Jackrabbit.
 	Scout Hog 	Scout variant of the Warthog. Fast-moving. No weapon system equipped. 	Scout
<tabber>Contents=Warthog.Active Ability: Ram. 	<tabber>Contents=Warthog.Active Ability: Ram. 	<tabber>Contents=Warthog.Active Ability: Ram. 	<tabber>Contents=Warthog.Active Ability: Ram.
 	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
<tabber>Contents=Warthog with Vulcan Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Vulcan Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Vulcan Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Vulcan Turret.Active Ability: Ram.
 	Gauss Hog 	Anti-building variant of the Warthog. Effective against buildings and vehicles. 	Anti-Building
<tabber>Contents=Warthog with Gauss Cannon.Active Ability: Ram. 	<tabber>Contents=Warthog with Gauss Cannon.Active Ability: Ram. 	<tabber>Contents=Warthog with Gauss Cannon.Active Ability: Ram. 	<tabber>Contents=Warthog with Gauss Cannon.Active Ability: Ram.
 	Missile Hog 	Anti-air variant of the Warthog. Effective against aircraft. 	Anti-Air
<tabber>Contents=Warthog with Multiple Launch Rocket System.Active Ability: Ram. 	<tabber>Contents=Warthog with Multiple Launch Rocket System.Active Ability: Ram. 	<tabber>Contents=Warthog with Multiple Launch Rocket System.Active Ability: Ram. 	<tabber>Contents=Warthog with Multiple Launch Rocket System.Active Ability: Ram.
 	Rocket Hog 	Anti-vehicle variant of the Warthog. Effective against vehicles. 	Anti-Armor
<tabber>Contents=Warthog with Rocket Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Rocket Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Rocket Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Rocket Turret.Active Ability: Ram.
 	Flame Hog 	Anti-infantry variant of the Warthog. Effective against infantry. 	Anti-Infantry
<tabber>Contents=Warthog with Flame Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Flame Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Flame Turret.Active Ability: Ram. 	<tabber>Contents=Warthog with Flame Turret.Active Ability: Ram.
 	Troop Hog 	Troop transport variant of the Warthog carrying a squad of UNSC Marines. 	Prime Vehicle
<tabber>Contents=Troop Transport Warthog with a UNSC Fireteam.Active Ability: Ram. 	<tabber>Contents=Troop Transport Warthog with a UNSC Fireteam.Active Ability: Ram. 	<tabber>Contents=Troop Transport Warthog with a UNSC Fireteam.Active Ability: Ram. 	<tabber>Contents=Troop Transport Warthog with a UNSC Fireteam.Active Ability: Ram.
 	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
<tabber>Contents=Cobra with Light Railgun.Active Ability: Deploy. 	<tabber>Contents=Cobra with Light Railgun.Active Ability: Deploy. 	<tabber>Contents=Cobra with Light Railgun.Active Ability: Deploy. 	<tabber>Contents=Cobra with Light Railgun.Active Ability: Deploy.
 	Kodiak 	Siege vehicle. Slow moving. Fires when deployed (active ability). Very long range. Effective against infantry. Vulnerable to aircraft. 	Artillery
<tabber>Contents=Kodiak with Artillery Cannon and Machine Gun.Active Ability: Deploy. 	<tabber>Contents=Kodiak with Artillery Cannon and Machine Gun.Active Ability: Deploy. 	<tabber>Contents=Kodiak with Artillery Cannon and Machine Gun.Active Ability: Deploy. 	<tabber>Contents=Kodiak with Artillery Cannon and Machine Gun.Active Ability: Deploy.
 	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
<tabber>Contents=Rhino with Zeus Plasma Cannon.Active Ability: Deploy. 	<tabber>Contents=Rhino with Zeus Plasma Cannon.Active Ability: Deploy. 	<tabber>Contents=Rhino with Zeus Plasma Cannon.Active Ability: Deploy. 	<tabber>Contents=Rhino with Zeus Plasma Cannon.Active Ability: Deploy.
 	Wolverine 	Primary UNSC anti-aircraft vehicle. Light armor. Medium range. Utilizes Volley active ability. Extremely effective against aircraft. Vulnerable to ground units. 	Anti-Air
<tabber>Contents=Wolverine with Multiple Launch Rocket System and Heavy Grenade Launcher. 	<tabber>Contents=Wolverine with Multiple Launch Rocket System and Heavy Grenade Launcher. 	<tabber>Contents=Wolverine with Multiple Launch Rocket System and Heavy Grenade Launcher. 	<tabber>Contents=Wolverine with Multiple Launch Rocket System and Heavy Grenade Launcher.
 	Sun Devil 	Anti-air tank. Heavy armor. Very effective against aircraft. Effective against infantry. 	Anti-Air Tank
<tabber>Contents=Sun Devil with 2 twin-linked Autocannons and Medium Machine Gun. 	<tabber>Contents=Sun Devil with 2 twin-linked Autocannons and Medium Machine Gun. 	<tabber>Contents=Sun Devil with 2 twin-linked Autocannons and Medium Machine Gun. 	<tabber>Contents=Sun Devil with 2 twin-linked Autocannons and Medium Machine Gun.
 	Scorpion 	Primary battle tank for the UNSC. Heavy armor. Very effective against infantry, vehicles and buildings. 	Prime Tank
<tabber>Contents=Scorpion tank with High-Velocity Cannon and Medium Machine Gun. 	<tabber>Contents=Scorpion tank with High-Velocity Cannon and Medium Machine Gun. 	<tabber>Contents=Scorpion tank with High-Velocity Cannon and Medium Machine Gun. 	<tabber>Contents=Scorpion tank with High-Velocity Cannon and Medium Machine Gun.
 	Tarantula 	Heavy-fire support tank. Effective against multiple ground targets. 	Heavy Tank
<tabber>Contents=Tarantula with Scimitar Hypervelocity Rocket Pods and 2 Medium Machine Guns. 	<tabber>Contents=Tarantula with Scimitar Hypervelocity Rocket Pods and 2 Medium Machine Guns. 	<tabber>Contents=Tarantula with Scimitar Hypervelocity Rocket Pods and 2 Medium Machine Guns. 	<tabber>Contents=Tarantula with Scimitar Hypervelocity Rocket Pods and 2 Medium Machine Guns.
 	Grizzly 	Super-heavy battle tank. Heavy armor. Extremely effective against infantry, vehicles and buildings. 	Heavy Tank
<tabber>Contents=Grizzly tank with 2 High-Velocity Cannons, 2 Medium Machine Guns, 2 Missile Launchers and Smoke Grenade Launchers.	<tabber>Contents=Grizzly tank with 2 High-Velocity Cannons, 2 Medium Machine Guns, 2 Missile Launchers and Smoke Grenade Launchers.	<tabber>Contents=Grizzly tank with 2 High-Velocity Cannons, 2 Medium Machine Guns, 2 Missile Launchers and Smoke Grenade Launchers. 	<tabber>Contents=Grizzly tank with 2 High-Velocity Cannons, 2 Medium Machine Guns, 2 Missile Launchers and Smoke Grenade Launchers.
 	Elephant (defense) 	Mobile minibase. Heavy armor. Produces select infantry units when Deployed (active ability). Repairs directed vehicle units. Transports infantry units. 	Mobile Base/Transport
<tabber>Contents=Elephant with 3 Vulcan Turrets.Active Ability: Deploy. 	<tabber>Contents=Elephant with 3 Vulcan Turrets.Active Ability: Deploy. 	<tabber>Contents=Elephant with 3 Vulcan Turrets.Active Ability: Deploy. 	<tabber>Contents=Elephant with 3 Vulcan Turrets.Active Ability: Deploy.
 	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
<tabber>Contents=Elephant with Vulcan Turret and 2 Heavy Machine Guns.Active Ability: Deploy. 	<tabber>Contents=Elephant with Vulcan Turret and 2 Heavy Machine Guns.Active Ability: Deploy. 	<tabber>Contents=Elephant with Vulcan Turret and 2 Heavy Machine Guns.Active Ability: Deploy. 	<tabber>Contents=Elephant with Vulcan Turret and 2 Heavy Machine Guns.Active Ability: Deploy.
 	Mastodon 	Armored trooper carrier. Slow-moving. Heavy armor. Transports infantry units. Infantry can shoot within vehicle. 	Mobile Garrison
<tabber>Contents=Mastodon with Vulcan Turret. 	<tabber>Contents=Mastodon with Vulcan Turret. 	<tabber>Contents=Mastodon with Vulcan Turret. 	<tabber>Contents=Mastodon with Vulcan Turret.
 	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
<tabber>Contents=Gremlin with Electromagnetic Pulse Cannon.Active Ability: EMP Blast. 	<tabber>Contents=Gremlin with Electromagnetic Pulse Cannon.Active Ability: EMP Blast. 	<tabber>Contents=Gremlin with Electromagnetic Pulse Cannon.Active Ability: EMP Blast. 	<tabber>Contents=Gremlin with Electromagnetic Pulse Cannon.Active Ability: EMP Blast.
===Aircraft===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Aircraft 	Aircraft 	Aircraft 	Aircraft
 	Hornet 	Primary air unit for the UNSC. Fast-moving. High mobility. Medium range. Light armor. Relatively effective against all unit types.	Prime Aircraft
<tabber>Contents=Hornet with 2 twin-linked Rotary Cannons and 2 Missile Launchers. 	<tabber>Contents=Hornet with 2 twin-linked Rotary Cannons and 2 Missile Launchers. 	<tabber>Contents=Hornet with 2 twin-linked Rotary Cannons and 2 Missile Launchers. 	<tabber>Contents=Hornet with 2 twin-linked Rotary Cannons and 2 Missile Launchers.
 	Sparrowhawk 	Ground attack aircraft. Very fast-moving. Medium range. Effective against all unit types. 	Prime Aircraft
<tabber>Contents=Hawk with 2 Autocannons. 	<tabber>Contents=Hawk with 2 Autocannons. 	<tabber>Contents=Hawk with 2 Autocannons. 	<tabber>Contents=Hawk with 2 Autocannons.
 	Skyhawk 	Anti-air strike fighter. Very fast-moving. Medium range. Effective against infantry. Effective against aircraft. 	Prime Aircraft
<tabber>Contents=Skyhawk with 2 Autocannons. 	<tabber>Contents=Skyhawk with 2 Autocannons. 	<tabber>Contents=Skyhawk with 2 Autocannons. 	<tabber>Contents=Skyhawk with 2 Autocannons.
 	Falcon 	Multipurpose aircraft. Medium range. Transports infantry units. 	Support
<tabber>Contents=Falcon with an Autocannon and 2 Heavy Machine Guns. 	<tabber>Contents=Falcon with an Autocannon and 2 Heavy Machine Guns. 	<tabber>Contents=Falcon with an Autocannon and 2 Heavy Machine Guns. 	<tabber>Contents=Falcon with an Autocannon and 2 Heavy Machine Guns.
 	Nightingale 	Support aircraft accompanied with Restoration Drones. Repairs and heals units. Detects cloaked units. No weapon system equipped. 	Support
<tabber>Contents=Nightingale and 3 Restoration Drones. 	<tabber>Contents=Nightingale and 3 Restoration Drones. 	<tabber>Contents=Nightingale and 3 Restoration Drones. 	<tabber>Contents=Nightingale and 3 Restoration Drones.
 	Pelican Gunship 	Modified Pelican for combat purposes. Transports infantry units. 	Heavy Aircraft
<tabber>Contents=Pelican Gunship with 3 Rotary Cannons, 2 ANVIL Missile Pod Launchers and 1 rear Machine Gun.	<tabber>Contents=Pelican Gunship with 3 Rotary Cannons, 2 ANVIL Missile Pod Launchers and 1 rear Machine Gun.	<tabber>Contents=Pelican Gunship with 3 Rotary Cannons, 2 ANVIL Missile Pod Launchers and 1 rear Machine Gun. 	<tabber>Contents=Pelican Gunship with 3 Rotary Cannons, 2 ANVIL Missile Pod Launchers and 1 rear Machine Gun.
 	Vulture 	Heavy gunship. Slow-moving. Heavy armor. Vulnerable to cryo attacks. 	Heavy Aircraft
<tabber>Contents=Vulture with 4 Autocannons and 8 Vertical Missile Launchers. 	<tabber>Contents=Vulture with 4 Autocannons and 8 Vertical Missile Launchers. 	<tabber>Contents=Vulture with 4 Autocannons and 8 Vertical Missile Launchers. 	<tabber>Contents=Vulture with 4 Autocannons and 8 Vertical Missile Launchers.
===Watercraft===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Watercraft 	Watercraft 	Watercraft 	Watercraft
 	Zander 	Attack jet ski. Fast-moving. Light armor. Vulnerable to submerged units. 	Scout
<tabber>Contents=Zander with 2 Medium Machine Guns. 	<tabber>Contents=Zander with 2 Medium Machine Guns. 	<tabber>Contents=Zander with 2 Medium Machine Guns. 	<tabber>Contents=Zander with 2 Medium Machine Guns.
 	Gator 	Primary water unit for the UNSC. Combat motorboat. Fast-moving. Relatively effective against all standard unit types. Vulnerable to submerged units. 	Prime Watercraft
<tabber>Contents=Gator with Vulcan Turret. 	<tabber>Contents=Gator with Vulcan Turret. 	<tabber>Contents=Gator with Vulcan Turret. 	<tabber>Contents=Gator with Vulcan Turret.
 	Grenade Gator 	Anti-vehicle variant of the Gator. Effective against vehicles. Vulnerable to submerged units. 	Prime Watercraft
<tabber>Contents=Gator with Automatic Grenade Launcher. 	<tabber>Contents=Gator with Automatic Grenade Launcher. 	<tabber>Contents=Gator with Automatic Grenade Launcher. 	<tabber>Contents=Gator with Automatic Grenade Launcher.
 	Missile Gator 	Anti-air variant of the Gator. Effective against aircraft. Vulnerable to submerged units. 	Anti-Air
<tabber>Contents=Gator with Multiple Launch Rocket System. 	<tabber>Contents=Gator with Multiple Launch Rocket System. 	<tabber>Contents=Gator with Multiple Launch Rocket System. 	<tabber>Contents=Gator with Multiple Launch Rocket System.
 	Troop Gator 	Troop transport variant of the Gator carrying a squad of Amphibious Marines. Vulnerable to submerged units. 	Prime Watercraft
<tabber>Contents=Troop Transport Gator with Amphibious Fireteam. 	<tabber>Contents=Troop Transport Gator with Amphibious Fireteam. 	<tabber>Contents=Troop Transport Gator with Amphibious Fireteam. 	<tabber>Contents=Troop Transport Gator with Amphibious Fireteam.
 	Walrus 	Heavy gunboat. Fast-moving. Transports infantry units. 	Heavy Watercraft
<tabber>Contents=Walrus with 1 Autocannon and 4 Vulcan Turrets. 	<tabber>Contents=Walrus with 1 Autocannon and 4 Vulcan Turrets. 	<tabber>Contents=Walrus with 1 Autocannon and 4 Vulcan Turrets. 	<tabber>Contents=Walrus with 1 Autocannon and 4 Vulcan Turrets.
 	Angler 	Support submersible. Slow-moving. Repairs vehicles and buildings. No weapon system equipped. 	Support
<tabber>Contents=Angler. 	<tabber>Contents=Angler. 	<tabber>Contents=Angler. 	<tabber>Contents=Angler.
 	Marlin 	Attack submersible. Effective against watercraft. 	Prime Submerged
<tabber>Contents=Marlin with 2 Autocannons. Active Ability: Torpedo Strike. 	<tabber>Contents=Marlin with 2 Autocannons. Active Ability: Torpedo Strike. 	<tabber>Contents=Marlin with 2 Autocannons. Active Ability: Torpedo Strike. 	<tabber>Contents=Marlin with 2 Autocannons. Active Ability: Torpedo Strike.
 	Orca 	Large attack submarine. Utilizes Vertical Missile Launchers when Deployed above water (active ability). Extremely effective against watercraft. Effective against aircraft.	Heavy Submerged
<tabber>Contents=Orca with 4 Torpedo Launchers and 8 Vertical Missile Launchers.Active Ability: Deploy.	<tabber>Contents=Orca with 4 Torpedo Launchers and 8 Vertical Missile Launchers.Active Ability: Deploy.	<tabber>Contents=Orca with 4 Torpedo Launchers and 8 Vertical Missile Launchers.Active Ability: Deploy. 	<tabber>Contents=Orca with 4 Torpedo Launchers and 8 Vertical Missile Launchers.Active Ability: Deploy.
 	Scooter 	Diver propulsion vehicle. Very light armor. Low cost. Hard to detect. Relatively effective against watercraft. 	Submerged
<tabber>Contents=Scooter with Light Gauss Cannon. 	<tabber>Contents=Scooter with Light Gauss Cannon. 	<tabber>Contents=Scooter with Light Gauss Cannon. 	<tabber>Contents=Scooter with Light Gauss Cannon.
==Units: Interstellar==
===Spacecraft===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Spacecraft 	Spacecraft 	Spacecraft 	Spacecraft
 	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
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Baselard 	Unit information 	Prime Spacefighter
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Nandao 	Unit information 	Prime Spacefighter
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Sabre 	Unit information 	Advanced Spacefighter
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Booster Frame 	Unit information 	Advanced Spacefighter
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Longsword 	Unit information 	Strategic Bomber
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Pelican 	Unit information 	Transport
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Albatross 	Unit information 	Transport
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Eclipse Prowler 	Unit information 	Stealth Vessel
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Razor Prowler 	Unit information 	Stealth Vessel
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Sahara Prowler 	Unit information 	Stealth Vessel
<tabber>Contents=Contains.	<tabber>Contents=Contains.	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
===Spaceship===
Unit List 	Unit List 	Unit List 	Unit List
Icon 	Name 	Description 	Class
Spacecraft 	Spacecraft 	Spacecraft 	Spacecraft
 	Mako Corvette 	Patrol ship. Light armor. Fast-moving. High mobility. High sight. High detection. Ineffective against energy shielding. 	Light Warship
<tabber>Contents=Mako-class Corvette with Light MAC Gun and 6 Point Defense Guns. 	<tabber>Contents=Mako-class Corvette with Light MAC Gun and 6 Point Defense Guns. 	<tabber>Contents=Mako-class Corvette with Light MAC Gun and 6 Point Defense Guns. 	<tabber>Contents=Mako-class Corvette with Light MAC Gun and 6 Point Defense Guns.
 	Lancer Corvette 	Unit information 	Light Warship
<tabber>Contents=Lancer-class Fast-Attack Corvette with 1 Light MAC Gun, 4 Point Defense Guns and 6 Naval Coilguns.Active Ability: Superlight Missile Barrage. 	<tabber>Contents=Lancer-class Fast-Attack Corvette with 1 Light MAC Gun, 4 Point Defense Guns and 6 Naval Coilguns.Active Ability: Superlight Missile Barrage. 	<tabber>Contents=Lancer-class Fast-Attack Corvette with 1 Light MAC Gun, 4 Point Defense Guns and 6 Naval Coilguns.Active Ability: Superlight Missile Barrage. 	<tabber>Contents=Lancer-class Fast-Attack Corvette with 1 Light MAC Gun, 4 Point Defense Guns and 6 Naval Coilguns.Active Ability: Superlight Missile Barrage.
 	Gladius Corvette 	Patrol ship. Light armor. Fast-moving. High mobility. High sight. High detection. Ineffective against energy shielding. 	Light Warship
<tabber>Contents=Gladius-class Heavy Corvette with Light MAC Gun and 6 Point Defense Guns.Active Ability: Superlight Missile Barrage. 	<tabber>Contents=Gladius-class Heavy Corvette with Light MAC Gun and 6 Point Defense Guns.Active Ability: Superlight Missile Barrage. 	<tabber>Contents=Gladius-class Heavy Corvette with Light MAC Gun and 6 Point Defense Guns.Active Ability: Superlight Missile Barrage. 	<tabber>Contents=Gladius-class Heavy Corvette with Light MAC Gun and 6 Point Defense Guns.Active Ability: Superlight Missile Barrage.
 	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
<tabber>Contents=Stalwart-class Light Frigate with 1 Light MAC Gun and 52 Light Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Stalwart-class Light Frigate with 1 Light MAC Gun and 52 Light Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Stalwart-class Light Frigate with 1 Light MAC Gun and 52 Light Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Stalwart-class Light Frigate with 1 Light MAC Gun and 52 Light Point Defense Guns.Active Ability: Light Missile Barrage.
 	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
<tabber>Contents=Charon-class Light Frigate with 1 Light MAC Gun and 4 Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Charon-class Light Frigate with 1 Light MAC Gun and 4 Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Charon-class Light Frigate with 1 Light MAC Gun and 4 Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Charon-class Light Frigate with 1 Light MAC Gun and 4 Point Defense Guns.Active Ability: Light Missile Barrage.
 	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
<tabber>Contents=Paris-class Heavy Frigate with 1 Light MAC Gun and 12 Naval Coilguns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Paris-class Heavy Frigate with 1 Light MAC Gun and 12 Naval Coilguns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Paris-class Heavy Frigate with 1 Light MAC Gun and 12 Naval Coilguns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Paris-class Heavy Frigate with 1 Light MAC Gun and 12 Naval Coilguns.Active Ability: Light Missile Barrage.
 	Diligence Destroyer 	Unit information 	Destroyer
<tabber>Contents=Contains. 	<tabber>Contents=Contains. 	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	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
<tabber>Contents=Halberd-class Destroyer with 1 Repeating Light MAC Gun and 4 Point Defense Guns. 	<tabber>Contents=Halberd-class Destroyer with 1 Repeating Light MAC Gun and 4 Point Defense Guns. 	<tabber>Contents=Halberd-class Destroyer with 1 Repeating Light MAC Gun and 4 Point Defense Guns. 	<tabber>Contents=Halberd-class Destroyer with 1 Repeating Light MAC Gun and 4 Point Defense Guns.
 	Hillsborough Destroyer 	Unit information 	Heavy Destroyer
<tabber>Contents=Contains. 	<tabber>Contents=Contains. 	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Gorgon Destroyer 	Unit information 	Heavy Destroyer
<tabber>Contents=Contains. 	<tabber>Contents=Contains. 	<tabber>Contents=Contains. 	<tabber>Contents=Contains.
 	Halcyon Cruiser 	Cruiser for the UNSC. Heavy armor. Slow-moving. Effective against all standard spacecraft and stations. 	Prime Cruiser
<tabber>Contents=Halcyon-class Light Cruiser with 1 Heavy MAC Gun, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Halcyon-class Light Cruiser with 1 Heavy MAC Gun, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Halcyon-class Light Cruiser with 1 Heavy MAC Gun, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Light Missile Barrage. 	<tabber>Contents=Halcyon-class Light Cruiser with 1 Heavy MAC Gun, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Light Missile Barrage.
 	Marathon Cruiser 	Primary cruiser for the UNSC. Heavy armor. Effective against all standard spacecraft and stations. 	Prime Cruiser
<tabber>Contents=Marathon-class Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Marathon-class Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Marathon-class Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Marathon-class Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Point Defense Guns.Active Ability: Missile Barrage.
 	Point Blank Cruiser 	Heavy stealth vessel. Fast-moving. Logistical support. Relatively effective against standard spacecraft. 	Stealth Cruiser
<tabber>Contents=Point Blank-class Stealth Cruiser with 1 Light MAC Gun, 4 Sentry Autocannons and 28 Light Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Point Blank-class Stealth Cruiser with 1 Light MAC Gun, 4 Sentry Autocannons and 28 Light Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Point Blank-class Stealth Cruiser with 1 Light MAC Gun, 4 Sentry Autocannons and 28 Light Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Point Blank-class Stealth Cruiser with 1 Light MAC Gun, 4 Sentry Autocannons and 28 Light Point Defense Guns.Active Ability: Missile Barrage.
 	Valiant Cruiser 	Fleet command and control ship. Superheavy armor. Very effective against warships. 	Capital Warship
<tabber>Contents=Valiant-class Super-Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Heavy Point Defense Guns.Active Ability: Heavy Missile Barrage.	<tabber>Contents=Valiant-class Super-Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Heavy Point Defense Guns.Active Ability: Heavy Missile Barrage.	<tabber>Contents=Valiant-class Super-Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Heavy Point Defense Guns.Active Ability: Heavy Missile Barrage. 	<tabber>Contents=Valiant-class Super-Heavy Cruiser with 2 Heavy MAC Guns, 6 Sentry Autocannons and 6 Heavy Point Defense Guns.Active Ability: Heavy Missile Barrage.
 	Vindication Battleship 	Fleet command and control ship. Heavy armor. Very effective against warships. 	Capital Warship
<tabber>Contents=Vindication-class Light Battleship with 2 Heavy MAC Guns, 10 Point Defense Guns and 4 Naval Coilguns. 	<tabber>Contents=Vindication-class Light Battleship with 2 Heavy MAC Guns, 10 Point Defense Guns and 4 Naval Coilguns. 	<tabber>Contents=Vindication-class Light Battleship with 2 Heavy MAC Guns, 10 Point Defense Guns and 4 Naval Coilguns. 	<tabber>Contents=Vindication-class Light Battleship with 2 Heavy MAC Guns, 10 Point Defense Guns and 4 Naval Coilguns.
 	Epoch Carrier 	Heavy support ship. Capital ship escort. Slow-moving. Superheavy armor. Effective against all standard unit types. 	Carrier
<tabber>Contents=Epoch-class Heavy Carrier 1 Light MAC Gun, 12 Sentry Autocannons and 32 Point Defense Guns.Active Ability: Heavy Missile Barrage. 	<tabber>Contents=Epoch-class Heavy Carrier 1 Light MAC Gun, 12 Sentry Autocannons and 32 Point Defense Guns.Active Ability: Heavy Missile Barrage. 	<tabber>Contents=Epoch-class Heavy Carrier 1 Light MAC Gun, 12 Sentry Autocannons and 32 Point Defense Guns.Active Ability: Heavy Missile Barrage. 	<tabber>Contents=Epoch-class Heavy Carrier 1 Light MAC Gun, 12 Sentry Autocannons and 32 Point Defense Guns.Active Ability: Heavy Missile Barrage.
 	Orion Carrier 	Capital UNSC control ship. Slow-moving. Superheavy armor. Low mobility. Effective against warships. 	Assault Carrier
<tabber>Contents=Heavy Cruiser with 2 Heavy MAC Guns 18 Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Heavy Cruiser with 2 Heavy MAC Guns 18 Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Heavy Cruiser with 2 Heavy MAC Guns 18 Point Defense Guns.Active Ability: Missile Barrage. 	<tabber>Contents=Heavy Cruiser with 2 Heavy MAC Guns 18 Point Defense Guns.Active Ability: Missile Barrage.
 	Phoenix Support Vessel 	Heavy support ship. Slow-moving. Superheavy Armor. Good mobility. Effective against all standard unit types. 	Carrier
<tabber>Contents=Phoenix-class Support Vessel with 3 Light MAC guns and 10 Naval Coilguns.Active Ability: Missile Barrage. 	<tabber>Contents=Phoenix-class Support Vessel with 3 Light MAC guns and 10 Naval Coilguns.Active Ability: Missile Barrage. 	<tabber>Contents=Phoenix-class Support Vessel with 3 Light MAC guns and 10 Naval Coilguns.Active Ability: Missile Barrage. 	<tabber>Contents=Phoenix-class Support Vessel with 3 Light MAC guns and 10 Naval Coilguns.Active Ability: Missile Barrage.
==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 	UNSC Structure List 	UNSC Structure List 	UNSC Structure List
Icon 	Name 	Description 	Requirements
Planetary Base Elements	Planetary Base Elements 	Planetary Base Elements 	Planetary Base Elements
Headquarters 	Headquarters 	Headquarters 	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:	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:	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:	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:
 	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.
Producer 	Producer 	Producer 	Producer
 	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. Produces UNSC Command Teams.
Icon actions:
*Icon A - UNSC Command Team
*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.
 	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 - Science Team
*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
*Icon L2 - Logistics level 1
*Icon L3 - Reinforcements level 1
*Icon L4 - Advanced Defense Turret level 1 	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.
Defensive Structure 	Defensive Structure 	Defensive Structure 	Defensive Structure
 	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.
 	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.
 	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:
*Flame Mortar (anti-infantry upgrade)
*Rail Gun (anti-vehicle upgrade)
*Missile Launcher (anti-air upgrade) 	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.
Logistical Structure 	Logistical Structure 	Logistical Structure 	Logistical Structure
 	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.
Fortifications 	Fortifications 	Fortifications 	Fortifications
 	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.
Miscellaneous 	Miscellaneous 	Miscellaneous 	Miscellaneous
 	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.
UNSC Station List 	UNSC Station List 	UNSC Station List 	UNSC Station List
Icon 	Name 	Description 	Requirements
Interstellar Base Elements	Interstellar Base Elements 	Interstellar Base Elements 	Interstellar Base Elements
Headquarters 	Headquarters 	Headquarters 	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:	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:	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:	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:
 	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.
Producer 	Producer 	Producer 	Producer
 	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.
 	Dockyard 	Producer of Supply for the UNSC. Produces 5.4 Supply per second. 	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:
*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.
 	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.
 	Refit Station 	Repairs assigned light spaceships and fighters. 	Supplies: 0.Power: 0.Tech Level: 0.Time: 0.
Defensive Station 	Defensive Station 	Defensive Station 	Defensive Station
 	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.
*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.
===Air Support===
===Reinforcements===
Category:Fanon of the Month