Halo Wars Unit List

Discussion in 'Halo and Forge Discussion' started by Vicious Vice, Feb 7, 2009.

  1. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    [​IMG]
    *banner by PonyDX
    UNSC Leaders
    Captain James Gregory Cutter
    Commanding officer, UNSC Spirit of Fire CFV-88. A superior battle tactician, but a better logistic officer. He refused command of the UNSC destroyer Prophecy in favor of the colonization vessel, Spirit of Fire. Upon the outbreak of the Covenant War, Cutter was handpicked by Admiral Preston Cole to helm the Spirit of Fire in her new role as center of repair, supply, and forward deployment operations for Battle Group D.
    • Leader Power: MAC Blast - Magnetic Accelerator Cannon blast an enemy target
    • Unique Unit: Elephant - a mobile infantry trainer
    • Super Upgrade: Marines can upgrade to Orbital Drop Shock Troopers (ODSTs) and then drop from orbit anywhere on the map
    • Economy Bonus: Cutter’s bases start with more building sites
    Sergeant John Forge
    Sgt. John Forge’s service record speaks plainly: decorated numerous times for valor and gallantry on the battlefield, but just as many counts for insubordination, conduct unbecoming, and striking a superior officer. He has been promoted five times and demote thrice. The men in his squad say: “He’s the guy you want in the foxhole next to yours… but you’d never introduce him to your sister.”
    • Leader Power: Carpet Bomb
    • Unique Unit: Cyclops – a multipurpose powered exoskeletal suit
    • Super Upgrade: Grizzly – a superior version of the Scorpion tank
    • Economy Bonus: All Supply Pads on Forge’s bases start as Heavy Supply Pads
    Professor Ellen Anders
    With PhD’s in biology, anthropology, and psychology. Prof. Anders is the preeminent expert in theoretical xeno-biopsycology. She has been invited by the Office of Naval Intelligence (ONI) to join their elite research team to investigate possible clues regarding the aliens’ xenophobic behavior on the UNSC colony world, Harvest. Anders has an IQ of 180 and was the student of Dr. Catherine Halsey, progenitor of SPARTAN II program.
    • Leader Power: Cryo Bomb – Freezes enemies in place
    • Unique Unit: Gremlin – uses an EMP to stun enemy units
    • Super Upgrade: Hawk – a laser beam upgrade to the Hornet
    • Economy Bonus: Cost and research time for unit upgrade reduced by half
    UNSC Spirit of Fire CFV-88
    Originally commissioned as a colony ship in 2473. As Outer Colony tensions increased, however, a Magnetic Accelerator Canon (MAC) was added, capable of accelerating low-mass or depleted uranium slugs to a fraction of light speed. When the Covenant War started, Spirit of Fire was further repurposed. Vessel bays that once housed prefabricated schools and atmosphere processors now store mobile armories, self assembled fusion reactors, and other groundside facilities that can be dropped via jet, parachute, and Pelican directed assists to the front lines.
    • Constructed: 2473
    • Class: Phoenix
    • Captain: Cutter
    • A.I.: On board - "Serina"
    Spirit of Fire Powers

    • Disruption Bomb [Lv0] [450R]
      • Disrupts existing Leader Powers and prevents new Leader Powers from being initiated in a small area for one minute.
    • Heal & Repair [Lv0] [350R]
      • Heal any unit and repair any buildings in an area.
    • MAC Blast [Lv1] [600R] [Cpt. Cutter Only]
      • Use Spirit of Fire’s awesome Mass Accelerated Cannons to incinerate enemy troops.
    • ODST Drop [1] [Lv3] [100R] [Cpt. Cutter Only]
      • Prerequisite: ODST Super Unit
      • Drops an ODST squad at target location.
    • Transport [Lv0] [200R]
      • Call in Pelicans to transport a small group of units from one place to another.

    UNSC Units
    Name [Role] [Population Cost] [Tech Level] [Resources Cost] [Other information]​
    Cyclops [Anti-Building] [?] [Lv1] [???R] [Sgt. Forge Only]
    Counter-building unit. Marine in a powered exoskelton originally designed to aid colonial construction.
    Starting Special Attack: Throw – hurl debris from vehicles and buildings at enemies​
    • ???
    • ???
      • Repair Kit [Upgrade] [Lv?] [???R]
        • Cyclops can repair buildings and mechanized units.
      • High Torque Joint [Upgrade] [Lv?] [???R]
        • Prerequisite: Repair Kit
        • Improves movement speed.
    Flamethrower [Anti-Infantry] [1] [Lv0] [100R]
    A counter-infantry unit. Specialized Marine squads carry napalm-spewing flamethrowers.​
    • Pyromaniacs at the core, UNSC Flamethrowers burn up any organic thing they find.
    • They excel at killing all infantry units.
      • Flash Bang Ability [Upgrade] [Lv1] [100R]
        • Equips Flamethrowers with active Flash Bang ability that stuns any enemy infantry for a short time.
      • Napalm Adherent [Upgrade] [Lv2] [400R]
        • Prerequisite: Flash Bang Ability
        • Slow-burning, sticky napalm burns enemies for several sections after the initial attack.
      • Oxide Tank [Upgrade] [Lv3] [700R]
        • Prerequisite: Napalm Adherent
        • An advanced, higher burn point fuel increases damage on all organic units.
    Marine [Main Infantry] [1] [Lv0] [100R]
    The mainline infantry UNSC unit. It has the most diverse, and arguably best upgrades of any UNSC units.
    Starting Special Attack: Grenade​
    • Marines are the main UNSC infantry unit.
    • They are good against most everything.
    • They have an active grenade ability that can eventually be upgrades to active an active Rocket ability.
      • New Blood [Upgrade] [Lv1] [200R]
        • Adds a Marine to the squad.
        • This increases the combat effectiveness of the squad.
      • RPG Ability [Upgrade] [Lv2] [400R]
        • Prerequisite: New Blood
        • Marine active Grenade Ability upgraded to active Rocket Ability.
        • Rockets can attack from a longer range than Grenades.
      • Medic [Upgrade] [Lv3] [700R]
        • Prerequisite: RPG Ability
        • Adds a Combat Medic to the squad.
        • The Medic heals the squad after combat.
      • ODST Super Unit [Upgrade] [Lv3] [1800R] [Cpt. Cutter Only]
        • Prerequisite: Medic
        • Upgrade Marines to Orbital Drop Shock Troops super units.
        • ODSTs are better than Marines in every way.
        • ODSTs can also be hot-dropped from anywhere on the battlefield from Spirit of Fire.
    Spartan [Special Forces] [Lv1] [300R] [Max 3]
    Genetically engineered superhuman infantry in powered MJOLNIR armor equipped with energy shield. A walking legend.
    Starting Special Attack: Jack – hijack vehicles (except Scarabs and Vultures.) May commandeer a friendly vehicle boosting its combat abilities.​
    • Prototype UNSC super solider, the Spartans possess extreme combat skills.
    • Spartans have an active ability to jack enemy vehicles and Commandeer friendly vehicles.
    • This boosts the combat power of those vehicles.
      • Chain Gun [Upgrade] [Lv2] [300R]
        • Equips Spartans with two handed auto-guns for dramatically increased damage.
      • Neural Implant [Upgrade] [Lv3] [600R]
        • Prerequisite: Chain Gun
        • Improved reflex allow Spartans to jack enemy vehicles much more efficiently
      • Spartan Laser [Upgrade] [Lv4] [1000R]
        • Prerequisite: Neural Implant
        • The ultimate UNSC handheld weapon gives Spartans a distinct combat advantage.

    UNSC Vehicles
    Name [Role] [Population Cost] [Tech Level] [Resources Cost] [Other information]​
    Cobra [Anti-Vehicle] [2] [Lv2] [350R]
    A counter-vehicle unit. Can enter Deploy mode and become an artillery unit that is effective against buildings.
    Starting Special Attack: Deploy mode – braces stabilized vehicle, main autocannon fire actives, and range increases.​
    • The UNSC cobra is an incredibly effective anti-vehicle threat.
    • Its fast and agile against vehicles but also have an Unpack Ability that turns the Cobra into a long-range artillery unit that is excellent against buildings.
      • Deflection Plating [Upgrade] [Lv3] [400R]
        • Hardened steel plates give the Cobra extra protection when locked down.
      • Piercing Shot [Upgrade] [Lv4] [900R]
        • Prerequisite: Deflection Plating
        • Cobra railgun gain extra power to allow them to punch through multiple targets, inflicting damage to each.
    Elephant [Mobile Mini-Base] [2] [Lv0] [400R] [Cpt. Cutter Only]
    Turreted, mobile infantry training center that can be sent to forward battle positions.
    Starting Special Attack: Deploy mode – the Elephant “locks down” activating its turrets and allowing infantry to be trained​
    • The UNSC Elephant is a unique unit available to Captain Cutter.
    • It can move around the battlefield and use the active Deploy ability.
    • Infantry can be trained out of a deployed Elephant.
      • Twin Engine [Upgrade] [Lv1] [250R]
        • Elephants speed is greatly improved by the addition of a second engine.
      • Defense Turrets [Upgrade] [Lv2] [250R]
        • Prerequisite: Twin Engine
        • Adds a light auto-cannon on all Elephants.
        • This turret is only operable when the Elephant is deployed.
      • Ceramic Armor [Upgrade] [Lv3] [800R]
        • Prerequisite: Defense Turrets
        • An additional set of composite alloy plates to boost the Elephants damage meditation.
    Gremlin [Support Vehicle] [?] [Lv1] [???R] [Prof. Anders Only]
    A combat support vehicle. Light armored and fires an EMP gun.
    Starting Special Attack: Electromagnetic Pulse (EMP) – temporarily disables electronic-dependent (or non-infantry) units.​
    • ???
    • ???
      • Focusing Lens [Upgrade] [Lv?] [???R]
        • Increases damage and range of EMP weapon.
      • Chain Amplifier [Upgrade] [Lv?] [???R]
        • Prerequisite: Focusing Lens
        • EMP can chain to multiple targets.
    Scorpion Tank [Main Vehicle] [3] [Lv2] [500R]
    The mainline UNSC vehicle, this tank is an armored, mobile weapons platform.​
    • Scorpions are the main UNSC vehicle.
    • They can stand toe-to-toe with the toughest enemies but are mobile enough to get where they’re needed quickly.
      • Canister Shell Ability [Upgrade] [Lv3] [400R]
        • Equips Scorpions with a secondary Canister shell attack.
        • This attack is devastating to any infantry in its blast area.
      • Power Turret [Upgrade] [Lv4] [900R]
        • Prerequisite: Canister Shell Ability
        • Doubles the rotation speed for Scorpion turrets, making them considerably more responsive in combat.
      • Grizzly [Upgrade] [Lv?] [????R] [Sgt. Forge Only]
        • Prerequisite: Power Turret
        • Turns Scorpions into the Grizzly super tank.
    Warthog [Scout] [1] [Lv0] [150R]
    A lightly armored, fast and nimble scout vehicle. Along with infantry units, can collect discovered resource crates
    Starting Special Attack: Ram – run over enemies for more damage.​
    • Warthogs are the UNSCs fast scout units.
    • They start with an active Ram Ability that can be upgraded to get various guns for extra power.
      • Gunner [Upgrade] [Lv1] [250R]
        • Adds Machine Gun attack to the Warthogs, giving them combat capability.
      • Grenadier [Upgrade] [Lv2] [500R]
        • Prerequisite: Gunner
        • Adds a Marine armed Grenade Launcher to improve attack strength.
      • Guass Cannon [Upgrade] [Lv3] [800R]
        • Prerequisite: Grenadier
        • Upgrades Warthog machine gun to a guass cannon.
        • Improves damage and defense.
    Wolverine [Anti-Air] [2] [Lv3] [300R]
    A counter-air unit. This vehicle is fast, maneuverable and covered with anti-air missile pods. Also effective against buildings.​
    • Anti-air missile pod cover the Wolverine’s shell.
    • Devastatingly effective against air units, Wolverines can also unleash a fusillade of rockets against buildings.
      • Volley Ability [Upgrade] [Lv3] [400R]
        • Enables the active Volley Ability on Wolverines.
        • The Volley Ability can be used to deal big damage to any ground target.
      • Dual Launchers [Upgrade] [Lv4] [400R]
        • Prerequisite: Volley Ability
        • An extra missile pod gives Wolverine considerably more damage potential.

    UNSC Aircrafts
    Name [Role] [Population Cost] [Tech Level] [Resources Cost] [Other information]​
    Hornet [Main Air] [2] [Lv2] [250R]
    Mainline UNSC air unit. A versatile single-seat, fast attack aircraft armed with a Gatling gun and rockets.​
    • Hornets are the main UNSC air unit.
    • They come armed with Gatling cannons and explosive rockets giving them more than adequate offense against most any enemy.
      • Wingmen [Upgrade] [Lv3] [400R]
        • Adds a couple of marines riding shotgun to augment damage capabilities.
      • Chaff Pod [Upgrade] [Lv4] [900R]
        • Prerequisite: Wingmen
        • Hornets gain the passive Chaff Ability that is used to distract and divert enemy missiles.
      • Hawk [Upgrade] [Lv?] [????R] [Prof. Anders Only]
        • Prerequisite: Chaff Pod
        • Upgrade to Hawk super unit equipped with laser beams.
    Vulture [Uber Air] [6] [Lv4] [900R]
    UNSC super unit (good against everything). Advanced air-weapons platform that can unleash devastating damage on all targets.
    Starting Special Attack: Active Barrage​
    • Vultures are the most advanced UNSC war machine.
    • Costly to produce, the Vultures dish out damage at an alarming rate.
      • Mega Barrage [Upgrade] [Lv4] [800R]
        • Doubles the number of missiles each salve of the active Barrage Ability.

    UNSC Buildings
    Name [Role] [Population Cost] [Tech Level] [Resources Cost] [Other information]​
    Air Pad [Trains Aircrafts] [Lv2] [150R]​
    • The Air Pad creates various UNSC air units.
    • Air unit technology upgrades can also be found here.
      • Hornet [Main Air] [2] [Lv2] [250R]
      • Vulture [Uber Unit] [6] [Lv4] [900R]
    Barracks [Trains Infantry] [Lv0] [150R]​
    • The Barracks trains the bulk of the UNSC infantry units.
    • Infantry technology upgrades can also be found here.
      • Flamethrower [Anti-Infantry] [1] [Lv0] [100R]
      • Marine [Main Infantry] [1] [Lv0] [100R]
      • Spartan [Special Forces][Lv1] [300R] [Max 3]
    Field Armory [Special Upgrades] [Lv1] [150R]​
    • The UNSC Field Armory is a combination machine shop and high-tech laboratory.
    • Many advanced technology upgrades can be found here.
      • Adrenaline [Upgrade] [Lv1] [250R]
        • Booster shots enable all infantry units to run at significantly increased speeds.
      • Medium MAC Blast [Upgrade] [Lv2] [700R] [Cpt. Cutter Only]
        • Mac Blast ammo capacity upgraded to provide two shots.
      • Medium Turret [Upgrade] [Lv2] [500R]
        • Upgrades all turrets to Medium Turrets, increasing their hitpoints and damage.
      • Large MAC Blast [Upgrade] [Lv3] [1000R] [Cpt. Cutter Only]
        • Prerequisite: Medium MAC Blast
        • Mac Blast ammo capacity upgraded to provide three shots.
      • Large Turret [Upgrade] [Lv3] [800R]
        • Upgrades all turrets to Large Turrets, increasing their hitpoints and damage.
      • Reinforcments [Upgrade] [Lv3] [800R]
        • Adds +10 to the population of your army.
      • Reserves [Upgrade] [Lv2] [800R]
        • Prerequisite: Adrenaline
        • Train times for all units are drastically reduced.
      • Super MAC Blast [Upgrade] [Lv4] [1400R] [Cpt. Cutter Only]
        • Prerequisite: Large MAC Blast
        • Mac Blast ammo capacity upgraded to provide four shots.
    Reactor [Increases Tech Level] [Lv0] [500R]​
    • UNSC Reactors provides energy needed to access advance buildings, units, and technology upgrades.
    • High-tech bases may have as many as 4-5 Reactors.
    • Each additional Reactor cost an extra 250 resources.
      • Advanced Reactor [Upgrade] [Lv0] [1200R]
        • Prerequisite: Reactor
        • This Reactor provides enough energy to match the output of 2 Reactors.
    Station [Firebase] [Lv0] [500R]​
    • Captain Cutter can request t have an upgraded station dropped in from orbit.
    • Eventually it can be upgraded to a Fortress
    • 5 build sites
      • Cyclops [Anti-Building] [?] [Lv1] [???R] [Sgt. Forge Only]
      • Elephant [Mobile Mini-Base] [2] [Lv0] [400R] [Cpt. Cutter Only]
      • Gremlin [Support Vehicle] [?] [Lv1] [???R] [Prof. Anders Only]
      • Warthog [Scout] [1] [Lv0] [150R]
    • Fortress [Upgrade] [Lv0] [400R]
      • Prerequisite: Station
      • Upgrades base to a Fortress, which adds two more building sites.
      • Each building add to the strength of the central structure.
      • 7 build sites
    Supply Pad [Produces Resources] [Lv0] [100R]​
    • The UNSC Supply Pad produces resources needed to train units, build buildings, and buy technology upgrades
      • Heavy Supply Pad [Upgrade] [Lv1] [225R]
        • Prerequisite: Supply Pad
        • Supply production massively increased for a Supply Pad.
    Turret [Base Defense] [Lv0] [250R] [3 Different Upgrades]​
    • Turrets are good at defending bases against all enemy targets.
      • Flame Mortar [Upgrade] [Lv1] [100R]
        • Adds bonus anti-Infantry attack to Turret.
      • Missile Launcher [Upgrade] [Lv1] [100R]
        • Adds bonus anti-Air attack to Turret.
      • Rail Gun [Upgrade] [Lv1] [100R]
        • Adds bonus anti-Vehicle attack to Turret.
    Vehicle Depot [Trains Vehicles] [Lv2] [150R] ​
    • The UNSC Vehicle Depot constructs the ground vehicles for the UNSC army.
    • Vehicle technology upgrades can also be found here.
      • Cobra [Anti-Vehicle] [2] [Lv2] [350R]
      • Scorpion Tank [Main Vehicle] [3] [Lv2] [500]
      • Wolverine [Anti-Air] [2] [Lv3] [300R]

    The post is too big so i will be posting this in a new thread when i finish it
     
    #1 Vicious Vice, Feb 7, 2009
    Last edited: Feb 14, 2009
  2. NymBomer

    NymBomer Ancient
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    Wow. Thanks for this. I really really like the demo. I'm guessing you will add the Covenant soon.
     
  3. Telrad

    Telrad Ancient
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    I think you should format the upgrades a bit more. Maybe use bullet points.

    And maybe put the name of the unit in the center.

    So instead of what you have, it would be.

    Would make reading it a bit easier.

    EDIT: Color got taken out for some reason...
     
  4. cakeChart

    cakeChart Ancient
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    This database will be so much better with the addition of the other 5 leaders.
     
  5. Fallen Hero

    Fallen Hero Ancient
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    I would have to agree here. There are a few things you could do to make it easier to find things if you were just scrolling through quickly.
     
  6. Cato IV

    Cato IV Ancient
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    I'm really itching for some1 to find out the specific stats for each unit. For example a flamethrower has 200hp, 12 range with 15dmg and a 2x multiplier vs infantry, etc. Those are just random stats that sounded right to me. I've spent the past 5 mins googling to no avail. I don't think ES has released them. The only way for us to find out would be for some1 to look at the game files in the demo
     
  7. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    Cool thanks for the advice imma reformat it alittle bit better. And yeah ill be completing this when the full game is out too.
     
  8. X5

    X5 Ancient
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    When the game is done, I suggest using spoilers for each leader. Otherwise, great and helpful database.
     
  9. RampaginFetus

    RampaginFetus Ancient
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    Good job on the reformat. Looks better now.
     
  10. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    Yeah good call that i wouldnt want to spoil anything game wise.

    EDIT:
    Ive editted the format even more. Ive added more bulletin points to facilitate reading and added units build locations.

    EDit 2: Even more format changes. looks better.
     
    #10 Vicious Vice, Feb 7, 2009
    Last edited: Feb 8, 2009
  11. cakeChart

    cakeChart Ancient
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    I agree with spoilers, or else you might run out of room.
     
  12. X5

    X5 Ancient
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    No, I mean to keep the list from being too long. That way people can just click the appropriate spoiler tag to access the information they want.
    Have 1 for Cov. 1 for UNSC, and 1 for special leader abilities.
     
  13. Fallen Hero

    Fallen Hero Ancient
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    Good call. I like the new format, much easier to read and find what you're looking for.
     
  14. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    You ask and you shall recieve. Im working on the covenenat one today and imma gonna add the other know leaders(without powers cause im doing it based of the pictures at the charcter select screen.) I will also add some authors note on every unit and my build order. Feel free to ask any questions about the game/demo and i will compile a F.A.Q.
     
  15. cakeChart

    cakeChart Ancient
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    But you don't even know their names!
     
  16. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    Actually i do For UNSC its Captain Cutter, Commander Forge And Professor Anders For Covenant its The Arbiter, Tartarus & The Prophet of Regret.
     
  17. cakeChart

    cakeChart Ancient
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    Oh yeah, now that you mention it. I didn't notice it was Tartarus, that's cool. I'm curious about Professor Anders's powers.
     
  18. Cato IV

    Cato IV Ancient
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    This could help

    http://www.xbox.com/NR/rdonlyres/31804095-7B32-4CE2-A17E-3CB54A3692EF/0/HaloWars_MNL_EN.PDF
     
  19. Telrad

    Telrad Ancient
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    She has the Cyrobomb leader power, Cyclops unit, the Hawk super unit and research takes half the time and half the resources.
     
  20. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    Alright i got some new sources of info so im going to be updating everything and removing the colour cause it looked tacky. Unless any of you have a better colour scheme in mind i will just be grey. Ive added the Cyclops to Units. Ive added 2 new Leaders with their powers. Ive added a little section of the Spirit of Fire. and Ive added more spoiler tags to hopefully ease you browsing even more. Let me know of anything i can do to make it better. Other than doing covenant. It will be done soon im 1/2 done with it.
     

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