(To explain before I get started, I write HALO stories, and my GamerTag, Mitchel256, is based on the main character, Mitchel-256.)
Base Style - Similar to a standard UNSC base, but with the hangar in the back of the main structure enlarged to overshadow the front of the base.
Structures - Assembly: Creates and deploys Ground Vehicles, resembles the UNSC Vehicle Depot, but the construction is based on the Covenant construction system seen in HALO Wars; Launch Pad: An Air Vehicle construction and deployment structure, consists of three large connected towers which construct the Vehicle, then send it to the main structure’s hangar to be deployed; Training Grounds: A large, open, square facility that can be seen inside of to watch the training of Ground Infantry units that will be deployed; Laboratory: Creates resources, and resembles the HALO Wars Air Pad; Generator Station: A Reactor, excluding the large cooling tower-like structures, which are replaced with electrical towers; Deployment Facility: A Field Armory, nearly unchanged
UNITS:
Infantry: (Marines: Upgraded similarly to HALO Wars. First Reinforcements, then Rocket Launchers, then Medic, then Snipers (a new upgrade adding two Sniper Rifle-equipped Marines to the squad to greatly increase range), and, finally, ODSTs (which upgrade the Snipers to ODSTs, as well).), (Saboteurs: New units focused on Anti-Vehicle deployments. They begin as a weak three-unit squad, then upgrade the first time to Time Bombs, an Active Ability which allows them to place detonators on Vehicles, which will go off after a few moments. The second upgrade, Backup, allows them to have five units in their squad for damage and hitpoint augmentation. The third upgrade, Cloak, allows them to become invisible for a time and slip into enemy lines. Fourth, they get upgraded to Demolitions and gain Grenade Launchers, which augment damage again.), (SPARTAN-V Inductees: Tough units who are marching onto the battlefield to prove themselves ready for SPARTAN-V enhancements. They start as a five-unit squad, and the first upgrade, Team Players, gives them three more units. The second upgrade, Combat Ready, gives them slightly more hitpoints, better range, and more effective weapons. The third upgrade, First Enhancements, greatly improves their speed and hitpoints, and also allows them to “Jack” Vehicles. Finally, Inducted, the upgrade which gives the Inductees full SPARTAN-V armor (also known as MJOLNIR-X), far greater hitpoints, damage, and speed, creating the ultimate ground soldiers.)
Ground Vehicles: (Scorpion: A typical Scorpion which upgrades almost identically to HALO Wars, but can always receive the Grizzly upgrade after the others.), (Warthog Squad: Begins by sending out two Warthogs at first instead of one. The Active Ability for the squads causes them to circle around a specified unit and fire, causing great, accurate damage. The first upgrade, Horsepower, adds a third Warthog to the squad. The second upgrade, Carpool, turns the third Warthog into an Infantry Carrier Warthog, greatly increasing damage. The third and final upgrade turns the first two Warthogs into Gauss Warthogs [which are my personal favorite vehicle in all of HALO], increasing the damage immensely for the whole squad.), (Spider: A cross between Gauss 'Hogs, a Grizzly, and a Scarab. It is nowhere near as large as a Scarab, and only slightly larger than a Grizzly. It consists of a spider-like body, four legs, two Gauss Cannons instead of pincers on the face, and a Grizzly’s cannon mounted on the back which rotates to deliver devastating Canister Shell shots. On its first upgrade, Leg Power, it gains four more legs, making a more spider-like anatomy, greatly increasing its speed and allows it the ability to climb into inaccessible areas. Secondly, it gains Eight Eyes, which increases its range and accuracy immensely. Finally, it gains Jumping Spider, which grants it the Active Ability “Leap”, which causes it to propel itself to any other point on the battlefield in which there are ally units.)
Air Vehicles: (Hornet: Deploys the same as it does in HALO Wars, but comes with a quickly recharging Active Ability called “Sting”, which fires rockets from its pods. The first upgrade is identical to Wingmen, adding two Marines on the sides of the Hornet. (If the ODSTs have already been trained, then the damage will be increased even further when Wingmen is researched. The second upgrade, Hawk, turns the Hornet into Anders’ Unique Unit. The third upgrade, Falcon, turns the Hawk into the less sophisticated, but more durable HALO: Reach Falcon. The Marines (or ODSTs) added in Wingmen serve as side gunners now. The final upgrade, Explosives, adds the rapid-fire Grenade Launchers from HALO: Reach onto the Falcon.), (Vulture: Almost completely identical to HALO Wars’ Vulture. Comes with only two upgrades, Mega Barrage and Rapid Fire. Mega Barrage grants the extra rocket launches when using the Active Ability, and Rapid Fire, which turns the main guns into heavier, more powerful, faster guns.), (Pelican: A standard UNSC Infantry carrier which does just as it should. It is first deployed and able to spawn Marine squads every thirty seconds, as long as the reinforcement count permits. On the first upgrade, Wide Load, it deploys two squads. On the third upgrade, Hustle, its engines are improved to allow it to travel faster to where it needs to go. On the third and final upgrade, Transit, the Pelican can transport any number of Infantry squads and one Warthog Squad to any ally-occupied point on the battlefield as long as there are no enemies nearby.)
Leader - Mitchel-256: The first SPARTAN-V inductee, who flawlessly completed the augmentation process. When he is not deployed, there is a useable Circle Menu. When he is deployed as a unit on the battlefield, he has his Leader Power, Combat Master.
Leader Powers - (Circle Menu: When ODSTs are unlocked, Mitchel-256 can use Hot Drop to send an ODST squad onto the battlefield from orbit. When SPARTAN-V’s are fully upgraded, they can also be deployed quickly with Fire Drop, which deploys them after a MAC Blast is fired on the target landing site. When the “Leap” Active Ability is unlocked on Spiders, they can be sent down from orbit with an Inferno Drop, which fires a MAC Blast, and then deploys the Spider rapidly.), (Deployed Unit: The cost of deploying Mitchel-256 is immense and nearly crippling to an army. The “Combat Master” Leader Power allows the player to control Mitchel’s every move. With one button, he pulls out an Energy Sword and hacks away like the Arbiter. With another button, he pulls out a DMR and becomes a Sniper. Either way, his attacks are always lethal.)
Unique Units - VENGEFUL Team: Mitchel-256’s team of SPARTAN-V’s. Each has a different role, but because of their varied roles, their damage, hitpoints, range, speed, stealth, and overall effectiveness make them the second most expensive and worthwhile unit in the game, besides Mitchel-256 himself. When both Mitchel-256 and VENGEFUL Team are deployed, they gain the Active Ability “No Mercy”, which unleashes Rockets, Sniper Rounds, Grenades, and Mitchel-256’s “Combat Master” Leader Power all at once onto any unit which Mitchel-256 approaches as long as VENGEFUL Team is reasonably close.
o_O That was detailed…