Design your own leader

Hey guys. So, with Kinsano and Colony as two of the newest leaders to join Halo Wars 2, I thought it would be cool to create our own leader.

In Kinsano and Colony, they have had some cool new units or alterations to existing units to make them truly unique. So here is what you have to do.

Leader Name: A Brief Description of your leader and what is unique about them

Special Leader Unit: Either the actual leader or a Special Unit with description about them.

3 x New Units: Either New Units or Existing Units with alterations. Give a description about each and what units it will be replacing.

4 x New Abilities: Either New Abilities or Existing Abilities with alterations. Give a description over what it does and what abilities it will replace.

3 x New Units. - Blitz Versions. No limts, make Blitz versions for your units and explain what their special ability is.

Now, remember to keep it relatively balanced. Just imagine how you would feel if you went up against this player in MP. Is it OP? Can you counter some of its units?

Enjoy, :D. Blue. Do not forget their upgrades!

Edit 24/4/17: You guys are going a little off here. Let me try and set you back on track :D. Try and keep your leaders either Spirit of Fire orientated or Banished orientated, or provide justification towards them.

Leader Name: Syphon. Syphon is a elite inside the Banished. His attitude is that the best offence is a good defence. He is therefore charged with the defence of all Banished Forces and Bases, and is a constant rival with Atriox’s second in command, Decimus. His forces are mainly outfitted for defence, however are no strangers to offence when they turn the tide in battle.

Special Leader Unit: Syphon’s Wrath. Syphon Enters the battlefield with two Red Energy Swords drawn. He serves as Anti-Infantry and Anti-Building, who is weak against Vehicles and Anti-Infantry respectively. Syphon’s Armour is a more sleek design against most other banished Leaders, with a combination of Red and Black colour scheme.

Defenders Roar: Friendly units have a higher fire rate when in his presence, also increasing their overall health by 10%.

New Units

Jackal Rangers: Syphon Employs Jackal Rangers in his defensive operations. He feels their scouting capabilities were ignored by other Banished leaders and employs them to their full potential. Equipped with Carbine and Energy Shield. They replace Elite Rangers from the Anti Infantry Role.

Jackals Sight: Jackals Sight range is increased by 10%

Ravager: Ravagers are mobile Turrets piloted by Elite Technicians. It moves on four legs, similarly to the Locust. Ravagers can move around the map, however are most effective when borrowed in their defensive state. Ravagers can then receive upgrades to their weapons to counter infantry, vehicle or air units.

When Ravagers are in their mobile state, they are equipped with an energy shield. When in their Turret state, they lose their shield. If they move out of their turret state, any upgrades will be lost. This Unit replaces the Locust.

Ravagers Lust: Ravager Units now do not lose their shield when in Turret State.

Bandit: Syphon finds Banshee Units obsolete, and has created a flying unit that is different to normal covenant aircraft. Bandits are Brute controlled ships that bear a resemblance to the Ghosts used by the Banished. They come with twin Beam Cannons. Bandits are Air-Units which serve as Anti-Vehicle and Anti-Building units. This unit replaces the Banshee.

Bandits Suicide: When destroyed, Bandit Ships crash into hostile units, causing additional damage.
New Abilities

Tactical Post I/II/III: Drops a Banished Watchtower at any location with view, and is destroyed when garrisoned forces are killed. Tactical Post II increases the survivability of garrisoned forces. Tactical Post III allows for another unit to be garrisoned inside.

Shield Drop: Drops a banished shield to block off parts of the map. Shield can overheat under continued attack.

Blisterback Drop I/II: Spirit comes in and drops two Blisterback Units into the battle with 2 Level. Blisterback Drop II adds a third unit into the drop

Distruption Bomb: Bomb launched from Banished Carrier. Prevents all leader powers from happening in small radius. Can be destroyed by other units.

A leader available only to me.
Name: Glowtzob-er

Special units:
-Grunt squad car thief.
Grunt squads can now hijack.

-Bully’s Locust:
Same price, same range, same speed
Double damage.

-Ayrton Senna’ s Locust:
Same price, same range, same damage
Triple speed.

-VISIONary Locust:
Same price, same speed, same damage
Double range.

-Proletarian 's Locust:
Same speed, same range, same damage
Free build.

-Revengfull Kodiak:
Same price, same damage
Each shot spawns a Condor.

HERO UNIT
-Hydra 's chosen:
A unit that when it dies can double itself.

LEADER POWERS
-Eradication II double damage, double radius
-Satan’s Inferno: 2 inferno at the price of one.
-Cryo bomb
-Disruption bomb (just in case that someone
dares to use a leader power against me)
-Many Ghosts in the Machine:
Permanent hijack enemy’s army.
-MacNostalgia :
HW1’s Mac blast with 10 beams instead of 4 (for better balance).
-DisplaceMe:
Can displace enemy army out of the map.

Now this leader might be a little unbalanced (underpowered) but i am a good player, I think I can handle the rest OP leaders.

.

> 2533274817051955;3:
> A leader available only to me.
> Name: Glowtzob-er
>
> Special units:
> -Grunt squad car thief.
> Grunt squads can now hijack.
>
> -Bully’s Locust:
> Same price, same range, same speed
> Double damage.
>
> -Ayrton Senna’ s Locust:
> Same price, same range, same damage
> Triple speed.
>
> -VISIONary Locust:
> Same price, same speed, same damage
> Double range.
>
> -Proletarian 's Locust:
> Same speed, same range, same damage
> Free build.
>
> -Revengfull Kodiak:
> Same price, same damage
> Each shot spawns a Condor.
>
> HERO UNIT
> -Hydra 's chosen:
> A unit that when it dies can double itself.
>
> LEADER POWERS
> -Eradication II double damage, double radius
> -Satan’s Inferno: 2 inferno at the price of one.
> -Cryo bomb
> -Disruption bomb (just in case that someone
> dares to use a leader power against me)
> -Many Ghosts in the Machine:
> Permanent hijack enemy’s army.
> -MacNostalgia :
> HW1’s Mac blast with 10 beams instead of 4 (for better balance).
> -DisplaceMe:
> Can displace enemy army out of the map.
>
> Now this leader might be a little unbalanced (underpowered) but i am a good player, I think I can handle the rest OP leaders.

Of course, I see you losing multiple battles due to the fact that other leaders are overpowered compared to yours.

Leader Name: Ace. Ace is a Hornet Pilot who reached the rank of Staff Sergeant on board the Spirit of Fire. Flying in some of the most dangerous missions that Captain Cutter could throw at him, Ace proved that nothing was too hot for him to fly in. He also has an uncanny interest in Poison, which he has proved is effective at destroying multitude of Banished Forces.

Leader Unit: Aces Hornet. Ace prefer his personal Hornet, which he has customized himself to signify how many combat missions he has taken part in. His Hornet is equipped with rounds laced in poison which does extra damage over time, whilst being stronger than the average hornet. His Hornet is mainly black, with spray paint to make his customization.

Fatal Missiles: The Hornet’s rockets are laced include a small poison deposit, which do moderate damage to buildings and vehicles over time.

Unique Units

YellowJacket: Ace found old Archive documents for a UNSC aircraft known as “the Wasp” which was meant to replace the Hornet in mainstream combat. He merged the designs for Hawk and Wasp to create the Yellow Jacket fighter. Using the Hawks experimental weapons alongside the Wasps small size, he created something which serves as both an Anti-Air capability whilst being reasonably effective against vehicles.

Wasps Sting: Ace has finally found a way to incorporate his poison into the experimental weapon systems. Each shot from the YellowJacket does additional damage

WIP

Leader Name: Vhul 'Erran

Vhul was a sangheili ranger formerly serving within the Covenant. He does have an admiration for bravery and is somewhat disgusted with some of the sadistic savagery that is displayed by the jiralhanae ranks. Despite that, he continues to serve in the Banished with many under his command, feeling that it would be a waste of talent and skill to engage in the civil war plaguing his species’ home system. Similarly, he regards the crew of the Spirit in a similar honorable manner, although it is masked by his ruthlessness in battle. Vhul prefers to anticipate and bait enemy movements into choke points and traps while using erratic guerilla strikes to confound his foes.

Special Leader Unit: Vhul’s Debut. Vhul in his personalized Ranger harness allows him to scout impassable terrain and hit distant targets with impressive force. He is primarily an anti-infantry and anti-air hero with mild effectiveness against vehicles and low effectiveness against buildings. His carbine and storm rifle alternate between long and close range combat respectively. Vhul’s Ranger harness is also capable of flight and he can alternate in between air and ground modes (similar to a blisterback) to avoid damage from hostile units that are incapable of attacking aircraft.

Vhul’s Upgrades

  • Fearless Flight - Vhul’s harness has been hardened to allow him to perform a devastating slam into aircraft or ground units when jumping in or out of the air respectively. While in the air, he is capable of latching onto a friendly air unit to provide supporting fire. - Felled Fallen - Increases Fearless Flight’s damage and reduction in cooldown. - Ferocious Fusillade - Vhul is now armed with a Blood of Suban and Blissful Slumber to increase damage and have AoE damage to nearby clustered enemies.
    New Units: Highlanders. (Replaces Elite Rangers) Only the most cunning and tough sangheili rangers are trained by Vhul to be deadly assassins. Highlanders serve as deadly marksmen that have caught the wariness of their jiralhanae peers. They are equipped with a carbine with a 10% percent sightline and detection increase than standard rangers. Like the former, they are also capable of detecting cloaked units.

Vicious Highlanders: Arms rangers with Blood of Suban carbines, increasing damage overall and effectiveness against vehicles and AoE damage to nearby clustered enemies. They are now capable of flight, although only able to traverse shorter distances and slam into the ground, stunning enemy units. (Similar to the jump brutes)

Revenant: (Replaces Ghosts/Chopper) Much more cheaper and easier to acquire in the Blooding Years, the Type-48 LAGC Revenant serves as a fast attack, high damage vehicle. They are capable of capturing/de-capture and can detect cloaked units.

Siren Revenant: All revenants gain a pulsating cloaking that allows them to briefly slip off hostile radars while luring them away. Revenant’s cloak is rendered useless if it encounters a hostile unit that can see through the cloak.

Vampire: (Replaces Blisterback) Newly retrofitted Vampire aircraft have a newfound role in the Banished. They are ultimate mobile siege units with heavy needler mortars that launch a cluster of shards targets mid-flight before homing in and exploding, possibly targeting multiple enemies close together. Unlike previous siege units, Vampires are capable (and very effective) at attacking hostile air units.

Stasis Vampire: Vampires can now pull in hostile aircraft, immobilizing and siphoning their health away.

Leader Powers

  • Evenly Distributed (Passive Power): Units capable of detecting cloaked hostiles can now utilize the benefits of hostile support units. (For example: Vhul’s Legion can now receive healing from enemy Engineers and Nightingales, Revenants/Reavers can hide under an enemy Shroud’s cloak (Even when it is not using it) and be guarded from projectiles) - Passing the Torch (Passive Power): If a unit with Veterancy is destroyed, it will be passed onto the next unit that eventually destroys that particular unit. This power applies to ally players’ units, should they score the kill. - Out of Shadows (Active Power): All selected units within an area are instantly teleported to Vhul’s position. (Similar to the grav lift from HW) - Siege Strike Drop I/II (Active Power): Spirit dropship deploys two Highlanders and a Revenant with a 2 Veterancy and provides covering fire. Upgrading to II adds a Locust, Reaver and an Engineer with 2 Veterancy.Whew, so that took until the wee hours of the morning to complete. Your ideas are awesome.

GH

• Name: Kebo’ Lagor
• Species: Sangheili (Elite)
• Rank: Supreme High Admiral
• Faction: The Brotherhood of Union (not banished)
• Home world: Sanghelios
• Name of Fleet: The Fleet of Restorative Justice
• Name of Capital Ship: The Convicted Damnation
• Leader Powers:

  1. Plasma Torpedo Bombardment
    ( Bombards a area with plasma torpedo’s each upgrade increases AOE, Damage and duration of Scorch effect, two additional upgrades in total)

  2. Key Hole
    (Uses advance teleporting technology to open a portal to have troops transferred to any location they can use the portal to move back and forth while its open. No upgrades)

  3. Glassing Beam
    (Uses the Convicted Damnations massive glassing beam to incinerate your foes each upgrade increases AOE, Damage and duration of Scorch effect, two additional upgrades in total)

  4. Elite Ultra Drop Squad
    ( Drops a squad of five veteran Elite Ultras. One is equipped with a plasma caster, two with Carbines, one with an energy sword and the leader with dual wield plasma rifles, the next upgrade increases Speed, Damage, Shield Strength and health, and grants the unit a cloaking ability)

  5. Deception
    (All units spawn cloaked for 90 seconds, passive ability, no upgrades)

  6. Rapid acquisition
    (Enables units to capture positions such as Forerunner power node and control towers quicker, next upgrade increases capture rate, unit speed and sight range is increased. Passive ability)

  7. Lich Support
    (A heavily armoured Lich drops of two ghosts three Grunt squads two Jackal packs two Hunter pairs and two engineers. The Lich will stay in the area to provide fire support. No upgrades)

  8. Mass Cloaking
    (Cloaks all units for 90 seconds. No upgrades)

  9. Needler Cannon Support
    (Drops a needler cannon for extra fire support. The cannon fires Subanese crystals that home on to any target at a certain range, when enough embed themselves then a supercombine explosion will occur. Next upgrade increases duration and rate of fire)

  10. Tactical Redeployment
    (Using teleportation techniques and mysterious Forerunner technology, units can be teleported to a location. They are also shielded for 90 seconds. No upgrades)

• Hero: Augmented Sangheili Zealot
Is equipped with dual plasma rifles for long range and dual energy swords for close range. Special ability ground pound with lingering plasma damage. First upgrade give ability to hijack enemy vehicles. Second upgrade increase all stats and give a health regen ability. Third upgrade gives passive permanent cloaking.

> 2533274873428200;7:
> Leader Name: Vhul 'ErranVhul was a sangheili ranger formerly serving within the Covenant. He does have an admiration for bravery and is somewhat disgusted with some of the sadistic savagery that is displayed by the jiralhanae ranks. Despite that, he continues to serve in the Banished with many under his command, feeling that it would be a waste of talent and skill to engage in the civil war plaguing his species’ home system. Similarly, he regards the crew of the Spirit in a similar honorable manner, although it is masked by his ruthlessness in battle. Vhul prefers to anticipate and bait enemy movements into choke points and traps while using erratic guerilla strikes to confound his foes.
>
> Special Leader Unit: Vhul’s Debut. Vhul in his personalized Ranger harness allows him to scout impassable terrain and hit distant targets with impressive force. He is primarily an anti-infantry and anti-air hero with mild effectiveness against vehicles and low effectiveness against buildings. His carbine and storm rifle alternate between long and close range combat respectively. Vhul’s Ranger harness is also capable of flight and he can alternate in between air and ground modes (similar to a blisterback) to avoid damage from hostile units that are incapable of attacking aircraft.
>
> Vhul’s Upgrades - Fearless Flight - Vhul’s harness has been hardened to allow him to perform a devastating slam into aircraft or ground units when jumping in or out of the air respectively. While in the air, he is capable of latching onto a friendly air unit to provide supporting fire. - Felled Fallen - Increases Fearless Flight’s damage and reduction in cooldown. - Ferocious Fusillade - Vhul is now armed with a Blood of Suban and Blissful Slumber to increase damage and have AoE damage to nearby clustered enemies.New Units: Highlanders. (Replaces Elite Rangers) Only the most cunning and tough sangheili rangers are trained by Vhul to be deadly assassins. Highlanders serve as deadly marksmen that have caught the wariness of their jiralhanae peers. They are equipped with a carbine with a 10% percent sightline and detection increase than standard rangers. Like the former, they are also capable of detecting cloaked units.
>
> Vicious Highlanders: Arms rangers with Blood of Suban carbines, increasing damage overall and effectiveness against vehicles and AoE damage to nearby clustered enemies. They are now capable of flight, although only able to traverse shorter distances and slam into the ground, stunning enemy units. (Similar to the jump brutes)
>
> Revenant: (Replaces Ghosts/Chopper) Much more cheaper and easier to acquire in the Blooding Years, the Type-48 LAGC Revenant serves as a fast attack, high damage vehicle. They are capable of capturing/de-capture and can detect cloaked units.
>
> Siren Revenant: All revenants gain a pulsating cloaking that allows them to briefly slip off hostile radars while luring them away. Revenant’s cloak is rendered useless if it encounters a hostile unit that can see through the cloak.
>
> Vampire: (Replaces Blisterback) Newly retrofitted Vampire aircraft have a newfound role in the Banished. They are ultimate mobile siege units with heavy needler mortars that launch a cluster of shards targets mid-flight before homing in and exploding, possibly targeting multiple enemies close together. Unlike previous siege units, Vampires are capable (and very effective) at attacking hostile air units.
>
> Stasis Vampire: Vampires can now pull in hostile aircraft, immobilizing and siphoning their health away.
>
> Leader Powers - Evenly Distributed (Passive Power): Units capable of detecting cloaked hostiles can now utilize the benefits of hostile support units. (For example: Vhul’s Legion can now receive healing from enemy Engineers and Nightingales, Revenants/Reavers can hide under an enemy Shroud’s cloak (Even when it is not using it) and be guarded from projectiles) - Passing the Torch (Passive Power): If a unit with Veterancy is destroyed, it will be passed onto the next unit that eventually destroys that particular unit. This power applies to ally players’ units, should they score the kill. - Out of Shadows (Active Power): All selected units within an area are instantly teleported to Vhul’s position. (Similar to the grav lift from HW) - Siege Strike Drop I/II (Active Power): Spirit dropship deploys two Highlanders and a Revenant with a 2 Veterancy and provides covering fire. Upgrading to II adds a Locust, Reaver and an Engineer with 2 Veterancy.Whew, so that took until the wee hours of the morning to complete. Your ideas are awesome.
>
> GH

OOOOOOH. I like very much

> 2533274969455749;8:
> • Name: Kebo’ Lagor
> • Species: Sangheili (Elite)
> • Rank: Supreme High Admiral
> • Faction: The Brotherhood of Union (not banished)
> • Home world: Sanghelios
> • Name of Fleet: The Fleet of Restorative Justice
> • Name of Capital Ship: The Convicted Damnation
> • Leader Powers:
> 1. Plasma Torpedo Bombardment
> ( Bombards a area with plasma torpedo’s each upgrade increases AOE, Damage and duration of Scorch effect, two additional upgrades in total)
> 2. Key Hole
> (Uses advance teleporting technology to open a portal to have troops transferred to any location they can use the portal to move back and forth while its open. No upgrades)
> 3. Glassing Beam
> (Uses the Convicted Damnations massive glassing beam to incinerate your foes each upgrade increases AOE, Damage and duration of Scorch effect, two additional upgrades in total)
> 4. Elite Ultra Drop Squad
> ( Drops a squad of five veteran Elite Ultras. One is equipped with a plasma caster, two with Carbines, one with an energy sword and the leader with dual wield plasma rifles, the next upgrade increases Speed, Damage, Shield Strength and health, and grants the unit a cloaking ability)
> 5. Deception
> (All units spawn cloaked for 90 seconds, passive ability, no upgrades)
> 6. Rapid acquisition
> (Enables units to capture positions such as Forerunner power node and control towers quicker, next upgrade increases capture rate, unit speed and sight range is increased. Passive ability)
> 7. Lich Support
> (A heavily armoured Lich drops of two ghosts three Grunt squads two Jackal packs two Hunter pairs and two engineers. The Lich will stay in the area to provide fire support. No upgrades)
> 8. Mass Cloaking
> (Cloaks all units for 90 seconds. No upgrades)
> 9. Needler Cannon Support
> (Drops a needler cannon for extra fire support. The cannon fires Subanese crystals that home on to any target at a certain range, when enough embed themselves then a supercombine explosion will occur. Next upgrade increases duration and rate of fire)
> 10. Tactical Redeployment
> (Using teleportation techniques and mysterious Forerunner technology, units can be teleported to a location. They are also shielded for 90 seconds. No upgrades)
> • Hero: Augmented Sangheili Zealot
> Is equipped with dual plasma rifles for long range and dual energy swords for close range. Special ability ground pound with lingering plasma damage. First upgrade give ability to hijack enemy vehicles. Second upgrade increase all stats and give a health regen ability. Third upgrade gives passive permanent cloaking.

Where is your units that you would have?

> 2533275011703423;9:
> > 2533274873428200;7:
> > Leader Name: Vhul 'ErranVhul was a sangheili ranger formerly serving within the Covenant. He does have an admiration for bravery and is somewhat disgusted with some of the sadistic savagery that is displayed by the jiralhanae ranks. Despite that, he continues to serve in the Banished with many under his command, feeling that it would be a waste of talent and skill to engage in the civil war plaguing his species’ home system. Similarly, he regards the crew of the Spirit in a similar honorable manner, although it is masked by his ruthlessness in battle. Vhul prefers to anticipate and bait enemy movements into choke points and traps while using erratic guerilla strikes to confound his foes.
> >
> > Special Leader Unit: Vhul’s Debut. Vhul in his personalized Ranger harness allows him to scout impassable terrain and hit distant targets with impressive force. He is primarily an anti-infantry and anti-air hero with mild effectiveness against vehicles and low effectiveness against buildings. His carbine and storm rifle alternate between long and close range combat respectively. Vhul’s Ranger harness is also capable of flight and he can alternate in between air and ground modes (similar to a blisterback) to avoid damage from hostile units that are incapable of attacking aircraft.
> >
> > Vhul’s Upgrades - Fearless Flight - Vhul’s harness has been hardened to allow him to perform a devastating slam into aircraft or ground units when jumping in or out of the air respectively. While in the air, he is capable of latching onto a friendly air unit to provide supporting fire. - Felled Fallen - Increases Fearless Flight’s damage and reduction in cooldown. - Ferocious Fusillade - Vhul is now armed with a Blood of Suban and Blissful Slumber to increase damage and have AoE damage to nearby clustered enemies.New Units: Highlanders. (Replaces Elite Rangers) Only the most cunning and tough sangheili rangers are trained by Vhul to be deadly assassins. Highlanders serve as deadly marksmen that have caught the wariness of their jiralhanae peers. They are equipped with a carbine with a 10% percent sightline and detection increase than standard rangers. Like the former, they are also capable of detecting cloaked units.
> >
> > Vicious Highlanders: Arms rangers with Blood of Suban carbines, increasing damage overall and effectiveness against vehicles and AoE damage to nearby clustered enemies. They are now capable of flight, although only able to traverse shorter distances and slam into the ground, stunning enemy units. (Similar to the jump brutes)
> >
> > Revenant: (Replaces Ghosts/Chopper) Much more cheaper and easier to acquire in the Blooding Years, the Type-48 LAGC Revenant serves as a fast attack, high damage vehicle. They are capable of capturing/de-capture and can detect cloaked units.
> >
> > Siren Revenant: All revenants gain a pulsating cloaking that allows them to briefly slip off hostile radars while luring them away. Revenant’s cloak is rendered useless if it encounters a hostile unit that can see through the cloak.
> >
> > Vampire: (Replaces Blisterback) Newly retrofitted Vampire aircraft have a newfound role in the Banished. They are ultimate mobile siege units with heavy needler mortars that launch a cluster of shards targets mid-flight before homing in and exploding, possibly targeting multiple enemies close together. Unlike previous siege units, Vampires are capable (and very effective) at attacking hostile air units.
> >
> > Stasis Vampire: Vampires can now pull in hostile aircraft, immobilizing and siphoning their health away.
> >
> > Leader Powers - Evenly Distributed (Passive Power): Units capable of detecting cloaked hostiles can now utilize the benefits of hostile support units. (For example: Vhul’s Legion can now receive healing from enemy Engineers and Nightingales, Revenants/Reavers can hide under an enemy Shroud’s cloak (Even when it is not using it) and be guarded from projectiles) - Passing the Torch (Passive Power): If a unit with Veterancy is destroyed, it will be passed onto the next unit that eventually destroys that particular unit. This power applies to ally players’ units, should they score the kill. - Out of Shadows (Active Power): All selected units within an area are instantly teleported to Vhul’s position. (Similar to the grav lift from HW) - Siege Strike Drop I/II (Active Power): Spirit dropship deploys two Highlanders and a Revenant with a 2 Veterancy and provides covering fire. Upgrading to II adds a Locust, Reaver and an Engineer with 2 Veterancy.Whew, so that took until the wee hours of the morning to complete. Your ideas are awesome.
> >
> > GH
>
> OOOOOOH. I like very much

From my perspective, it almost seems as if aircraft are the biggest key to winning. This leader of mine kind of mirrors my preferred strategy to scout out/bait enemy forces and then quickly summon a countering force to overwhelm and box in another enemy leader. I had the idea that this leader would be able to confuse enemies and coordinate positions effectively. Much of it relies on deception as well as communication (Something a handful of players here fail to do)
This kind of tones down the overall effectiveness of enemy aircraft, but not enough to make them obsolete.

GH

Leader name: Wayne Taylor. Marine Commander of a heavy strike force on the spirt of fire. Seen action on harvest, Arcadia, and the shield world. He goes into banished bases and force with a heavy armor of infantry, vehicles and air. Each with different upgrades and experimental weaponry.

Hero unit Wayne’s cyclops: Unlike kansano’s cyclops Wayne’s is design to combat all three units of air infantry and vehicles. Walks around with to heavy rail guns that can shoot quickly. His ability would be to jump like and reaver.
Spartan’s gift. This gives Wayne shields on his Cyclops and advance systems which makes him lethal to his enemy’s.
Sky beckons: This increase the flight range of his cyclops.
Hannibal tech: this replaces Wayne’s rail guns with Hannibal machine guns.

New units
Samurai: with the banished jet pack brutes Wayne thought that there should be an counter part for them and he came up with the samurai. Equip with a sword, With medium armor, and comes in a three man squad. These units make the perfect units for close range units against the jet pack brutes. Ability is to sword cleave trough an infantry squads.
Blade hunger. increase the attack speed of the samurai.

Viking: A heavy mech that replaces the scorpion that close resembles this https://www.spikeybits.com/wp-content/uploads/2015/12/Copy-of-Heavy-walker-FR-340.jpg ability is to first a cluster of missiles to an enemy unit.
target sight: helps the viking target and fire a lot faster.

sparrowhawk: An air unit that can fire it’s machine gun and railgun laser. ability is to do an combine fire which fires both machine gun and railgun at the same time.
airel support: if one sparrow is heavy-fully damage one sparrow would scarifce it’s health and speed to defend the attacked one from and other fire.

I will post the leader power one up shortly.

> 2533274873428200;11:
> > 2533275011703423;9:
> > > 2533274873428200;7:
> > > Leader Name: Vhul 'ErranVhul was a sangheili ranger formerly serving within the Covenant. He does have an admiration for bravery and is somewhat disgusted with some of the sadistic savagery that is displayed by the jiralhanae ranks. Despite that, he continues to serve in the Banished with many under his command, feeling that it would be a waste of talent and skill to engage in the civil war plaguing his species’ home system. Similarly, he regards the crew of the Spirit in a similar honorable manner, although it is masked by his ruthlessness in battle. Vhul prefers to anticipate and bait enemy movements into choke points and traps while using erratic guerilla strikes to confound his foes.
> > >
> > > Special Leader Unit: Vhul’s Debut. Vhul in his personalized Ranger harness allows him to scout impassable terrain and hit distant targets with impressive force. He is primarily an anti-infantry and anti-air hero with mild effectiveness against vehicles and low effectiveness against buildings. His carbine and storm rifle alternate between long and close range combat respectively. Vhul’s Ranger harness is also capable of flight and he can alternate in between air and ground modes (similar to a blisterback) to avoid damage from hostile units that are incapable of attacking aircraft.
> > >
> > > Vhul’s Upgrades - Fearless Flight - Vhul’s harness has been hardened to allow him to perform a devastating slam into aircraft or ground units when jumping in or out of the air respectively. While in the air, he is capable of latching onto a friendly air unit to provide supporting fire. - Felled Fallen - Increases Fearless Flight’s damage and reduction in cooldown. - Ferocious Fusillade - Vhul is now armed with a Blood of Suban and Blissful Slumber to increase damage and have AoE damage to nearby clustered enemies.New Units: Highlanders. (Replaces Elite Rangers) Only the most cunning and tough sangheili rangers are trained by Vhul to be deadly assassins. Highlanders serve as deadly marksmen that have caught the wariness of their jiralhanae peers. They are equipped with a carbine with a 10% percent sightline and detection increase than standard rangers. Like the former, they are also capable of detecting cloaked units.
> > >
> > > Vicious Highlanders: Arms rangers with Blood of Suban carbines, increasing damage overall and effectiveness against vehicles and AoE damage to nearby clustered enemies. They are now capable of flight, although only able to traverse shorter distances and slam into the ground, stunning enemy units. (Similar to the jump brutes)
> > >
> > > Revenant: (Replaces Ghosts/Chopper) Much more cheaper and easier to acquire in the Blooding Years, the Type-48 LAGC Revenant serves as a fast attack, high damage vehicle. They are capable of capturing/de-capture and can detect cloaked units.
> > >
> > > Siren Revenant: All revenants gain a pulsating cloaking that allows them to briefly slip off hostile radars while luring them away. Revenant’s cloak is rendered useless if it encounters a hostile unit that can see through the cloak.
> > >
> > > Vampire: (Replaces Blisterback) Newly retrofitted Vampire aircraft have a newfound role in the Banished. They are ultimate mobile siege units with heavy needler mortars that launch a cluster of shards targets mid-flight before homing in and exploding, possibly targeting multiple enemies close together. Unlike previous siege units, Vampires are capable (and very effective) at attacking hostile air units.
> > >
> > > Stasis Vampire: Vampires can now pull in hostile aircraft, immobilizing and siphoning their health away.
> > >
> > > Leader Powers - Evenly Distributed (Passive Power): Units capable of detecting cloaked hostiles can now utilize the benefits of hostile support units. (For example: Vhul’s Legion can now receive healing from enemy Engineers and Nightingales, Revenants/Reavers can hide under an enemy Shroud’s cloak (Even when it is not using it) and be guarded from projectiles) - Passing the Torch (Passive Power): If a unit with Veterancy is destroyed, it will be passed onto the next unit that eventually destroys that particular unit. This power applies to ally players’ units, should they score the kill. - Out of Shadows (Active Power): All selected units within an area are instantly teleported to Vhul’s position. (Similar to the grav lift from HW) - Siege Strike Drop I/II (Active Power): Spirit dropship deploys two Highlanders and a Revenant with a 2 Veterancy and provides covering fire. Upgrading to II adds a Locust, Reaver and an Engineer with 2 Veterancy.Whew, so that took until the wee hours of the morning to complete. Your ideas are awesome.
> > >
> > > GH
> >
> > OOOOOOH. I like very much
>
> From my perspective, it almost seems as if aircraft are the biggest key to winning. This leader of mine kind of mirrors my preferred strategy to scout out/bait enemy forces and then quickly summon a countering force to overwhelm and box in another enemy leader. I had the idea that this leader would be able to confuse enemies and coordinate positions effectively. Much of it relies on deception as well as communication (Something a handful of players here fail to do)
> This kind of tones down the overall effectiveness of enemy aircraft, but not enough to make them obsolete.
>
> GH

Syphon follows my preffered strategy to take defences and map control. Similiarly, my defences can be punched with the right force, meaning Anders are my bane

> 2533275011703423;10:
> > 2533274969455749;8:
> > • Name: Kebo’ Lagor
> > • Species: Sangheili (Elite)
> > • Rank: Supreme High Admiral
> > • Faction: The Brotherhood of Union (not banished)
> > • Home world: Sanghelios
> > • Name of Fleet: The Fleet of Restorative Justice
> > • Name of Capital Ship: The Convicted Damnation
> > • Leader Powers:
> > 1. Plasma Torpedo Bombardment
> > ( Bombards a area with plasma torpedo’s each upgrade increases AOE, Damage and duration of Scorch effect, two additional upgrades in total)
> > 2. Key Hole
> > (Uses advance teleporting technology to open a portal to have troops transferred to any location they can use the portal to move back and forth while its open. No upgrades)
> > 3. Glassing Beam
> > (Uses the Convicted Damnations massive glassing beam to incinerate your foes each upgrade increases AOE, Damage and duration of Scorch effect, two additional upgrades in total)
> > 4. Elite Ultra Drop Squad
> > ( Drops a squad of five veteran Elite Ultras. One is equipped with a plasma caster, two with Carbines, one with an energy sword and the leader with dual wield plasma rifles, the next upgrade increases Speed, Damage, Shield Strength and health, and grants the unit a cloaking ability)
> > 5. Deception
> > (All units spawn cloaked for 90 seconds, passive ability, no upgrades)
> > 6. Rapid acquisition
> > (Enables units to capture positions such as Forerunner power node and control towers quicker, next upgrade increases capture rate, unit speed and sight range is increased. Passive ability)
> > 7. Lich Support
> > (A heavily armoured Lich drops of two ghosts three Grunt squads two Jackal packs two Hunter pairs and two engineers. The Lich will stay in the area to provide fire support. No upgrades)
> > 8. Mass Cloaking
> > (Cloaks all units for 90 seconds. No upgrades)
> > 9. Needler Cannon Support
> > (Drops a needler cannon for extra fire support. The cannon fires Subanese crystals that home on to any target at a certain range, when enough embed themselves then a supercombine explosion will occur. Next upgrade increases duration and rate of fire)
> > 10. Tactical Redeployment
> > (Using teleportation techniques and mysterious Forerunner technology, units can be teleported to a location. They are also shielded for 90 seconds. No upgrades)
> > • Hero: Augmented Sangheili Zealot
> > Is equipped with dual plasma rifles for long range and dual energy swords for close range. Special ability ground pound with lingering plasma damage. First upgrade give ability to hijack enemy vehicles. Second upgrade increase all stats and give a health regen ability. Third upgrade gives passive permanent cloaking.
>
> Where is your units that you would have?

I haven’t got that far yet as soon as I do though ill post it

343 guilty spark

Sparks who was re-assembled by sentinels has been brought back, he assumed repair of the ark after the firing.

can disable mechanical units with his lazer, has low fire rate (rate at which his firing effects units), and when he tries to fire at anti infantry, the lazer is simply anti infantry.
Incredible capture rate for all units.
Has all of ander’s forerunnery powers and units.
Less powerful shipmaster teleportation powers.

.

*new units

.

Sentinel Enforcer equivalent of the retriever sentinel to ground units, but will grab and tear air units a new butt hole.
Y ability is a bunch of missiles which automatically target in order to kill the maximum possible number of units with them.

upgrade: shield now covers entire enforcer

Followers
-religious ex covenant (not a leader)
Strong standard infantry squad of classic covenant elites with swords, and anti non-air rage ability (3 max to stop hw1 arbiters from annihilating bases.)

Active camo upgrade

Dual sword upgrade

commander: engineers follows the followers healing them outside of combat, and giving him increased shield strength during combat.

Promethean army- takes up 30 pop space, has a bunch of knights, watchers, crawlers, etc etc etc.

Phaeton: y ability. Materializes a phaeton starting at the army’s location and air strikes the enemy like archer missiles while the watchers garrison the army in a shield and spawn more crawlers.

Commander knights spawn additional watchers healing units outside of combat.

.

New Leader powers:

.

Contamination.

spawns flood units which will infect as much as the enemy allows it to (with the absolute most damage it can do being 6 units taken over)

Genocide

Miniature halo ring is built by a swarm of sentinals and kills all within a certain radius.

upgrade: larger ring for more damage (but more build time)
can be deployed anywhere on map regardless of fog of war.

reclamation

all non teamate forerunner units come onto your side (unless directly owned by an enemy player in which case 30%)

(quick way to get an army back if nobody went for the power nodes)

> 2533274893350306;15:
> 343 guilty spark
>
> Sparks who was re-assembled by sentinels has been brought back, he assumed repair of the ark after the firing.
>
> can disable mechanical units with his lazer, has low fire rate (rate at which his firing effects units), and when he tries to fire at anti infantry, the lazer is simply anti infantry.
> Incredible capture rate for all units.
> Has all of ander’s forerunnery powers and units.
> Less powerful shipmaster teleportation powers.
>
> .
>
> *new units
>
> .
>
> Sentinel Enforcer equivalent of the retriever sentinel to ground units, but will grab and tear air units a new butt hole.
> Y ability is a bunch of missiles which automatically target in order to kill the maximum possible number of units with them.
>
> upgrade: shield now covers entire enforcer
>
> Followers
> -religious ex covenant (not a leader)
> Strong standard infantry squad of classic covenant elites with swords, and anti non-air rage ability (3 max to stop hw1 arbiters from annihilating bases.)
>
> Active camo upgrade
>
> Dual sword upgrade
>
> commander: engineers follows the followers healing them outside of combat, and giving him increased shield strength during combat.
>
> Promethean army- takes up 30 pop space, has a bunch of knights, watchers, crawlers, etc etc etc.
>
> Phaeton: y ability. Materializes a phaeton starting at the army’s location and air strikes the enemy like archer missiles while the watchers garrison the army in a shield and spawn more crawlers.
>
> Commander knights spawn additional watchers healing units outside of combat.
>
> .
>
> New Leader powers:
>
> .
>
> Contamination.
>
> spawns flood units which will infect as much as the enemy allows it to (with the absolute most damage it can do being 6 units taken over)
>
> Genocide
>
> Miniature halo ring is built by a swarm of sentinals and kills all within a certain radius.
>
> upgrade: larger ring for more damage (but more build time)
> can be deployed anywhere on map regardless of fog of war.
>
> reclamation
>
> all non teamate forerunner units come onto your side (unless directly owned by an enemy player in which case 30%)
>
> (quick way to get an army back if nobody went for the power nodes)

I wonder which side he would be on???

> 2533275011703423;16:
> > 2533274893350306;15:
> > 343 guilty spark…
>
> I wonder which side he would be on???

Whoever wants to fire the rings, obviously.

> 2535451171228485;17:
> > 2533275011703423;16:
> > > 2533274893350306;15:
> > > 343 guilty spark…
> >
> > I wonder which side he would be on???
>
> Whoever wants to fire the rings, obviously.

So, then the UNSC. I think it would be cool to have him slightly damaged and insane, and this is reflected in maybe corrupted sentinels. I quite like that really.

  • Leader Name: Tyganix - Species: Brute - Background: One of Atriox’s Lieutenants, and was 1 of the 1st to join Atriox along side Desimus, Specializes in quick unit deployment and Artillery - Hero Unit: Phantomback , A modified Phantom capable of firing a Blisterback Barrage doesn’t need to land• Upgrade 1: adds a point Defense system to counter incoming missles
    • Upgrade 2: adds the ability to deploy a pair of hunters with a 70 second cooldown
    • Upgrade 3: Adds a Mini Scarab Laser that does half the damage of a Scarab

  • Tier 1 Leader Powers• Banish Raid, increase speed of infantry cap
    • Banished Turret, Teleports a Turret into the battlefield, can be upgraded for damage output
    • Shrapnel Mines, deploys 3 Invisible Mines that does damage to nearby enemies upon Explosion

  • Tier 2 Leader Powers• Glassing beam
    • Banished Drop, drops in 2 squads of veteran 1 Elites Snipers
    • Tyganix’s Grace, drops a Healing pod that heals nearby allies

  • Tier 3 Leader Powers• Maxium Firepower, Increases Blisterbacks and Blisterwraiths damage output by 10% Passive Ability
    • Phantomback Patrol: A Temporary Stock Pantomback is deployed
    • Banshee Raid: Deploys 5 Banshees

  • Tier 4 Leader Powers• Heavyweight: Temporary increases Health of units in the area of affect at the cost of dramatically reduced speed
    • Banished Horde: Deploys 2 Blisterbacks, 4 Jepack Brutes and a Locust at Veteran 3

  • Special Unit: Blisterwraiths, Modified Wraith with Blisterback Missiles, can be upgraded to have additional missles for more damage - Special Unit: Revanat, small fast moving attack vehicle, basically the revenant from reach

**John Kile:**John is a ODST commander stationed on the SoF and commands most of ODST engagements
God’s ASOABM(Halo CE ref) A Advanced ODST Unit that acts like a spartan but is quicker on his feet.

ODST T****ANK: A quicker but weaker all black tankEither New Units or Existing Units with alterations.
Scout Hog: Replaces Jackrabbit. Sacrifices weapons for speed
ODST Squad: Replaces marines with ODST but costs more

Orbital Jimnastics: ODSTs jump from a pelican and hijack a vehicle
ODST Drop: Drops two more ODST units than normal
Treadmill: All units gain a speed boost and can detect cloaked units for a time
Experiance: All ODSTs squads gain 1 veteran point