United Nations Space Command-UNSC will rely on their myriad of support powers and faction powers to help them achieve victory. each different UNSC doctrine has its own unique abilities based on that doctrine’s behaviour.
the UNSC navy prefers to avoid ground engagements and will try to make them as fast as possible.
the UNSC army is classic human battle tactics, infantry supported by vehicles and super weapons to strike fear into the enemy.
ONI strikes quickly and strongly with teams of super soldiers and advanced technologies.
UNSC units are more expensive and take longer to field than covenant forces as human transport, manufacturing and construction technologies are more primitive and less efficient. on the ground however; the well trained and versatile UNSC units can match covenant ground forces fairly well and can handle most anything. against the covenant though the UNSC tends to rely on vehicles to out manoeuvre the more advanced and numerous covenant ground forces and try to force them into defence until reinforcements arrive. this over dependency on vehicles could be the downfall of a UNSC strategy though.
faction-UNSC navy(this would be the vanilla UNSC faction, bonuses and powers encourage rushing, booming and expanding)
unique bonus-all buildings(including turrets and firebases) build 25% faster
economy bonus(or more of an eco power)-can call down a large amount of supply crates(can be collected by anyone)
primary faction power-MAC blast, same as in HW1, T2 required. can be upgraded.
secondary(unique) power-emergency drop squads, can drop up to 5 veteran ODST squads with 2 ODST’s armed with rocket launchers and the rest with battle rifles, T3 required.
unique unit-a gremlin like unit that has more armour but less normal attack damage and no chain amp, T2 required.
faction-UNSC army(turtling faction, bonuses encourage a game focused around lots of infantry spam, booming and some expansion)
unique bonus-infantry can construct garrisons(when selected, press up on d-pad to access faction powers and build garrison will be highlighted)
economy bonus-infantry,infantry upgrades, and buildings(including turrets and firebases) are all 25% cheaper.
primary power-tactical nuke, devastates a large area, radiation lingers after the explosion causing damage over time to all unshielded units(including vehicles and air), T4 required. cannot be upgraded.
secondary(unique) power-AI uplink, all friendly units(including allied units) gain increased accuracy, sight, range and attack speed for 30 seconds.only effects ground units. requires T1. can be upgraded to augment benefits further.
unique unit-elephant, the most obvious choice, mobile garrison that can make all infantry and warthogs when deployed, very high health, no tech level required.
replacement unit-falcon, replaces the pelican(which will be a buildable unit), cheaper, weaker, but with more offensive power than the pelican. T1 required, for the sake of game play the falcon, pelican and spirit will carry the same amount of units, the phantom will carry more units than the others.
second replacement unit-Rhino, not the plasma rhino from HW1, replaces the cobra, it will be a long range artillery unit with high damage but medium armour. T3 required. fires its projectile in an arc and so, like the wraith, will be able to fire over line of sight obstructions so long as another unit gives it sight.
faction-ONI/UNSC special forces(bonuses encourage well thought out strategies, attacking quickly and stealthily with elite units and utilizing the extra spartans)
unique bonus-all upgrades are researched 30% faster, more spartans can be trained than is usually allowed.
economy bonus-special upgrades are 25% cheaper.
primary power-plasma barrage, prototype plasma weapons bombard the target area from orbit, multiple shots in one barrage, each shot is weaker than a MAC round but has higher splash radius and an emp effect. requires T2. can be upgraded for more shots.
secondary(unique) power-recon, a simple and cheap power that removes the fog of war and provides sight, many rts games have it. T1 required.
unique unit-vulpine, the sly fox of the UNSC, medium armour, fast movement speed, twin rapid fire cannons(no air attack). T1 required. T2 upgrade allows for cloaking ability.
replacement unit-hawk, replaces the hornet, same as the hawk from HW1 but the laser is an upgrade. T2 required.
replacement(unique) upgrade-active camo, replaces a special upgrade in the field armoury. spartans, cobras, wolverines and pelicans have no radar signature, are harder to see and must be manually targeted(the AI of units will not fire at these units when the upgrade is researched).T3 required.
second replacement upgrade-advanced armours, at the cost of 10% decreased movement speed, scorpions, wolverines, cobras, pelicans and spartans have 20% extra health. T4 required.
EDIT: taken out the stun from covenant plasma weapons; as covie units will be cheaper, build faster and be equal in strength to UNSC units, making an added stun effect too strong early game. also changed the vulpine to tech 1 and made the cloak a T2 upgrade. removed the fortify ability from the UNSC army considering buildings are cheaper anyway and fortifing them with infantry would be a waste of time and saved money from the eco bonus. Increased all eco bonuses to 25%.