Editing Halo Wars
From Halopedia, the Halo wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 116: | Line 116: | ||
A unit has a maximum of 3 stars, except a Spartan-commandeered vehicle, which has a maximum of 14 "Veterancy Points" for Scorpions/Grizzlies and Hornets/Sparrowhawks. All other Spartan-commandeered vehicles have a maximum of 13 "Veterancy Points". There are some special units in campaign mode (e.g. ODSTs in the level ''Anders' Signal'') that have a maximum of 6 ''Veterancy Points''. | A unit has a maximum of 3 stars, except a Spartan-commandeered vehicle, which has a maximum of 14 "Veterancy Points" for Scorpions/Grizzlies and Hornets/Sparrowhawks. All other Spartan-commandeered vehicles have a maximum of 13 "Veterancy Points". There are some special units in campaign mode (e.g. ODSTs in the level ''Anders' Signal'') that have a maximum of 6 ''Veterancy Points''. | ||
====UNSC Units==== | |||
'''Marine''': the standard infantry unit. A good strategy with this unit is to produce an overwhelming amount of fully upgraded marines. Cost: 100. Tech level: 0. Population cost: 1 | |||
New blood: an upgrade that costs 200 supplies and a tech level of 1 adds another marine to your squad which also adds more health to the marine squad | |||
RPG: an upgrade that costs 400 supplies and a tech level of 2 allows the marine to use rockets instead of grenades making them able to hit air units with ease, the rockets also do more damage than the standard grenade. | |||
Medic: an upgrade with a cost of 700 and a tech level of 3 adds another marine to the squad but these marines can heal their squad after combat | |||
ODST (Captain Cutter exclusive): an upgrade with a cost of 1800 supplies and a tech level of 4 turns the standard marines into ODST making them more combat effective. This upgrade also unlocks Captain Cutters ODST drop. | |||
'''Flamethrower''': the UNSC’s anti infantry. A good strategy with this unit is to always have at least 2 in your army in case you run into enemy infantry. Cost 100. Tech level: 0. Population cost: 1 | |||
Flash grenade: an upgrade with a cost of 200 and a tech level of 2 allows the flamethrowers to throw flash grenades in order to temporarily stun enemy infantry making them easier to kill. | |||
Napalm adherent: an upgrade with a cost of 400 and a tech level of 2 allows the flames to do damage overtime even when the flamethrower isn’t attacking a unit anymore. | |||
Oxide tank: an upgrade with a cost of 700 and a tech level of 3 upgrades the flamethrowers damage against infantry units. | |||
'''Spartan''': the UNSC’s hero unit. Since Spartans don’t require population make all 3 before engaging in battle. Cost: 300. Tech level: 1. Population cost: 0 (maximum of 3). | |||
Chain gun: an upgrade with a cost of 300 and a tech level of 2 gives the spartan a chain gun instead of the two standard SMG’s increasing the rate of fire and damage. | |||
Neural implant: an upgrade with a cost of 600 and a tech level of 3 allows the spartan to hijack vehicles much faster. | |||
Spartan laser: an upgrade with a cost of 1000 and a tech level of 4 gives the spartan a spartan laser capable of doing more damage to enemies but with a significant decrease in firing rate. | |||
====Leader abilities==== | ====Leader abilities==== |