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Halo Wars 2 eGuide
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Contents

  • Foreword
    • Making Halo Wars 2
  • Getting Started
    • How to Use This Guide
    • Controls
    • An RTS Primer
    • Deploying Your Army
    • Notes on Damage and Healing
    • Game Phases
    • Other Tips and Tactics
  • Campaign Walkthrough
    • Overview
    • Difficulty Levels
    • Act I
      • Mission: The Signal
      • Mission: A New Enemy
      • Mission: Ascension
      • Mission: One Three Zero
      • Mission: The Cartographer
    • Act II
      • Mission: Lights Out
      • Mission: From the Deep
      • Mission: Hold the Line
      • Mission: Under the Dark
    • Act III
      • Mission: The Foundry
      • Mission: The Halo
      • Mission: Last Stand
  • Multiplayer
    • The HUD
    • Game Modes
    • The Factions
    • Choosing a Leader
    • Combat
    • Choosing Your Strategy
    • Multiplayer Atlas
      • Map Features
      • Badlands
      • Sentry
      • Bedrock
      • Ashes
      • Highway
      • Rift
      • Vault
      • Frontier
  • Interactive MP Maps
    • Badlands
      • Domination: 1v1
      • Domination: 2v2
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Strongholds: 1v1
      • Strongholds: 2v2
    • Sentry
      • Domination: 1v1
      • Domination: 2v2
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Strongholds: 1v1
      • Strongholds: 2v2
    • Bedrock
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Ashes
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Highway
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Rift
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Vault
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Frontier
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
  • Blitz
    • Core Concepts
    • The Proving Grounds
    • Blitz Basics
    • Firefight Basics
    • Card Basics
    • Deck Basics
    • Recommended Decks
    • UNSC Card Tables
    • Banished Card Tables
    • Blitz Card Gallery
      • Blitz Cards: A-D
      • Blitz Cards: E-K
      • Blitz Cards: L-S
      • Blitz Cards: T-Z
  • Leaders
    • Overview
    • UNSC Leaders
    • Banished Leaders
  • Structures
    • Overview
    • Bases
      • About Bases
      • UNSC Bases
      • Banished Bases
    • Minibases
      • About Minibases
      • UNSC Minibases
      • Banished Minibases
    • Economy Structures
      • About Economy Structures
      • UNSC Economy Structures
      • Banished Economy Structures
    • Advanced Unit Structures
      • About Advanced Unit Structures
      • UNSC Advanced Unit Structures
      • Banished Advanced Unit Structures
    • Defensive Structures
      • About Defensive Structures
      • UNSC Defensive Structures
      • Banished Defensive Structures
  • Units
    • Overview
    • Infantry Units
      • About Infantry Units
      • UNSC Infantry Units
      • Banished Infantry Units
    • Vehicles
      • About Vehicles
      • UNSC Vehicles
      • Banished Vehicles
    • Air Units
      • About Air Units
      • UNSC Air Units
      • Banished Air Units
    • Hero Units
      • About Hero Units
      • UNSC Hero Units
      • Banished Hero Units
    • Super Units
      • About Super Units
      • UNSC Super Unit
      • Banished Super Unit
    • Ultimate Units
      • About Ultimate Units
      • UNSC Ultimate Unit
      • Banished Ultimate Unit
  • Extras
    • Achievements
    • Skulls
    • Phoenix Logs
  • Concept Art Gallery
    • Atriox
    • Grav Mace
    • Spirit of Fire
    • Jerome Helmet
    • Environments

Halo Wars 2 Guide › Structures › Bases

UNSC Bases

Assuming you meet the requirements, there are three units that can be trained in any UNSC base.

Available Units: UNSC Bases

Icon Name Description Tech Level Requirements Requirements Requirements Time
Marines (Core infantry) Flexible ground troops. Quick capture unit. 0 3 150 — 18s
Jackrabbit (Scout) Very fast-moving. Can de-capture. 0 2 210 — 21s
Protector Sentinel (Core air) Anders only. Sentinel detonation. Sentinel beam. Requires Protector Sentinel Leader Power. 0 4 280 30 25s

Assuming you meet the requirements, there are six upgrades that can be researched in any UNSC base.

Available Research: UNSC Bases

Icon Name Description Tech Level Requirements Requirements Requirements Time
Grenade Throw (New ability for Marines) Can throw grenades. Small area attack. Cannot target air. 1 — — 400 25s
Combat Tech (Unit upgrade for Marines) Can repair vehicles, buildings, and air units. Can wield rocket launcher. Requires Grenade Throw. 2 — — 600 30s
Mini-Frag Launcher (Unit upgrade for Jackrabbit) Weaponizes Jackrabbit. 1 — — 200 25s
Support Drone (Unit upgrade for Jackrabbit) Equips drone. Increases line of sight. Detects cloaked units. Heals Jackrabbit. Requires Mini-Frag Launcher. 1 — — 300 25s
Drone Escort (Unit upgrade for Protector Sentinel)Anders only. Increases damage. Increases health. Unlocks Lockdown Bolt active ability. Requires Protector Sentinel Leader Power. 2 — — 500 30s
Defense Grid (Unit upgrade for Protector Sentinel) Anders only. Increases speed. Detonates on destruction. Requires Drone Escort. Requires Protector Sentinel Leader Power. 3 — — 600 35s

Firebase (Level 0)

Primary Role: Core Infantry/Scout Creation

Global Upgrades: Tech Level (via base upgrade)

Production: Marines, Jackrabbit, Protector Sentinel (Anders only)

Firebase Construction

Icon Name Description Tech Level Requirements Requirements Requirements Time
Firebase (Base structure) Produces vehicles and infantry. Three building slots. No Turret sites. 0 — 500 200 60s

The Firebase is the only UNSC structure you can build on an open base site. It offers no Turret sites, but it does include three slots for additional structures. If you haven’t already reached Tech Level 1, you can do so by upgrading a Firebase to a Combat Station.

Combat Station (Level 1)

Primary Role: Core Infantry/Scout Creation

Global Upgrades: Tech Level (via base upgrade)

Production: Marines, Jackrabbit, Protector Sentinel (Anders only)

Combat Station Upgrade

Icon Name Description Tech Level Requirements Requirements Requirements Time
Upgrade to Combat Station (Base upgrade) Upgraded from Firebase. Produces vehicles and infantry. Supports four Turret emplacements. 0 — — 400 50s

The Combat Station offers four Turret sites and a total of five slots for additional structures. Gaining your first Combat Station also unlocks Tech Level 1 units and research.

Command Center (Level 2)

Primary Role: Core Infantry/Scout Creation

Global Upgrades: Tech Level (via base upgrade)

Production: Marines, Jackrabbit, Protector Sentinel (Anders only)

Command Center Upgrade

Icon Name Description Tech Level Requirements Requirements Requirements Time
Upgrade to Command Center (Base upgrade) Upgraded from Combat Station. Produces vehicles and infantry. Unlocks Tech Level 2. 1 — — 1000 35s

The Command Center offers four Turret sites and a total of seven slots for additional structures. Gaining your first Command Center also unlocks Tech Level 2 units and research.

Headquarters (Level 3)

Primary Role: Core Infantry/Scout Creation

Global Upgrades: None

Production: Marines, Jackrabbit, Protector Sentinel (Anders only)

Headquarters Upgrade

Icon Name Description Tech Level Requirements Requirements Requirements Time
Upgrade to Headquarters (Base upgrade) Upgraded from Command Center. Produces vehicles and infantry. Unlocks Tech Level 3. Top base structure. 2 — — 1500 50s

Like the Command Center, the Headquarters offers four Turret sites and a total of seven slots for additional structures. Gaining your first Headquarters unlocks Tech Level 3 units and research.

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