Captain James Gregory Cutter
Background Details
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Age: 52 Height: 6’1” Weight: 195 lb. Hair Color: Black Eye Color: Blue |
Captain Cutter commands Spirit of Fire; his confidence in those around him is matched by a strong loyalty amongst the crew. His stance and his voice immediately identify him as a leader, and an intelligent, unambiguous, and thoughtful one at that. His face is slightly older-looking than his actual age, and he has some gray around the fringes of his hair, but his energy and determination are that of a man half his years. Cutter is almost always at attention, listening to his advisors and crew. He is constantly on the move and has little need for pomp and circumstance. This lack of flourish may be why he is the kind of man who so many rally to, making him the perfect leader for the fight ahead.
Cutter was an officer from the start. But his demeanor was never one of a do-nothing officer like many of his class. Many of the young men had political aspirations far beyond their potential, but Cutter found it more interesting to “talk shop” in the soldier’s club with the non-officers. Cutter liked his fellow officers, but he believed in “get[ting] to know and respect your men, and they’ll give you 200 percent when the time comes.”
But this approach had good and bad sides. Cutter had served on seven ships, two of them as captain, and had a record of service and bravery that were well known within the fleet. But it was his lack of political ambition, his unwillingness to climb the ladder of the UNSC by stepping over others, that kept him from far more. He could easily have been a general if he had ever cared to be.
Cutter was selected for the Spirit of Fire first and was the only man they wanted for the job. Where some would have seen this as a job lacking in prestige—being the supply boat of the fleet—running a 2,500-meter-long, 5,500-person juggernaut that always had an assignment with more missions waiting in the wings was something that made Cutter smile behind his morning coffee.
“I have a bridge to look after here.”
Cutter looked out over the bridge and took in the view. Slipspace always reflected and lit the exterior of the ship in an unnatural and unwelcoming light. The vast size of Spirit of Fire stretched out serenely in this odd sea. The orders were quite specific: rendezvous with The Prophecy and join the fleet en route to Harvest. He had always liked the word “rendezvous” ever since he got it right on Mrs. Ash’s sixth-grade spelling test. He unconsciously sounded it out and Serina flickered on.
“The Prophecy is a good ship—could have been your ship if you had taken them up on the chair,” Serina quipped. She said it loudly enough that Blake looked up from his console.
“I’m happy with the seat I have, Serina.” Cutter glared back.
And in truth he was. Spirit of Fire was the largest operational ship in the fleet, and while it wasn’t the fastest and didn’t boast the best weaponry or military complement, it was the one ship every other captain in the fleet was happy to see. Spirit of Fire brought supplies, water, fuel—and ground support to the field. More importantly for Cutter, Spirit of Fire was stationed at Reach and generally wasn’t part of long tours of duty. Cutter thought of his daughter and wondered if she had a spelling test today or not. He also knew that by passing on The Prophecy command that his chances of being offered something as prestigious again were slim. In fact, he had already heard rumor to that effect. The choice had been easy, though, and he had no regrets.
“Hello! Ship AI on deck!” Serina brought him out of the moment and back to the bridge. “Well, I would have hated to break in a new captain anyway; took me long enough to get you where I want you.”
“Thank you, Serina. I think. How are we doing?”
Serina could get under his skin, and she knew it. The AI was necessary to run the ship, and her sometimes flippant character didn’t betray the complexity of her second-to-second duties. However, sometimes Cutter thought he could do without the running commentary.
“Loaded for bear, sir. We should exit Slipspace in thirty-two hours, twelve minutes. Professor Anders has requested better quarters and insists on seeing you. Apparently you must know the ship layout better than me because I told her—”
Cutter interrupted, “Mister Blake, please go see to our guest. I have a bridge to look after here.”
Blake looked around the largely empty bridge. Lieutenant Green peered up from the flight control; he was sure Serina was looking at him smugly.
“Yes, sir!” Blake barked as he made for the door. He thought to himself that he would never be babysitting civilians if he was on The Prophecy.
Serina paused, waiting for Blake to leave. “So, Mr. Captain, sir, what do you think ‘loaded for bear’ actually means?”
Cutter sat down and pushed back in the chair. His mind fixated on the empty seat Blake had vacated, and he thought back to his long days as an Ensign in the fleet. His father had pushed him to get his degree and was furious that he had signed up for the UN Colony logistics office and even more furious when he applied to flight school. “Nothing more than a trucker!” He could still hear the words echo.
Piloting colony ships was mind-numbing work, but it gave him experience and eventually earned him command of the Glasgow, a colony freighter vessel. It wasn’t special, but he pulled his runs, and after an incident with insurgents in the Epsilon Eridani system, he gained the attention of UNSC command.
His mind moved to his father again and the redeeming words he later said when he toured the ship with his son—the new captain on the Spirit of Fire. “I guess you knew something, after all. Your mom would be proud.” This was all he said, but it was enough.
Cutter sighed. “Serina, it means that tomorrow is going to be a long day.”
Leadership Qualities and Tactical Notes
Unique Troop Type: Elephant

Accessed via the Firebase, the Elephant synergizes well with Cutter’s base bonus (Leadership Quality #4); this means you can save another socket and construct an Elephant instead of a Barracks if you need infantry (although the Barracks is needed to upgrade the infantry). Elephants are also excellent at Rushing early into a battle; lock it down just outside an enemy base and constantly train troops from it. Elephants are adept at defensive posturing as well; place them to the sides or the rear of your base to act as an additional turret (when Deployed using
) and to train infantry defenders in the event of an enemy Rush. Be warned: Attempting an early Rush against Cutter, who has an Elephant or two, is ill-advised!
Leader Power: MAC Blast (
, then
+
)
Accessing the MAC Blast from the Spirit of Fire can have devastating consequences, but the pinpoint accuracy of the blast and the “tracer” laser it emits prior to the blast hitting makes firing these at enemies rather tricky. Best used for targeting slower-moving enemy units that have high hit points (such as Scorpions or Scarabs). This is also useful for weakening buildings you’re already attacking. There are less opportunities to use this power defensively.

Super Unit: Orbital Drop Shock Trooper (ODST)

The most powerful non-Spartan infantry unit is the Orbital Drop Shock Trooper (ODST), an additional upgrade accessed via the Barracks. ODSTs aren’t often a battle-changing advantage, as they are available only after numerous Marine upgrades, and infantry aren’t as effective as vehicles and aircraft later in a battle. However, dropping ODSTs into the middle of any fight can sometimes turn the tide of a large fight. You need only line of sight for a Drop (via the Spirit of Fire), and you can release up to ten ODSTs (population permitting) to help support your army or attack enemy buildings effectively. Try splitting the ODSTs you drop from your other attacking units so your foe must split their fire to attack two sets of your forces.
Starting Advantage: All Bases Start at One Higher Tech Level

Cutter’s initial Firebase has already been upgraded to Fortress level, with seven building sockets ready at the start of battle (additional bases start at one higher Tech level, giving you instant access to Turret sockets and five building sockets). This saves you time and expenses (400 Supply Points per base) and is a huge advantage early in the game, giving you extra flexibility. Without having to wait for this upgrade to build, you can elect to construct Reactors or mass troops earlier in battle without waiting around for base improvements.
Tactical Notes
The further a battle progresses, the weaker Cutter becomes of the three UNSC leaders (however, he is the strongest early on). This is because his ODSTs are not as effective as Grizzlies or Hawks, and his Leader Power is a pinpoint blast that isn’t as flexible an attack as those of the other leaders. Take advantage early in the battle to secure a win, or the other leaders may eventually train units that walk all over your defenses.
Sergeant John Forge
Background Details
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Age: 29 Height: 6’3” Weight: 215 lb. Hair Color: N/A (Bald) Eye Color: Blue |
Sergeant Forge is of average height, muscular in build, and particularly formidable even in his relaxed posture. Decades of military training, discipline, and service have made his movement purposeful and reflexive, and never really relaxed. Lines on his face, especially his brow, indicate that this man doesn’t laugh much. Forge has a strong jaw, a cleanly shaven bald head, and a tight mouth that is very often silent, even when he has an opinion that he wants to voice. When he does speak, his voice is strong and cadent and has an almost military precision. He is not philosophical; rather, he maintains a matter-of-fact grasp of the situation that can be a great asset if listened to. Forge has a knife that he always keeps close, and he is well trained in many different types of weapons.
Forge’s life has been the military. He entered boot camp at the minimum age, which was 16. There was something unique and special about him; at least, that was what the officers had told him. It wasn’t that he was as physically gifted as some older cadets, though he was strong for his size and weight. It was the desire and toughness he displayed in the way he did just about everything. The fact that he was incredibly competitive and driven to succeed didn’t hurt either. These qualities made him a lifetime member of the Corps. Forge was now a warrior, but that was all he was. His training and discipline had left him with a “unique” personality and method of getting things done. He had lost pretty much all contact with his family. His wife was a distant shadow in his mind, but his daughter had never really given up on him, though it had been months since they had talked.
Forge was a sergeant, but that was about as far up the ladder as he was going to go. He had been jailed at least twice (by the official record) for directly disobeying orders and for disorderly conduct. What the record didn’t say was that he had saved the lives of four of his squad and that he had defended his daughter in an officer’s bar. But these altercations meant little to him. Now nearing 30, Forge is a grizzled, seasoned veteran who has seen and done almost everything in a military sense. He is no-nonsense, tough, unapologetic, always on his guard, and slightly pessimistic about the universe in general.
“Spirit of Bloody Fire. Cutter. Bloody hell.”
Forge opened his eyes and looked up into the sun. Quickly closing them again, he tried to remember what sequence of events had led to him waking up outside. The sounds were off, though, echoing wrong and way too quiet. He opened his eyes a second time and realized that the sun was actually a single lightbulb high up on a concrete ceiling. He sat up and looked out through iron bars.
“Bloody hell. Jail.” He lay back down and closed his eyes again.
“On your feet, Sergeant!” An MP rapped the bars with his clipboard. “You’ve got a visitor.”
Forge thought about staying down, but when a military man like Forge is told to stand, he finds himself on his feet before the thought even finishes.
“Bloody hell,” he repeated. He wasn’t at his best and was in civilian clothes and obviously in a military jail. The events of the previous night flooded back, and his overnight accommodations now seemed to be a luxury compared to the pain that was sure to follow.
“Admiral! Admiral Cole, sir!” Forge straightened up and stood at attention. He felt naked in these civilian clothes. His discomfort was obvious.
“Sergeant Forge. At ease.”
Cole looked him over, and right away Forge knew he was in deep trouble, a ranked admiral in the cell, and Cole at that. His career flashed before his eyes. He had joined up straight from high school. His father had been in the military, as had his father before that. His grandfather once told him that the military family line could be traced all the way back to World War II. It was in his blood. He had worked his way through a stint as an MP on Mars and had done grunt time on Epsilon Eridani IV during the insurrections, but he disliked policing and jumped at the chance to be assigned to Fort Marshall. Cole quickly cut the thought off.
“Sergeant Forge. It took three MPs to haul your ass off that man last night. He wants you charged with assault. Is there any reason I shouldn’t ship you off to Phobos penal colony right now?”
“Sir. Permission to speak freely, sir?”
“You don’t normally need permission to speak your mind, Sergeant, but go on.”
“Sir. That drunk—”
Cole interrupted him. “Sergeant, ‘that drunk’ is Lieutenant Prosser.”
The penny dropped. He had assaulted a superior officer. He was dead.
“Lieutenant Prosser. Well, sir, I was just having a conversation with him about how when a lady says no, she really means no.”
Cole was obviously not amused. “And that took fists, Sergeant?”
“He didn’t listen too good, sir.”
Cole sighed. “Fortunately for you, Sergeant, a witness came forward and verified your story. DNA evidence confirms it too. Charges against Lieutenant Prosser are being filed as we speak. She called you a hero in her statement, says you saved her life.”
Forge faltered. He might be done for, but that sick bastard was going down too. “Is she okay, sir?”
Cole smiled for the first time since entering the room. “She’ll be fine, Sergeant. I’m looking for a volunteer to lead a squad into a hostile environment. Very hostile environment. Can you think of anyone qualified? I can cut tape to make it happen.”
Forge saw the rope for what it was. “I reckon I do, sir.”
Cole smiled again. “I thought you might. Report to Captain Cutter ASAP on Spirit of Fire. I told him to expect you already. And, Forge?”
“Yes, sir?”
“You’re a good father.”
Cole turned to walk out. Forge saluted as he left and then sat back down on the bunk. He stared down at the floor. “Spirit of Bloody Fire. Cutter. Bloody hell.”
Leadership Qualities and Tactical Notes
Unique Troop Type: Cyclops

If you’re seeking other ways to heal your troops other than with the Spirit of Fire (or the high-level Medic upgrade that heals only Marines), then the Cyclops is an ideal troop to augment a platoon of tanks. Cyclops move slowly and aren’t well armored, but they fight well against small amounts of infantry and are excellent at annoying foes with their impressive building-demolishing abilities. You won’t cover much ground, but Cyclops can heal your own troops or hurt enemy fortifications, giving you extra flexibility in the combat zone.
Leader Power: Carpet Bomb (
, then
+
)
If the enemy knows you have a Carpet Bomb, they are more likely to keep their troops moving and in smaller groups. If they don’t, then launch a barrage at them! Carpet Bombs are useful against enemies attempting to Rush your position; you are often able to repel a foe with two Turrets and this Leader Power. It is also great for weakening vehicles and infantry (but misses airborne units), but don’t damage your own troops with it!

Super Unit: Grizzly

Aside from the enormous expense to upgrade to Grizzlies, this tank variant (built as the fourth upgrade for the Scorpion, but only when you’re playing as Forge) is the most terrifying vehicle available to the UNSC, especially en masse or with a Spartan at the controls. These units are extremely well armored, and a full contingent of Grizzly units with a bolstered population is the most effective single-unit army available on either side. If your supplies can withstand the cost, upgrade and lay waste!
Starting Advantage: Builds Heavy Supply Pads Right Away

Sergeant Forge never builds Supply Pads; he builds only Heavy Supply Pads, effectively saving you 100 Supply Points per pad you construct. Early access to Heavy Supply Pads gives you the ultimate economic advantage once you’ve spent the initial 225 Supply Points on an instant Heavy Supply Pad. This bonus is useful during the middle of a battle when your economy is likely to be much improved over your opponent’s, leading to quicker defenses or troop creation.
Tactical Notes
Forge’s higher Supply Pad cost is also a burden during the initial stages of battle. Because you’re likely to run out of supplies when constructing two Heavy Pads and a Reactor to start your base’s building activity, you may be susceptible to a strong Rush by a foe early on. If you’re unprepared for this, your base can be ransacked very quickly. Combat this by Scouting using Warthogs—for supplies and for any potential of a large enemy Rush. If this never comes, plan on a mechanized tank division to lay waste to your foes.
Professor Ellen Anders
Background Details
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Age: 27 Height: 5’10” Weight: 114 lb. Hair Color: Dark brown Eye Color: Brown |
A scientist to the core, Anders has spent her life in the service of science and learning. This is her first experience with any kind of combat, and the lack of organization and uncertainty of war make her extremely uneasy. She has made her life a compartmentalized, mundane, and scheduled existence, and she has no personal life.
Anders, already dramatically shaken by the reality of war, is forced to be paired with Forge, and everything about him only makes her feel more uneasy. She is nervous, impatient, worried, and uncertain about her surroundings, even though matters have apparently calmed down. To help herself cope emotionally, she has focused on the one plan of action in all of this that fascinated her—the discovery of a Forerunner relic. At this point, her curiosity and scientific nature are driving her, and she is willing to do what it takes to get to the relic. However, she is not going to be an easy passenger for Forge.
“Sit down and strap in.”
There was a lot more noise than Anders expected riding in the back of a Pelican. Uncertainty filled her, and for the first time in as long as she could remember, she was a little afraid. Her life at home was very strict, very organized, and very scheduled. She took comfort in knowing that every day was exactly planned to the minute and that every part of her life was familiar. How she had been talked into this unfamiliar routine was making her honestly question her sanity.
The seats on the inside of the Pelican were chipped; some had large gouges in them; and one even had tape across it, suggesting that no one sit in it. Anders wondered if the exterior was as well maintained as the interior and if she was even going to make it out in one piece. She pulled up her portable and looked again at the ship’s name. “Spirit of Fire” was an odd moniker for a UNSC ship. Her inquiries as to the origin of that name from the pilot of the Pelican got her a sharp “Sit down and strap in,” followed by quite a few expletives, some of which she hadn’t actually heard before.
However, the promise of something extraterrestrial, and currently alive rather than dug up, was too big of a draw to ignore. Her research vindicated, fame surely to follow, and enough work to keep her busy for life, let alone the commercial profit from any kind of alien technology she might figure out...
Coming up on the Spirit of Fire, she looked out past the pilot at the large streamlined ship in front of her, its front communications beacons flashing like Christmas lights and the formidable weapons showing from every conceivable angle. It was sleek, clean, and much newer than she thought it would be.
“My lab equipment is on board already, correct, Lieutenant?”
“On board Spirit of Fire, yes, ma’am. As soon as we’re past the Argosy here, you’ll be able to get a good look at your new home.”
The Argosy slipped on under the Pelican, and what Anders had previously considered the orbital station only now became clearly visible as a ship itself. It was as battered as the chairs in the Pelican and old; yet it was somehow elegant for its size, majestic, even. No one put much thought into exterior ship design these days, but someone obviously had for this ship.
“That ship has an FTL drive?” Anders mumbled out loud.
“Yes, ma’am. That and the best mess of any ship out here.”
“Mess?” Anders had never heard the term before.
“Food hall, ma’am.”
“Oh, like a restaurant!” Anders said happily. She had heard the food was going to be terrible; maybe this trip wasn’t going to be so bad after all.
“Whatever you say, ma’am.” The lieutenant sighed. He was going to be very happy to deliver his passenger. Civilians had no place on fleet ships, always getting in the way and disrupting the routine.
Anders settled back down and strapped in, and her mind drifted to the task ahead. If this was a new race, would it be even more advanced than the Covenant? For all she knew, it would be like her trying to talk to a human from 100,000 years ago, a caveman barely able to comprehend fire let alone the advanced society humans had evolved into today. Kind of like talking to the lieutenant up front, she mused. That made her chuckle a bit out loud and suddenly feel quite self-conscious.
More worrisome was that this was a military mission, very hush-hush, so would we shoot first and start an interstellar war, or would they actually show restraint for once? As far as she knew, she was part of a very small contingent of civilians accompanying the military on this, and her lab equipment list had been approved without question and installed within a day. This was going to propel her career for years.
She sat back in her seat and closed her eyes. The world might not be the same when she got back, and perhaps these selfish thoughts were just that. Perhaps she would also be different when she returned.
She shuddered at the thought.
Leadership Qualities and Tactical Notes
Unique Troop Type: Gremlin

The Gremlin is an antivehicle troop and the only one the UNSC possesses that is available at Reactor Level 1 (Spartans are available at Tech Level 1, but they require melee range to effectively counter enemy vehicles). The Gremlin’s ability to stun enemy vehicles makes them incredible at countering a foe who is attempting to attack using mainly ground vehicles. Therefore, if you fall behind early in a battle and a foe is massing vehicles, you can still fight them off by cranking out Gremlins. However, if you’re watching a foe build up infantry or air units, different tactics are called for.
Leader Power: Cryo Bomb (
, then
+
)
A devastating bomb that freezes the enemy in their tracks, this shot from the Spirit of Fire is the most powerful of the three Leader Powers, as it also allows you to completely decimate enemy air units, dropping them out of the sky and demolishing them. Even if your foe is on the ground, you can completely immobilize an enemy attack force while your other units pound on them without return fire; this is a sound strategy no matter what the enemy throws at you. Make sure you use this attack; it is particularly satisfying to freeze a Scarab and cut it down!

Super Unit: Hawk

Anders further augments her antivehicle unit and incredible Leader Power by being able to produce Hawks (after you’ve upgraded a Hornet enough times). These are the most proficient and deadly air unit available to the UNSC. The Hawk works well with her Cryo Bomb to allow Anders the ultimate edge in airborne dogfights, but Hawks devastate all manner of troops. For this reason, Anders is the best leader when attempting a team battle; a team with her is much more mobile than a team without her.
Starting Advantage: All Unit Upgrades Are Half-Price and Research in Half the Time

With military technologies at half-price and researched in half the time of other leaders, this bonus allows Anders complete flexibility when pondering strategies she can quickly and cheaply adapt to. Whatever the situation, you have less to lose and a quick research time, allowing for upgraded troops in no time. Upgrade your Spartans, Wolverines, or Warthogs faster than you thought possible!
Tactical Notes
While Forge and Cutter have shortcomings as far as their abilities, there’s no downside to playing as Anders, since she has a wide array of attributes to use. Are you being attacked by vehicles? Then crank out the Gremlins. Is your base being swarmed by air? Launch a Cryo Bomb and send in the Hawks! Whether you’re playing 1v1, 2v2, or 3v3 confrontations, Anders is preferred by a wide margin due to her flexibility and inevitable late battle domination thanks to her Hawks and Cryo Bomb.