Terran forces in Halo-universe:
Your naval force:
4 regular minotaur-class battlecruisers: Energy Shielding: 200 HP 20 armor.
Sections:
Central section: Outer hull: 100 HP 20 armor, Inner compartments: 150 HP 0 armor, contains Yamato cannon.
Front section: Outer hull: 200 HP, 40 armor, Inner compartments: 150 HP 0 armor contains Bridge, crew quarters.
Middle section: Outer hull: 150 HP, 30 armor, Inner compartments: 250 HP 0 armor contains ship bays, secondary weapons, Shield Generator, Warp drive.
Back section: Outer hull: 250 HP, 50 armor, Inner compartments: 300 HP 20 armor contains Reactors, sublight drive, PD targeting system.
Weapons:
Primary: Yamato cannon, Range 500 units, Damage 1000-1200, Recharge rate 5 turns.
Secondary: 4 Laser Batteries, Range 300 units, Damage 50-60 per battery.
Missiles: 10 J21 Missile launchers with 30 J21 missiles per launcher, Range 600 units, Damage 25-40 small AOE per missile.
Point Defence: 35 Burst laser turrets on each section except central, Range 150 units, can intercept all but primary weapons, 50% base interception chance increases by 10% for every additional turret focused on a single attack, deals 35 damage to enemy fighters.
ATS: 4 STS Laser batteries, Range 200 units, precision targeting 80% chance of hitting target, damage 40-60 per battery.
movement:
Sublight speed: 35 units per turn,
Hyperdrive activation speed: 2 turns,
Tactical Jump: instantly jump 100 units in a single direction, can use to dodge attacks, recharge rate 5 turns.
Transport Capacity: 7,000 infantry and 300 hellions/cyclones/Goliaths or 30 tanks.
1 Flagship Gorgon-class Battlecruiser: Energy Shielding: 300 HP 25 armor.
Sections:
Central section: Outer hull: 250 HP 30 armor, Inner compartments: 250 HP 0 armor, contains Yamato cannon.
Front section: Outer hull: 550 HP, 60 armor, Inner compartments: 350 HP 0 armor contains Bridge, crew quarters.
Middle section: Outer hull: 400 HP, 40 armor, Inner compartments: 550 HP 0 armor contains ship bays, secondary weapons, Shield Generator, Warp drive.
Back section: Outer hull: 600 HP, 75 armor, Inner compartments: 700 HP 30 armor contains Reactors, sublight drive, PD targeting system.
Weapons:
Primary: Improved Yamato cannon, Range 600 units, Damage 1900-2100, Recharge rate 4 turns.
Secondary: 6 Laser Batteries, Range 350 units, Damage 70-80 per battery.
Missiles: 16 J23 Missile launchers with 40 J23 missiles per launcher, Range 650 units, Damage 35-50 small AOE per missile.
Point Defence: 50 Burst laser turrets on each section except central, Range 150 units, can intercept all but primary weapons, 50% base interception chance increases by 10% for every additional turret focused on a single attack, deals 40 damage to enemy fighters.
ATS: 6 STS Laser batteries, Range 250 units, precision targeting 90% chance of hitting target, damage 80-100 per battery.
movement:
Sublight speed: 45 units per turn,
Hyperdrive activation speed: 2 turns,
Tactical Jump: instantly jump 150 units in a single direction, can use to dodge attacks, recharge rate 4 turns.
Transport Capacity: 12,000 infantry and 500 hellions/cyclones/Goliaths or 50 tanks.
Your transport forces:
5 Hercules-class transports:
Front section: Outer hull: 200 HP, 30 armor, Inner compartments: 150 HP 0 armor contains Bridge, crew quarters, transport bay.
Middle section: Outer hull: 150 HP, 20 armor, Inner compartments: 200 HP 0 armor contains Shield Generator, Warp drive, transport bay.
Back section: Outer hull: 250 HP, 40 armor, Inner compartments: 250 HP 10 armor contains Reactors, sublight drive, PD targeting system.
Weapons:
Point Defense: 10 Burst laser turrets on each section, Range 150 units, can intercept all but primary weapons, 40% base interception chance increases by 10% for every additional turret focused on a single attack, deals 30 damage to enemy fighters.
Transport Capacity: 5000 infantry, 500 hellions/cyclones, 50 tanks or 2 thors.
movement:
Sublight speed: 35 units
Hyperdrive activation speed: 3 turns
35 Medivacs: Defences: HP 150, armor 0. Can heal infantry.
Transport capacity: 100 marines, 10 hellions/cyclones or 2 siege tanks.
Speed: 60 units, can boost to 120 units for 1 turn every 3 turns.
120 Dropships: Defences: HP 150, armor 0.
Transport capacity: 100 marines, 10 hellions/cyclones or 2 siege tanks.
Speed: 60 units, can boost to 120 units for 1 turn every 3 turns.
Your naval/air support forces:
30 Vikings: Fighter form:
Defenses: 80 HP, 5 armor, 30% chance to dodge enemy attacks. Attacks: Ripwave missiles carries 18, Range 200 units, Damage 50 with 35 in a small AOE each, 2 attacks. 2 Gatling cannons Range 80 units, Damage 25 +25 against shields per cannon. Speed: 80 units
Walker form:
Defenses: 80 HP, 5 armor. Attacks: 2 Gatling cannons ,Range 60 units, Damage 20 +20 against shields per cannon. Speed: 15 units
Unit size: 5
18 Liberator Gunships: Defenses: 250 HP, 8 armor. Attacks: Fighter mode: Lexington rockets Range 200 units, Damage 25 small AOE, 2 attacks. Defender mode: Concord Cannon. Range 100 units, Damage 60 +20 against infantry. Unit size: 1 Speed: 65 units
30 Wraiths: Defenses: 120 HP, 6 armor, 20% chance to dodge attacks, increased to 40% while stealthed. Attacks: Gemini Missiles, carries 20, Range 200 units, Damage 60 +40 vs capital ships, 2 attacks. Burst Lasers, Range 100 units, Damage 30. Special abilities: Cloak, turns invisible for up to 15 turns, recharges 1 turn for every turn not in use. Unit size: 5 Speed: 75 units
15 Ravens: Defenses: 180 HP, 3 armor. Attacks: N/A Special abilities: Deploy turret, deploys a single Auto Turret at the target location. Deploy point defense drone, Deploys a drone that hovers in place and shoots down all attacks without a terran IFF within 100 units, it lasts for 30 individual attacks. Deploy Seeker Missile, Fires a seeker missile which deals 100 +20 against infantry damage to a target unit within 100 units. Unit size: 1 Speed: 40 units.
20 Banshees: Defences: 80 HP, 3 armor. Attacks: Backlash Rockets, Range 70 units, Damage 20, 2 attacks. Special abilities: Cloak, turns invisible for up to 15 turns, recharges 1 turn for every turn not in use. Unit size: 3 Speed: 65 units
Mech support forces:
2 Thors: Defences: 1132 HP, 25 Armor. Attacks: Twin Thor's Hammer Particle beams, Range 90 units, Damage 70 +30 against Vehicles, ignores 10 armor, Attacks 2. Twin Punisher Cannons, Range 200 units, Targets Air only, Damage 60 +50 against Capital ships, ignores 5 armor, attacks 2. Special Ability: Can attack with both weapons at the same time. Unit size: 1, Speed: 40 units.
160 Crucio siege tanks: Defences: 213 HP, 10 armor. Special ability: Siege/Tank mode, can change between siege and tank mode changing weapons and move speed, costs the turns movement action. Tank mode Attack: Twin 90mm cannons, Range 80 units, Damage 16 +11 against vehicles, ignores 3 armor, 2 attacks. Siege Mode Attack: 180mm Crucio Shock Cannon, Range 160 units, Damage 75 +35 against Vehicles. Speed: tank mode 30 units/0 units siege mode.
70 Goliaths: Defences: 148 HP, 6 armor. Attacks: 2 Hellfire missiles, only hits air, Range 120, Damage 25 +35 against capital ships each. Autocannon, Range 60, Damage 16. Special ability: Multilock weapons system, can fire both Missiles and Autocannon at the same time. Unit size: 3 Speed: 16 units.
50 Cyclones: Defences: 92 HP, 4 armor. Attacks: 2 Typhoon Blasters, Range 60 units, Damage 7 +8 against vehicles or ships, 3 attacks per turn per blaster. Special ability: Lock on, Targets an individual unit to deal 12 attacks to them over a single turn, Halves movement speed. Unit size: 5 Speed: 35 units.
0 Hellions: Defences: 48 HP, 3 armor. Attacks: Infernal Flamethrower, Range 25 units, Damage 6 +6 against infantry. Special ability: Transform, turns into a hellbat increasing Armor by 3, HP by 12, and Damage by 2 +4 against infantry, While lowering speed by 40 units and range by 10 units, costs movement action for turn. Unit size: 5 Speed: 50 units.
Infantry forces:
14,800 Marines: Defenses: 12 HP, 1 armor. Attacks: Gauss Rifle, Range 45 units, Damage 7. Special ability: Stimpack, each marine takes 2 HP damage but can attack twice a turn for the next 3 turns and moves 30% faster. Unit size: 100 Speed: 12 units.
4,900 Marauders: Defenses: 28 HP, 3 armor. Attacks: 2 Quad K12 'Punisher' grenade launcher, Attacks 2, Range 50 units, Damage 6 +10 against Vehicles. Special abilities: Stimpack, each marauder takes 2 HP damage but can attack twice a turn for the next 3 turns and moves 30% faster. Concussive shells, each attack slows the movement speed of all non-massive units hit by 50%. Unit size: 60 Speed: 10 units.
1,700 Firebats: Defenses: 34 HP, 5 armor. Attacks: 2 Perdition plasma flamethrowers, Attacks 2, Range 5 units, Damage 8 +4 against infantry. Special abilities: Rocket pack, triples unit move speed for 1 turn Unit size: 50 Speed: 10 units.
1,000 Reapers: Defenses: 12 HP, 0 armor. Attacks: 2 P-45 Reaper Pistols, Attacks 2, Range 40 units, Damage 5 +3 against infantry. D-9 Charge, Range 35, Damage 20, only targets structures. Special abilities: Jump Jet, can jump up and down small cliffs. Unit size: 50 Speed: 25 units.
Support infantry and mines:
14,000 Crew members: Defenses: 6 HP, 0 armor. Attacks: P-45 Reaper Pistol, Range 25 units, Damage 5. Special abilities: N/A Unit size: 500 Speed: 8 units
1,220 Pilots and Operators: Defenses: 7 HP, 1 armor. Attacks: P-45 Reaper Pistol, Range 30 units, Damage 5. Special abilities: N/A Unit size: 20 Speed: 9 units
5 ghosts: Defenses: 54 HP, 1 armor. Attacks: C-10 Canister Rifle, Range 80, Damage 28. Special Abilities: Cloak, turns invisible for as long as the Ghost wants. Snipe, deals 70 damage to a target within 130 units, can only be done once every two turns. EMP grenade, wipes out enemy shields and prevents special abilities from being used. Unit size: 1 Speed: 15 units.
5,000 medics: Defenses: 12 HP, 0 armor. Attacks: N/A Special abilities: Heal, can heal an allied infantry unit for up to 75% damage or 1500 HP per medic unit, whichever is lower. Unit size: 50 Speed: 12 units.
11,000 spider mines: Defenses: 10 HP, 0 armor. Attacks: Blow up, Range 3, Damage 40 +80 against vehicles +30 against energy shields. Special abilities: Dies after attacking. Unit size: 10 Speed: 20 units.
6,000 widow mines: Defenses: 34 HP, 2 armor. Attacks: N/A Special abilities: Sentinel Missile, Range 100, Damage 120 +40 against shields +20 against infantry, CD 4 turns. Unit size: 5 Speed: 10 units.
Auto Turrets: Defenses: 57 HP, 5 armor. Attacks: 12mm Gauss Cannon, Range 55, Damage 23.
150 SCV's: Defenses: 25 HP, 0 armor. Attacks: 0. Abilities: can repair mechanical units and buildings.