Banished outpost
From Halopedia, the Halo wiki
The Outpost is a type of Socket base employed by the Banished in their campaign on Installation 00. Like the UNSC Firebase or Covenant citadel, they can host up to seven buildings of various types alongside four Spike turrets.
Overview[edit]
Outposts are deployed via Eklon'Dal Workshop Lich dropships, with their modular buildings deployed via specially-modified Spirits.[1] The Banished have perfected their strip-mining and rapid assault and extraction efforts over a decade of raiding Covenant and other targets. Each outpost is an invasive engine of exploitation, controlled by rapacious overseers who seek to siphon the riches of the Ark in pursuit of Atriox's grand plans for domination and glory. Though they lack the military efficiency of their UNSC counterparts, the Banished's outposts advance plans that extend far beyond the battlefield, and even beyond the Ark itself.[2] The Banished additionally employ smaller buildings and camps separate from main Outpost buildings across the Ark.[3]
Variants[edit]
Minibase[edit]
Banished minibases can be deployed as light forward bases capable of supporting one or two buildings. In a base type referred to as a "Stronghold", Banished minibases are the Stronghold, deploying automatically with a Foundry, Raid Camp and Banished Apex attached. Each Banished minibase is the shared command of two fallen Jiralhanae warlords who have failed Atriox in some major - but redeemable - way. Each competes to control the majority share of resources sent back to the Enduring Conviction. When their tally of contributions is totaled by the overseer, only the most competent is allowed to return to Atriox's Chieftain council, while the loser is condemned to serve as a Grunt supervisor. Alongside their building support, minibase outposts store a light armory for equipping infantry.[4]
Stronghold[edit]
Atriox sees little value in simulation training, preferring to blood his warriors in actual combat, viewing pain and fear as better teachers than the sterile realm of simulations and shadow-enemies. However, there are occasions when monitoring and screening are useful in identifying recruits that have the talent needed to lead Banished forces, and what better test for a new Banished lieutenant than a Stronghold on a chaotic front line?[5]
Strongholds serve as the primary objective in the Strongholds gamemode in multiplayer, and can be encountered in the Halo Wars 2 campaign. When constructed in the Strongholds gamemode, the Stronghold will automatically drop a Foundry, Apex and Raid Camp into the base for the player to instantly begin building units.
In-game information[edit]
Halo Wars 2[edit]
- "Produces vehicles and infantry, Can be upgraded to Combat Station"
- — In-game description.
In Halo Wars 2 Outposts operate as the Banished equivalent to the UNSC Firebase. The default starting Outpost costs
500 and
200 to construct, though the supply cost is reduced by
50 for each level of the Fortify upgrade researched in the War Council (up to a maximum of 3 levels, or
150). The main structure is delivered to the battlefield via Lich dropship with the smaller buildings deployed via Spirit.
As with the Firebase, an Outpost can be Locked Down to prevent trained units from leaving the building until the player chooses.
- The Stronghold upgrade will support 2 extra building slots, 4 turret emplacements and unlocks HQ Tech 1 for infantry and vehicular units. The initial base provided at the start of a match will be a Stronghold. It costs
400 energy and takes 50 seconds to complete. - The Citadel upgrade will add another 2 building slots and unlocks HQ Tech 2 for more infantry and vehicular units. It costs
1000 energy and takes 50 seconds to complete. - The Fortress upgrade will only unlock HQ Tech 3 for the remainder of the infantry and vehicular units, also enable to research level 3 upgrades. It costs
1500 energy and takes 50 seconds to complete.
Minibases are scattered around the map and cost less than standard Outposts. 1-slot minibases cost
200 resources while the 2-slot minibase costs around
300 resources. The 3-slot minibase is available in select campaign levels such as "Under the Dark" and "Fighting Retreat".
A major change from the first game is that firebases are now used to train a much larger number of units than before. In particular, Grunt Squads and the Chopper scout vehicle are now built at the Outpost for all commanders. Likewise, a select number of special units may be constructed at the Outpost HQ, contingent on having unlocked them in the leader power menu first.
| Name | Type | Cost | Description | |||
|---|---|---|---|---|---|---|
| Population | Tech | Supplies | Power | |||
| Stronghold | Upgrade | N/A | 0 | Produces vehicles and infantry, Unlocks HQ Tech 1 | ||
| Citadel | Upgrade | N/A | 1 | Produces vehicles and infantry, Unlocks HQ Tech 2 | ||
| Fortress | Upgrade | N/A | 2 | Produces vehicles and infantry, Unlocks HQ Tech 3 | ||
| Grunt Squad[Note 1] | Core Infantry | 0 | Cheap and expendable, Quick capture unit | |||
| Shrapnel Mines | New Ability (Grunt Squad) | N/A | 1 | Can throw grenades, Small Area Attack, Cannot target air | ||
| Pack Brother | Unit Upgrade (Grunt Squad) | N/A | 2 | Increases squad size | ||
| Active Camo (replaces Shrapnel Mines for Shipmaster and Arbiter) | New Ability (Grunt Squad) | N/A | 1 | |||