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 | Adds the ability to temporarily cloak, Detection units can reveal cloak | ||
| Squad Reserves (replaces Pack Brother for Shipmaster and Arbiter) | Unit Upgrade (Grunt Squad) | N/A | 2 | Increases squad size | ||
| Cannon Fodder (replaces Grunt Squad for Yapyap the DESTROYER) | Core Infantry | 0 | Light Infantry, Free and expendable, Weak but numerous, Quick capture unit | |||
| Anklebiters | Weapon Upgrade (Cannon Fodder) | N/A | 2 | Increased damage, Attacks slow enemies | ||
| Refer a Friend | Unit Upgrade (Cannon Fodder) | N/A | 3 | Allows the squad to passively heal itself. | ||
| Chopper | Light Infantry | 0 | Can de-capture, Very fast moving, Light armor | |||
| Shrapnel Rounds | Unit Upgrade (Chopper) | N/A | 2 | Adds explosive rounds, Detects cloaked units | ||
| Ghost (replaces Chopper for Shipmaster and Arbiter) | Scout Vehicle | 1 | Can ram enemies, Fast moving, Light armor | |||
| Vehicle Shielding | Unit Upgrade (Ghost) | N/A | 1 | Gains a shield, Detects cloaked units | ||
| Skitterer (Colony) | Scout Mech | 1[Note 2] | Light beam attack, Deals damage along trajectory, Can attach to units to boost health and damage, Fast moving, Very light armor | |||
| Focused Beams (Colony) | Weapon Upgrade (Skitterer) | N/A | 2 | Upgrades to focused beams, Increases damage and range | ||
| Phantom (The Arbiter) | Mobile Garrison | 1[Note 3] | Can transport infantry, Infantry can fire from within, Equipped with a light plasma cannon | |||
| Gunboat Capacity (The Arbiter) | Unit Upgrade (Phantom) | N/A | 3 | Increases infantry transport capacity from 2 to 3 | ||
| Methane Wagon (Yapyap the DESTROYER) | Support Unit | 1[Note 4] | Generates a Methane aura around itself, Methane increases Grunt damage and armor, Methane reduces enemy damage and armor, Can fire Methane Shells that create Methane auras | |||
| The Good Stuff (Yapyap the DESTROYER) | Unit Upgrade (Methane Wagon) | N/A | 2 | Increases Methane radius range, Increases health, Increases damage of Methane shell | ||
| Wraith Invader (Pavium) | Mobile Garrison | 1[Note 5] | Can transport infantry, Infantry can fire from within, Equipped with a powerful leeching beam | |||
| Carrier Overdrive (Pavium) | Unit Upgrade (Wraith Invader) | N/A | 3 | Increased weapon range and damage, Increased shield capacity | ||
- ^ If playing as Atriox, Decimus, or Colony, the Grunt Squad is led by a Brute. If playing as Shipmaster or The Arbiter, the Grunt Squad is instead led by an Elite and has a different series of upgrades.
- ^ Requires the Skitterer leader power to be purchased for
1.
- ^ Requires the Phantom leader power to be purchased for
1.
- ^ Requires the Methane Wagon leader power to be purchased for
1.
- ^ Requires the Wraith Invader leader power to be purchased for
1.
Gameplay[edit]
Upgrades[edit]
The base Outpost is the core base structure, supporting three build slots and no turrets. Outposts cost 500 supply and 200 power to build.
Buildings[edit]
The following buildings can be constructed on an Outpost.
- Banished Harvester
- Banished Power Extractor
- Banished Raid Camp
- Banished War Council
- Banished Apex
- Banished Foundry
- Eklon'Dal Workshop Antlion (Pavium-only)
- Spike turret
- Banished shield generator
- Sensor Tower
- Cloaking Generator
Phoenix log[edit]
|
Extraction and domination. Resource-gathering Outposts are deployed by Lich dropships. Once the Outpost's structures are assembled basic vehicles and infantry can be requisitioned. Four slots are available for building Turrets. Upgrading the Outpost to a Stronghold allows basic infantry to be deployed, While the Citadel and Fortress expansions make additional units available. Each upgrade opens additional build locations for support structures. 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. |
|
Expansion outposts. Minibase outposts have an armory for equipping basic infantry, and slots for one, two, or three additional support buildings. 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. |
|
Multi-purpose staging area for Strongholds. These bases define the win conditions of the Strongholds mode. Each Stronghold has infantry, air, and vehicle support structures already attached. Capturing Strongholds increases population capacity. Atriox sees little value in simulation training, preferring to blood his warriors in actual combat. Pain and fear are the best teachers, for what price is there to failure in 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? |
Gallery[edit]
| Browse more images in this article's gallery page. |
Development images[edit]
Concept of a cocooned Banished Outpost.
Screenshots[edit]
A Banished Outpost cocooned by the Flood.
List of appearances[edit]
- Halo Wars 2 (First appearance)
- Halo: Outcasts (Mentioned only)
- Halo: Empty Throne
- Halo: Battle for the Academy - Part 2
Sources[edit]
- ^ Halo Wars 2, Phoenix Logs: Spirit
- ^ Halo Wars 2, Phoenix Logs: Outpost
- ^ Halo Wars 2, campaign level A New Enemy
- ^ Halo Wars 2, Phoenix Logs: Minibase (Banished)
- ^ Halo Wars 2, Phoenix Logs: Stronghold (Banished)
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