So, if anyone wants to help, I'll stick a summary below.
In 2145, the 3rd and final world war began. A massive global nuclear conflict wiped out the old factions, and left only the organised relgious masses and massive corporate armies.
At the same time, an all out war across the solar system was being fought. At a critical moment, the HMS Reliant was shot down in orbit, and crashlanded. This spurred a democratic resistance across the world, and an all out war began.
In 2147, the world looked something like this

Yes, I know its not an accurate world map. Lots of tectonic shifts and earthquakes and such saw to that.
Areas in blue/purple are under control of the United Nations Special Corp, the democratic alliance of nations fighting for a unified world government.
Areas in Red/Orange/pink are under the control of the Global Corporate Collective, the major corporate armies.
And the areas in Green are under the control of the NAR, the New Age Revolutionaries. A loose knit terrorist organisation of relgious fundamentalists, who, while being from a variety of relgions, are working together to defeat "The satanistic democracts" and "The demonic corporations" before turning on each other.
So the basic concept of this mod is small squads of troops and equipment fighting each other across massive battlefields.
Resources are "Logistic points (energy)" and "Ammunition (metal)".
All infantry may build 'flags' which are to be place on Supply Dropzones. Flags gather logistic points AND ammunition, but ammunition is at a far higher rate. Logistic points represent manpower avalible. Ammunition is used by any weapon to fire, even the energy ones....
Certain infantry can also build defencive emplacements, like sandbag walls, and light machinegun nests. These, like any construction, take logistic points.
Tech trees
UNSC
BASIC STRUCTURES:
Field base (Commander)
-Looks like a full military base. Is quite large, and has 4 machinegun towers. One on each corner. Produces resources and builds troops.
Sandbag wall
-A pile of sandbags to allow shelter from weapons fire and to form a barrier....
Machinegun nest
-Defencive emplacement armed with a machinegun.
Rocket Tower
-Defencive tower with a missile launcher.
Flag
- Gathers resources from supply dropzones.
TROOPS:
Rifleman
- Single shot rifle. Accurate, but not very powerful
Battle Rifleman
- 3 round burst rifle. Less accurate, more powerful.
Assault Rifleman
- Fully automatic, less accurate than BR, more powerful still.
Sniper
- Extreme range, low ROF, instant kill on any infantry
Light Machinegunner
- Extreme ROF, medium range, high damage, incredibly low accuracy
Rocket Launcher
- Low ROF. Long range. High damage. Explosive shots. Fires faster than a sniper still. Missiles also home in on vehicles and troops.
Laser Rifleman
- Beam Rifle. Long range. high damage. high ROF. VERY expencive soldier.
Engineer
- Rifleman, but can build buildings OTHER than flags.
VEHICLES:
Light scout bike
- Very fast scout. Cheap, armed with a machinegun. Weak.
Humvee LMG
- Humvee jeep with an LMG
Humvee TOW
- Humvee jeep with a TOW missile launcher
Humvee laser
- Jeep with a laser
Construction Dozer
- Builds advanced structures. Unarmed.
ADVANCED STRUCTURES:
Airbase
- Builds light field aircraft.
Dropzone
- Replaces flags, advanced resource gathering station. Is armed with 1 light machinegun tower.
Guard tower
- Provides extended LOS. Has 1 sniper and 1 light machinegun
Heavy Wall
- Better fortification than sandbags.
Fire Base
- Has 2 light machineguns, 1 missile launcher and 1 heavy artillary cannon.
Field Outpost
- Builds troops and provides resources. 2 light machineguns.
AIRCRAFT
Lightning
- Light combat fighter. Aircraft are not overly powerful, but are fast.
Thunder
- More for the naming scheme above than as a homage to the TA one. Bomber.
Hail
- Scout plane
Monsoon
- Heavy bomber
Apache
- Light attack helo
Chinook
- Transport Helo
Siox
- Combat helo
Commanche
- Heavy armoured attack helo.
NAR
BASIC STRUCTURES:
Training camp (Commander)
-Looks like a full camp. Is quite large, and has 4 machinegun towers. One on each corner. Produces resources and builds troops.
Heaped wall
-A pile of bits and pieces to allow shelter from weapons fire and to form a barrier....
HMG position
-Defencive emplacement armed with a machinegun.
RPG bunker
-Defencive bunker with a missile launcher.
Flag
- Gathers resources from supply dropzones.
TROOPS:
Rifleman
- Single shot rifle. Accurate, but not very powerful
Battle Rifleman
- 3 round burst rifle. Less accurate, more powerful.
Assault Rifleman
- Fully automatic, less accurate than BR, more powerful still.
Sniper
- Extreme range, low ROF, instant kill on any infantry
Light Machinegunner
- Extreme ROF, medium range, high damage, incredibly low accuracy
RPG Launcher
- Low ROF. Long range. High damage. Explosive shots. Fires faster than a sniper still. RPG's also have flamethrower effect.
Plasma Rifleman
- Plasma blast Rifle. Long range. V. High damage. Medium ROF. VERY expencive soldier.
Engineer
- Rifleman, but can build buildings OTHER than flags.
VEHICLES:
Light scout bike
- Very fast scout. Cheap, armed with a machinegun. Weak.
Halftrack
- Armed with an LMG
Flack Track
- Armed with an anti aircraft gun that acts like an AT gun to ground forces.
Flame Tank
- Light tank with a flamethrower. Powerful vs infantry.
Engineer's halftrack
- Builds advanced structures. Unarmed.
ADVANCED STRUCTURES:
SAM site
- Armed with multiple anti air missiles and Flack cannons.
Supply Center
- Replaces flags, advanced resource gathering station. Is armed with 1 light machinegun tower.
Watch Station
- Provides extended LOS. Has 1 sniper and 1 light machinegun
Heavy Wall
- Better fortification than light wall.
Fortress
- Has 1 light machinegun, 2 missile launchers and 1 heavy artillary cannon.
Encampment
- Builds troops and provides resources. 2 light machineguns.
GCC
BASIC STRUCTURES:
Corporate Office (Commander)
- A large square building with turrets on each corner. Builds troops, gathers recources. Has 4 heavy pulse cannons in the turrets.
Pulse Turret
- Fires a light pulse cannon
MRL battery
- Fires defencive missiles.
Flag
- Gathers resources from supply dropzones.
TROOPS:
Pulse Rifleman
- Single shot rifle. Accurate, but and moderately powerful.
Slugthrower
- Extreme range, low ROF, instant kill on any infantry.
HPR
- Extreme ROF, medium range, high damage, incredibly low accuracy.
Arc Rifle
- Low ROF. Long range. High damage. Explosive shots. Fires faster than a sniper still. Electrical bursts follow an arc like an artillary round.
Engineer
- Rifleman, but can build buildings OTHER than flags.
HOVERCRAFT:
Speeder
- Very fast scout. Cheap, armed with a Pulse cannon. Weak. Hovers
Attack Hovercraft
- Armed with a Heavy Pulse Cannon. Hovers.
Missile Skimmer
- Armed with a battery of missiles for anti air work. Hovers.
Construction Tanker
- Builds advanced structures. Unarmed. Hovers.
ADVANCED STRUCTURES:
Warehouse
- Gathers additional resources and provides additional storage
Guard tower
- Armed with a rocket launcher and a light pulse cannon.
Heavy Wall
- Better fortification than sandbags.
Factory
- Builds troops and provides resources. 2 HPCs.
Yes, only 1 side gets an airforce. And only 1 gets hovercraft. However, the NAR's halftracks are amphibious also......