Ok now the heritics.
POWER- from halo 2,a phantom glides over the area you marked and a bomb(covi bomb used to destroy unsc stations)comes down the grav lift and detonates 5 seconds later,the blast would be enormus,killing everthing nearby(not building,they are not effected too much)VERY LONG recharge.
UNITS
CONSTRUCTIVE SENTINAL- in the name practically,sentinal that builds. At tech 0- forruner supply elevator,forruner reactor.In defences,covi barriers.At tech 1- hall,gantry, forruner sentinal construction facility and forruner power station become avaliable.in defences,shield barriers,shade turret are avaliable.At tech 2 ,plasma conversion facility,in defences the AA covi turret and the second shade.At tech 3 nothing new,at tech 4 in defences ,mega turret(has a moderate range,powerful,moderate recharge.)
upgrades- offensive protector,shield,others too,tech 0 unit.in the FSCF,(listed above).
GRUNTS- 3 grunts with needlers,one elite with a shield and a carbine.upgrades- reinforments,(adds another elite)plasma grenades,fuel rod gun,offensive protector(like what prophet has)others.tech 0 unit,in hall.
ANTI INFANTRY ELITES- 3 elites with carbines and shields,reinfoments,(brings it to 4)forunner shields(lowers sheild recharge time),offensive protectors(two),sentinal beam(massively anti infantry,2 recieve them)tech 1 unit,in gantry.
SUICIDE GRUNTS-AT and anti buildings,consists of 4,plasma pistols,leatal vs tanks,much faster than HW ones,same upgrades though,tech1 unit in hall.
SENTINALS- flying all the time,consists of 4 sentinals,is equal to heavy troopers.upgrades- sheilds,heat detector(increases range and gives them the ablity to detect stealth)forruner sheilds,stun,emp burst(vehicle stun,ablity)self destruct(when killed falls to the ground and explodes,like a grenade)tech 2 unit,in FSCF.
HERITIC LEADER- in h2,flys,holds 2 plasma rifles,upgrades-holo drones(decoys),plasma grenades,forruner sheilds,offensive protectors,others too. tech 2 unit in gantry.
GHOST- same,in hall.tech 0 unit.
SPECTRE- same in gantry tech 2 unit.carbine elites on the sides BTW.
SHADOW- same in gantry tech 2 unit.
WRAITH- same in gantry,tech 2 unit.
BANSHEE- same in gantry tech 3 unit.
PHANTOM -same in gantry,tech 2 unit.
SUPER SENTINAL- 3 lasers,1 stuns,2 others do the damage,should easily beat all aircraft but when out numbered should lose quite quickly. tech 3 unit,avaliable in FSCF.
UBER SENTINAL- strong,plasma is deadly to infantry,sheild deflect everthing,(except rockets,plasma and heavy turrets),crush ability destroys vehicles,mega barrage too.upgrades-unknown,tech 4 unit,in FSCF.
BUILDING
FORRUNNER SUPPLY ELEVATOR-builds supplys.
FORRUNNER REACTOR- tech up system and upgrades in general.
HALL- deploys grunt related squads,(grunts,suicide grunts and ghosts)
GANTRY- deploys elite related units,(anti infantry elites,heritic leader,spectre,shadow,wraith,banshee,phantom)
FORRUNNER SENTINAL CONSTRUCTION FACILITY- produces sentinal related units(constructive sentinal,sentinals,super sentinals and uber sentinals)
PLASMA CONVERSION FACILITY-creates plasma at the cost of resources.
FORRUNNER POWER STATION- create electricity,a new resource,included in sentinal prices.eg sentinal-300 resorces,200 electricity.
Thats it really,any more ideas that add to this are greatly welcomed,i dont have anymore ideas for hw2,altough unit build times need to be reduced.