These are my old ideas from ye' old leader megathread, the only DLC thread aloy has ever commented about =>
http://www.halowars.com/forums/thread/683323.aspx
Aloysius:
This is pretty much the comprehensive what-if Leader thread.
After alot of thought, I have cut the list to just one covenant and UNSC leader, but put a lot more description into it.
Serina - UNSC
Leader Power- Mini Fury Tactical Nuke- Cost 600- Tech 1- This leader power sends a mini-nuke down for the Spirit of Fire Along with its initial blast, it also has a radiation effect, that will slowly drain the health of a unit for a set amount of time
Upgrade one: High Yield Explosive- Cost 700- Tech 2- Larger blast Radius for the weapon
Upgrade two: Salted Bomb- Cost 1,000- Tech 3- Increases the duration of the radiation effect
Upgrade three: Half Life- Cost 1,400- Tech 4- Increases the damage dealt from radiation poisoning
(She gets two to replace her lack of a super unit)
Unique unit 1- Sniper- Cost 150- Tech 0- This long range combat unit is the replacement for the flamethrower, but it is not a clone of the jackal, it gain some unique abilities to differentiate it from the jackal
Y ability- Prone, the team lays down to increase range
Spotter- Cost 200- Tech 1- Adds a spotter to the squad, allowing for better accuracy at longer range
Gilly Suit/ Snow Suit- Cost 400- Tech 2- When the unit it is less visible, decreasing the range at which units will see it from
Rapid Fire- Cost 700- Tech 3- When the enemy gets to close to being out or range the squad will fire their whole clip. Preventing enemies from easily running way
Unique unit 2 – Fox Cannon- Cost 400- Tech 3- Built from base- Its artillery, it kills things at long range, it deals a lot heavy armor but little to small, fast moving targets fast moving targets, simple as that. (Light heavy army counter)
Y ability (Rapid Fire) - Cost 800- Tech 4- Fires 3 shells at a selected target, but they cannot fire for a few seconds after you use the ability
Economy Bonus- A double Reactor costs what it would be to build a new reactor, all buildings build 25% faster, and base upgrades cost ½ as much
War chieftain- Covenant
http://halo.wikia.com/wiki/War_Chieftain
Description- Chieftain with a fuel rod, simple as that. But unlike the other Leaders, he does not have a traditional leader power. Instead he has a passive “Charisma” that gives a boost to all ally units around the Brute Chieftain, much like the arbiter, but with other effects as well. He is not as strong as the other leaders, so you must build units to protect him
Charisma- All units have the equivalent of one upgrade around the War Chieftain
Upgrade one: Rally Cry- Cost 300- Tech 1- Increases the area of effect of the ability, 5% boost to all stats
Upgrade two: Soothing Roar- Cost 500- Tech 2- All nearby infantry are healed very slowly around the War Chieftain, 5% boost to all stats
Upgrade three: Last stand- Cost 700- Tech 3- When a nearby infantry unit reaches 0 health they will go into a mode much like CoD’s last stand, dealing a little more damage for a bit longer, 5% boost to all stats
Brute chieftain upgrades
Upgrade one: Fuel Rod- Cost 400- Tech 1- The war chieftain now has a fuel rod, instead of plasma turret, dealing splash damage
Upgrade two: Ancient Armor- Cost 600- Tech 2- The war chieftain now has sector based health regeneration kind of like in Far Cry 2
Upgrade three: Explosive Blast- Cost 900- Tech 3- The Fuel Rod now has a larger splash effect
Unique unit: Drones- Cost 200- These bug overwhelm the enemy with sheer numbers (Light anti infantry counter,)
Upgrade one: Hardened Shell- Cost 600- Tech 2- They gain an improved shell, increasing they’re resisitance to non explosive weapons
Upgrade two: Drone Major- Cost 900- Tech 3- The drone squad is now led by a drone major, increasing its damage
Note: and he gains the other “Brute” units
kiunk:go drown in a fire