- Project Reclaimer UNSC vs Covenant covers how Halo 3's two iconic factions behave across the standalone client's modes.
- Campaign co-op supports up to 16 players fighting Covenant encounters together.
- Forge AI tools let creators stage UNSC-Covenant battles in custom maps.
- Custom modes like Flood Infection and Zone Control reshape faction dynamics in multiplayer.
- Best starting point: Run a Halo 3 campaign mission solo first, then build scripted faction battles in Forge.
Project Reclaimer UNSC vs Covenant Overview
Project Reclaimer is a standalone Halo 3 PC fan project that runs alongside your Steam installation of Halo: The Master Chief Collection. The classic UNSC vs Covenant conflict sits at the heart of almost everything the client offers: the Halo 3 campaign missions playable solo, split-screen, or in groups of up to 16, the expanded Forge editor with AI support, and the custom game modes built with Megalo scripting.
Because Project Reclaimer is an independent client, you launch it directly rather than through the MCC menu, and it does not modify your original game files. That means the Halo 3 sandbox you know — UNSC weapons, vehicles, and marines on one side; Covenant infantry, aircraft, and technology on the other — carries over intact, but with new ways to deploy and remix it.
| Feature | UNSC Side | Covenant Side |
|---|---|---|
| Signature weapons | Battle rifle, shotgun, sniper rifle | Plasma rifle, needler, energy sword |
| Vehicles | Warthog, Scorpion, Hornet | Ghost, Wraith, Banshee |
| Campaign role | Player and AI allies | Primary enemy force |
| Forge AI use | Friendly escorts, defense units | Enemy waves, ambush encounters |
| Custom mode role | Human/team roles, Flood survivors | Antagonist roles, infection variants |
Before designing any faction matchup, spend time in an unmodded Halo 3 mission. The same enemy and ally behaviors you observe there form the baseline that Project Reclaimer's Forge AI and campaign mods build upon.
Faction Strengths and Weaknesses
Both factions follow Halo 3's asymmetric balance philosophy. UNSC gear rewards precision and ranged control, while Covenant equipment favors aggression, shields, and close-quarters pressure. Understanding these tendencies helps whether you are surviving a Legendary campaign run or tuning an AI skirmish in Forge.
UNSC Playstyle
- Precision-focused: Headshots with the battle rifle and pistol reward accuracy
- Strong vehicles: Warthog and Scorpion provide heavy fire support
- Sustained ammo: Kinetic weapons reload rather than overheat
- Weaker shields: Rely on cover and positioning against plasma
Covenant Playstyle
- Shield-crushing: Plasma strips shields faster than kinetic rounds
- Close-range lethality: Energy sword and plasma grenades dominate indoors
- Mobile vehicles: Ghost and Banshee excel at flanking
- Rank hierarchy: Grunts, Jackals, Brutes, and Elites demand target prioritization
| Category | UNSC Advantage | Covenant Advantage |
|---|---|---|
| Long range | Sniper rifle, battle rifle | Beam rifle, Carbine |
| Close range | Shotgun, gravity hammer | Energy sword, mauler |
| Anti-vehicle | Rocket launcher, Spartan laser | Fuel rod cannon, plasma pistol overcharge |
| AI behavior | Marines provide supporting fire | Enemies flank, regroup, and use cover |
| Difficulty scaling | More numerous allies on co-op | Higher ranks appear on Legendary |
When you bring a large co-op group into a mission, Covenant pressure feels different simply because of player count and respawn behavior. Test your loadout expectations in a smaller session before hosting a full 16-player run.
Setting Up a Faction Battle: Step-by-Step
Project Reclaimer's expanded Forge mode supports Halo 3 campaign AI, letting you place enemy units, allies, and vehicles, then test the encounter with friends over a server. Follow this workflow to build a reliable UNSC vs Covenant scenario.
Choose a base map and mode
Open Forge from the play options and pick a multiplayer map whose layout suits the encounter — open terrain for vehicle battles, tight corridors for infantry fights. Confirm the map and mode before starting a long session.
Place Covenant threat units
Use the object palette to add AI-oriented enemies such as Covenant infantry and vehicles. Separate visual decoration from objects that affect gameplay, and keep enemy groups spaced so they do not all trigger at once.
Add UNSC defenders and spawn points
Place friendly AI where supported, then set up player spawns and any objective objects. Verify player access paths so combat flows through the encounter space instead of around it.
Test AI routes independently
Run the encounter and observe AI paths, engagement ranges, and player escape routes. Change one gameplay variable at a time so unexpected behavior stays easy to diagnose.
Save, reload, and playtest with friends
Save the map, reload it to confirm everything persists, then host a session through the server browser or a shared invite. Record problems, revise, and repeat the save-and-test cycle.
Forge objects in Project Reclaimer are organized by source — STOCK, BUILT-IN, and MOD — so you can tell at a glance whether an AI unit comes from the base game or from installed mod content. Check the official Forge page for the current object list.
Faction Dynamics in Custom Game Modes
Scripted game modes are where the UNSC vs Covenant framing gets creative. Project Reclaimer ships with built-in scripted modes and supports custom rules written in the ReachVariantTool Megalo language, so faction identity can be reassigned, inverted, or expanded.
| Mode | Faction Twist | Key Scripting Elements |
|---|---|---|
| Flood Infection | Humans vs converted Flood players | Team changes, role assignment, respawn behavior |
| Zone Control | Teams contest territorial objectives | Zones, timers, contested states, scoring |
| Gun Game | Weapon progression replaces faction loadouts | Player variables, event responses, weapon assignment |
| One in the Chamber | Limited ammo forces duelist play | Inventory control, elimination events, round transitions |
| Growth | Player power scales during the match | Persistent variables, status updates, progression feedback |
A classic fan design is an asymmetrical infection-style mode where one team represents UNSC survivors holding a position while the other side plays Covenant-aligned attackers. With Megalo you control role assignment, respawn rules, HUD messaging, and round-end conditions, while JSON configuration keeps values like timers and scores editable separately from the logic.
The recommended path for a faction-flavored custom mode is to begin with a Slayer foundation, add team and player variables, then layer on your special rules. Test each rule independently before combining systems.
Server Setup and Hosting Faction Events
Running recurring UNSC vs Covenant events — large AI battles, campaign co-op nights, or custom mode tournaments — calls for a dedicated server. Project Reclaimer provides a dedicated server package, an RCON tool for remote administration, and up to 127 dedicated server slots.
| Hosting Task | What To Do |
|---|---|
| Platform choice | Windows for local testing, Windows Server for persistent hosting, Linux Docker for containers |
| Ports and network | Open required ports in the firewall and forward them behind NAT; avoid conflicts |
| Maps and mods | Place custom content in expected directories, keep names consistent with config references |
| Administration | Set admin lists, enable anti-cheat for public sessions, maintain a ban list |
| Remote management | Use RCON with a strong password to change maps, kick players, and review logs |
| Recovery | Run the server under a supervisor or container restart policy for automatic crash recovery |
When players join a server using custom faction content they do not have, the client can pull missing files from server-side sharing or Steam Workshop before the session starts — a major convenience for community events.
Before advertising a large faction event publicly, confirm every participant can obtain the required content, the server version matches the current client release, and RCON access is restricted to trusted operators.
Faction Battle Preparation Checklist
Before Your Next UNSC vs Covenant Session:
- Complete an unmodded Halo 3 mission to study baseline AI behavior
- Verify Halo 3 content is installed through Steam MCC
- Test a custom Forge encounter solo before inviting players
- Save and reload the map to confirm persistence
- Check server version, ports, and required mod downloads
FAQ
Q: Does Project Reclaimer let you play as the Covenant against the UNSC?
The base Halo 3 campaign and multiplayer cast you on the UNSC side, but Project Reclaimer's custom game modes and Megalo scripting let creators reassign teams and roles, so asymmetrical Covenant-vs-UNSC style modes are possible in custom sessions.
Q: Can I stage AI battles between UNSC and Covenant units in Forge?
Yes. Project Reclaimer's expanded Forge supports Halo 3 campaign AI, including enemy units, allies, and vehicles. Objects are categorized as STOCK, BUILT-IN, or MOD, and you should test AI routes and encounter spacing before publishing a map.
Q: How many players can join a campaign co-op fight against the Covenant?
Project Reclaimer supports Halo 3 campaign co-op with up to 16 players, plus solo and split-screen options. Mid-session joining is supported depending on the mission state and session rules.
Q: Do players need to download mods manually for a faction-themed server?
No. When a server uses custom content, the Project Reclaimer client can download missing files through server-side sharing or Steam Workshop when prompted, so players can join modded UNSC vs Covenant sessions without manual file management.