Neutral Units

ABANDONED STRUCTURES - FRINGE BUILDINGS

Neutral Units - Abandoned Structures
by Xyvik

Scattered throughout the Galaxy are various buildings which have been abandoned by their previous owners, for one reason or another. With the proper training or units, these buildings can now be commandeered by your forces to further advance your cause!

Concussion Turret
Obviously a remnant of some previous conflict, these defensive structures launch somewhat outdated, but still powerful, concussion missiles at both land and air targets.

Landing Pad
Originally used to drop off supplies, the Landing Pad was refitted to allow the drop-off of friendly vehicles. Re-wired upon capture to send a Holocomm message every so often, requesting reinforcements. Usually, Central Command will send you a standard tank, but every now and then they decide to be generous.

Mining Facility
While usually abandoned because they are no longer useful, these Mining Facilities are still fully operational, and fully productive. Stockpiles left behind by the previous owners, amounting to 1000 credits, is immediately earned by capture of this facility. Once online, the mining continues, bringing in 200 credits every ten seconds or so.



Neutral Units - Fringe Buildings
by Xyvik

The “Fringe” is the term used by most in society to describe the less-than-desirable persons and organizations that are either not-yet-considered-wrong or blatantly illegal. These people may be scum, but when it comes to certain things, you will find no better people to go to.

 **A note on the following two Fringe buildings: Abilities are ranked in order of what can be bought first.  For Smuggler’s Haven, Smuggler’s Hack can only be purchased once a certain number of Smuggler’s Runs and Drops have been completed. The Fringe likes you to “prove your worth” before they give you their best. For Fighter’s Guildhall, a certain number of previous contracts must be completed before you can hire a Bounty Hunter. ((Note to Edan: you can either do this by what was described in Smugglers haven: once a certain number of upgrades have been purchased, the higher ability ones become available, or you can base it on a set number of minutes of ownership. For example, you must hold the Fighter’s Guildhall for 5 minutes before you can hire a bounty hunter. Your choice))


The Hotshot Cantina 

 

All the best pilots in the Fringe hang out at cantinas, and if they're looking for a job, they hang out at Ace's Hotshot Cantina. This is the place to look if you want questionable cargo hauled across space, if you want to hire a quick Merc to blast through some of your personal enemies, or if you just want some extra Cargo space that comes with its own guns. Don't expect these services to come cheap, however. These guys have to survive from day-to-day somehow.

 
 

Fringe Abilities for Hire:
 

Smuggler's Run(1000): Smuggler's are well known across space as people able to get contraband almost anywhere. For the Smuggler's Run, you hire a Smuggler to make a hit on an enemy supply depot. The Smuggler will bring back anywhere from 1.5 to 5 times the amount you paid for them...IF they make it back. While they fly fast, well armored freighters, and use intelligent route choices, Smugglers are suscestable to enemy fire, and can be shot down.

 

Pirate's Heist(2500): Shiproute Pirates are well known for cracking down on shipments, stealing whatever they can, and getting away. Through a life of doing this, they become some of the best thieves possible. You can hire a pirate to perform a Heist for you. He will, in a fast, armored starfighter, move to an enemy war factory or starport and steal a unit plan. If he survives the run, he will bring you the unit production codes of one enemy vehicle, allowing you to build it. What unit plan he steals, or whether he chooses a starport or a war factory, is entirely up to the Pirate. Can only be used once.

 
 

Fringe Units for Hire: 
 

Mercanary Starfighter(2000): Piloting a heavily modified Cloakshape Fighter, this Mercanary packs a serious punch. Shields, manuevering vanes, upgraded weapons and thrusters, along with additional armor, have all be added to this aged vehicle, making for than a match for nearly any starfighter in production, past or present. It firest dual heavy repeater cannons for air-to-air combat, guarenteed to decimate almost anything smaller than a Capital Ship, and for ground targets it launched Fringe modified Concussion Torpedoes, which have on-board locking mechanisms to follow moving targets.

 

Fury's Blade(2000): Fury's Blade is a heavily modified Mobquet Medium Transport piloted by none other than Fury Vanda, a mildly famous female Twi'lek who's been around and knows a thing or two. She hires the Blade out to those who need to transport their personal militias to places, and need the added muscle that the beat-up looking ship offers. Despite it's ravaged looking appearance, the Blade can take an inordinate amount of damage and still fly, and it is loaded to the gills with weaponry. For dispatching aircraft, the Blade has two Quad cannons, one in front and one in back. For taking care of ground forces, the Blade has 3 Quad cannons: 2 in front, 1 in back.


Fighter’s Guildhall
The best of the Fringe’s fighters and Mercenaries come to the Fighter’s Guildhall for training, and for the occasional outsider who wants to hire them. Usually expensive, these guys are definitely worth the money you pay for them, as all have been specially trained, usually through brutal life experience, the arts of being stealthy and doing their jobs right. The first two mercenaries can be bought at any time, only one at a time. The Bounty Hunter will become available later.

Tracker: Those learning to become Bounty Hunters must first learn the ways of Tracking. Some trackers, however, never attempt to continue their training into Bounty Hunting. Trackers can detect stealthy units, and they have exceptional line of sight. Also, they can attach an un-detectable “Tracking Device” to any enemy unit. Using this, you can now see whatever that unit can.

Technician: An expert of electronics and gadgets, the Technician can scale cliffs. His specialty is shutting down buildings and mechanized units from a small distance. He can remove stealthy while doing so, but it takes him some time to set up his equipment, and for the equipment to be ready to use again after already being used.

Bounty Hunter: Sometimes, the best fighters you can buy are Bounty Hunters. Trained rigorously, Bounty Hunters have “been there, done that” in some of the worst places in the Galaxy. The Bounty Hunter can do everything the Tracker and the Technician can, but also carries a long-ranged sniper blaster rifle, with a high-powered mode that can penetrate any armor to kill either the drivers of vehicles, or the commanding officer of a building. Both become neutral and able to be captured by any infantry unit, yours or their, but the building will, within a minute, become re-commissioned to the original holder unless it has been captured. Do not expect Bounty Hunters to come often, or cheap.
 

Economy Experts
A hub network of the best Shady Dealers, Economy Experts can get find back-doors and loop-holes in various economic modules. For a short period of time, the Economy Experts can get you cheaper prices and products. But the back-doors and loop-holes aren’t always readily available, nor do they last long, and the Economy Experts demand payment for their efforts in your behalf. You can purchase the following from here:

Market Shares: Manipulating the market, Economy Experts can grant your resource gatherers a thirty-second period of work in which you get 15% more resources from each collector.

Tax Exemption: It’s hard to do, but they do it. For thirty seconds, the Economy Experts can grant you exemption from taxes that govern the creation of units, which means you can create any unit for cheaper during this time.

Shipment Swapping: Getting certain traders to switch their shipments and their inventories means that, for thirty seconds, you get the raw materials needed for units faster, so you can build those units faster.

Zoning Arrangements: For thirty seconds, the Economy Experts can swap Zoning regulations around. During that time, you can build buildings faster AND cheaper.

 

 













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