The Galactic Empire - Description

Empire: The Imperial Doctrine states that any opposition be crushed down with incredibly powerful attacks, sending fear rippling across the Galaxy. That fear should be imposed by the use of technological advancements which cannot be duplicated by any other force, and by the use of brutal tactics. While TIE Fighters and Interceptors are known for being mass-produced and very cheap, later Imperial Admirals and Grand Moffs realized the need for their starfighters to be more powerful. The Empire is in a period of transition from the earlier doctrine of using overwhelming numbers to a newer doctrine of using independently powerful units. At the start, the Empire will be better with larger numbers, but once the upgrades come through, precision strikes with extremely powerful smaller numbers is more the Imperial style.

Imperial Infantry:

 

1. Stormtrooper- The most basic trooper of the Galactic Empire is the Stormtrooper. Stormtroopers are equipped with a standard E-11 blaster rifle which can be upgraded to become a T-21 Light Repeating Blaster, and can be further upgraded with the Micro-Grenade Attachment, which fires concussive blasts excellent for enemy troop suppression or for clearing out garrissoned buildings.. Stormtroopers can also be upgraded with Capture Ability from the Barracks.

Primary Weapon: E-11 Blaster Rifle

Secondary Weapon: Micro-Grenades(Upgrade)

Created in: Barracks

Best against: Infantry

Alright against: Structures

Worst against: Vehicles, Aircraft

Outside Upgrades - Capture Ability (Barracks)
                             
Micro-Grenade (Barracks)

                             T-21 Light Repeating Blaster (Barracks) (*Requires AUS)

                             Advanced Training (Advanced Uplink Station)

 

2. Stormtrooper Squad- The most basic trooper of the Galactic Empire is the Stormtrooper. This squad of 8 Stormtroopers is equipped with a standard E-11 blaster rifle which can be upgraded to become a T-21 Light Repeating Blaster.

Primary Weapon: 8 E-11 Blaster Rifles

Created in: Barracks

Best against: Infantry

Alright against: Structures

Worst against: Vehicles, Aircraft

Outside Upgrades - Micro-Grenade (Barracks)

                                T-21 Light Repeating Blaster (Barracks) (*Requires AUS)

                                Advanced Training (Advanced Uplink Station)

 

3. Merr-Sonn Trooper - The heavy support Merr-Sonn Troopers carry the latest and greatest of portable Merr-Sonn rocket launching technology, the PLX-4M, which fires extremely explosive Arakyd 3T3 Concussive missiles. Equipped with an onboard laser designator, which, when activated and a good lock comes in, nearly doubles the fire-rate of the weapon. They can be upgraded with Arakyd 4T4 Miniature Proton Warheads.

Primary Weapon: 1 Concussion Missile Launcher

Created in: Barracks

Best against: Vehicles, Aircraft

Alright against: Structures

Worst against: Infantry

Outside Upgrades- Miniature Proton Warheads (Advanced Uplink Station)

 

4.  Merr-Sonn Trooper Squad- A Merr-Sonn Trooper Squad consists of 4 Heavy Support Troopers who have undergone extensive training in the use of their specialized anti-armor weapons. Due to an added training given to Squads, these 4 troopers can plant 1 E-Web Repeater blaster.

Primary Weapon: 4 Concussion Missile Launchers

Created in: Barracks

Best against: Vehicles, Aircraft

Alright against: Structures

Worst against: Infantry

Individual Upgrades - E-Web Repeating Blaster (click here to see explanation)

Outside Upgrades- Miniature Proton Warheads (Advanced Uplink Station)

 

5. Officer- An officer is equipped with a blaster pistol and significantly boosts the performance of surrounding infantry.

Primary Weapon: Blaster Pistol

Created in: Barracks

Best against: Infantry

Alright against: N/A

Worst against: Vehicles, Structures, Aircraft

 

6. Sith Warrior (2 maximum)- The Sith are an ancient order that has been around for thousands of years. After their last great defeat, Darth Bane imposed a strict order of secrecy and that there would never be more than two Sith at one time, a master and an apprentice.

*Advanced Uplink Station Required

Primary Weapon: Lightsaber

Secondary Weapon: Force Abilities(see upgrades)

Created in: Shadow Academy

Best against: Infantry, Jedi

Alright against: Light Vehicles

Worst against: Vehicles, Aircraft

Individual Upgrades – CLICK HERE for individual upgrades

 

7. HERO: Darktrooper Phase III (1 maximum)- The Darktrooper Phase III was the ultimate robotic warrior, the final product of the Darktrooper project, and well worth the money spent in research. Equipped with a multi-rocket launcher, a flamethrower, and a jetpack, the Darktrooper Phase III was basically an army unto itself. Using the multi-rocket launcher, the DTP3 can decimate enemy armored divisions, and implanted battle tactics allow the DTP3 to lay down a small wall of fire using his flamethrower. When danger comes from the ground, the DTP3 can launch its jetpack. Limited fuel supplies force the DTP3 to use the jetpack only for short periods at a time. Heavily armored, the DTP3 can take, and deal out, insane amounts of damage.(Not cloaked when using jetpack or weapons)

*Advanced Uplink Station

Primary Weapon: Advanced DT-33 Multi-Rocket Launcher

Secondary Weapon: PyroX Personal Flamethrower

Created in: Barracks

Best against: Infantry, Vehicles

Alright against: Buildings, Aircraft

Worst against: Ion weapons

Outside Upgrades - Advanced Droid Cohesion (Advanced Uplink Station, for Droid General ONLY)

 

 

 

Imperial Vehicles:
 

Light Vehicles:

 

1. 74-Z Military Speeder Bike- First used in the Clone Wars against the Separatists, the Military Speeder Bike has not changed. The bike is initially created with a single driver but has room for a single passenger. The speeder bike is the fastest unit in the Imperial’s ground forces able to reach speeds of 500 kilometers per hour. It is armed with a light blaster cannon.

Primary Weapon: 1 Light Blaster Cannon

Created in: Vehicle Factory

Best against: Infantry

Alright against: N/A

Worst against: Vehicles, Aircraft

Individual Upgrades - Silent Engine

                

2. TIE Crawler- Also known as the Century Tank, the TIE Crawler is cheap and easily mass produced. It is equipped with a light turbolaser and two light laser cannons.

Primary Weapon: 2 Light Laser Cannons

Created in: Vehicle Factory

Best against: Vehicles, Structures

Alright against: N/A

Worst against: Vehicles, Aircraft

Individual Upgrades – Driver Repair

Outside Upgrades – Advanced Armor (Advanced Uplink Station)

 

3. Chariot LAV – The Chariot LAV is a commanding Imperial vehicle that will boost the performance of all surrounding vehicles and infantry. It also has a large sight radius and can detect stealth units. As an added bonus, it can carry up to 4 infantry.

Primary Weapon: 1 Laser Cannon

Created in: Vehicle Factory

Best against: Vehicles

Alright against: Structures

Worst against: Aircraft

 

 

Medium Vehicles:

 

1. AT-ST- The workhorse of the Imperial Army is the AT-ST Scout Walker. AT-STs are equipped with two blaster cannons and a concussion grenade launcher. AT-STs are also very fast, traveling at speeds of 90 kilometers an hour. Comical in appearance but deadly in use, the AT-ST should not be underestimated.

Primary Weapon: 1 Medium Double Blaster Cannon
Created in: Walker Factory

Best against: Infantry

Alright against: Structures

Worst against: Aircraft, Vehicles

Outside Upgrades- Advanced Gyros (Advanced Uplink Station)

2. AT-AA- The AT-AA fufills the role of the Imperial Army’s anti-air defender. The AT-AA has been instrumental in destroying Rebel Airspeeders before they could tangle the legs of of AT-ATs with their tow cables. Also note that the AT-AA is only for anti-air defense and has no defenses against anything else. All AT-AAs are equipped with concussion missiles.

Primary Weapon: 5 Anti-Aircraft Missile Launch Tubes (reload every 6 seconds)

Created in: Walker Factory

Best against: Aircraft

Alright against: N/A

Worst against: Ground Vehicles, Infantry

 

3. Mobile Hover Artillery - This hover vehicle can hammer the enemy with energy-packed projectile shells at long distances, making this unit the Empire's long-range unit. With an upgrade, each energy-packed shell can release a ball of fire that makes it quite effective against enemy infantry.
*Requires Advanced Uplink Station

Primary Weapon: 1 Projectile Shell Launcher

Created in: Vehicle Factory

Best against: Vehicles, Defenses, Infantry (with upgrade)

Alright against: Structures

Worst against: Aircraft
Outside Upgrades- Fire-packed Projectiles (Vehicle Factory)


 

Heavy Vehicles:

 

1. AT-AT- The true symbol of Imperial military might is the AT-AT. Massive in size and almost unstoppable the AT-AT serves to demoralize enemy troops while at the same time destroy vehicles and structures using its complement of heavy weapons. The AT-AT can carry up to 15 troops or 3 speeder bikes. In times of emergency the AT-AT can be modified to carry 2 AT-STs instead. Equipped with two heavy laser cannons

*Requires Advanced Uplink Station & Expenditure of Generals Point

Primary Weapon: 2 Heavy Laser Cannons, 2 Medium Blaster Cannons

Created in: Walker Factory

Best against: Infantry, Vehicles, Defenses

Alright against: Structures

Worst against: N/A

Individual Upgrades- Modified Cargo Compartment



 

Imperial Aircraft:
 

1. TIE Fighter- TIE Fighters are the most mass produced aircraft in the entire Imperial Military. They are cheap and sport 2 laser cannons for weapons. They have no armor at all so prepare to lose these a lot.

Primary Weapon: 2 Light Laser Cannons

Created in: Airbase

Best against: Aircraft

Alright against: N/A

Worst against: Vehicles, Infantry, Structures

 

2. TIE Bomber- The standard bomber of the Empire is the TIE Bomber. Equipped with High Yield Proton Bombs, the TIE Bomber can lay waste to anything but the heaviest building and vehicles in one pass. It also supports some armor but not enough to save it from concentrated fire.

Primary Weapon: 3 Proton Bombs

Created in: Airbase

Best against: Structures

Alright against: Vehicles

Worst against: Infantry

Individual Upgrades – Light Shields

Outside Upgrades- Scimitar Assault Bomber

 

3. TIE Interceptor- TIE Interceptors are extremely fast and maneuverable fighters. They are equipped with 4 laser cannons. While easy to produce, they cost twice as much as a regular TIE Fighter and have no armor.

*Requires Advanced Uplink Station

Primary Weapon: 4 Light Laser Cannons

Created in: Airbase

Best against: Aircraft

Alright against: N/A

Worst against: Vehicles, Infantry, Structures

Individual Upgrades – Light Shields Upgrade
 

5. Sentinel Class Landing Craft- Being larger and more heavily armored the Sentinel has 12 transport slots and can hold anything except for an AT-AT. Sentinels are the backbone of the Imperial’s assault force, able to transport many units for a fraction of the cost. Weapons include Double Laser Cannons for defense.

*Requires Advanced Uplink Station

Primary Weapon: 4 Light Laser Cannons

Created in: Airbase

Best against: Aircraft

Alright against: N/A

Worst against: Vehicles, Infantry, Structures


 

Miscellaneous:
 

1. Construction Droid- This hover vehicle can effectively build large structures, but is very expensive and its four repulsor engines are not enough to carry its heavy weight at a fast speed.

Created in: Command Center

Best against: Nothing

Alright against: Nothing

Worst against: Everything

 

2. Supply Hauler- This vehicle is a treaded vehicle that is strong very effective at collecting supplies, but in result is quite slow and expensive.
Created in: Resource Center

Best against: Nothing

Alright against: Nothing

Worst against: Everything

 

 

Imperial Structures:

 

Defensive Structures:

 

1. E-Web Trap- Among the most powerful repeating blasters in the Imperial Armory, the E-Web is a great weapon against infantry and light vehicles. Able to cover 360 degrees horizontally the E-Web mows down anything in its path. The E-Web trap consists of 4 E-Web blasters situated within a protective bunker and armed by four Stormtroopers.
Best against: Infantry, Light Vehicles

Alright against: N/A

Worst against: Medium or Heavy Vehicles, Aircraft

Upgrades- F-Web Repeating Blaster (Barracks) (*Requires Advanced Uplink Station)

 

2. Taim & Bak XX-9 Turbolasers- Designed originally for capital ships, Imperial strategists soon realized their value as ground defenses against Rebel tanks. The Turbloaser can turn a full 360 degrees but has difficulty targeting fast vehicles. As an added bonus the Turbolaser can fire at aircraft but is not very accurate. The Turbolaser can detect any and all stealth units. A main weakness of the turbolaser is its high-consumption of power and its minimum target range, making it defenseless against enemies that are within that minimum range. Therefore, strategically situating two of these defense structures next to each other will allow them to protect each other from those minimum ranges and make them almost indestructible.

Primary Weapon: 2 Fire-Link Medium Turbolasers

Best against: Slow-moving Vehicles, Structures

Alright against: Slow-moving Aircraft

Worst against: Infantry, Fast-moving Vehicles, Fast-moving Aircraft

 

 

Main Structures:

 

1. Command Center- Builds your peon unit. Also provides radar and holds small upgrades. Required for generals abilities.
Imperial Construction Droid

 

2. Barracks- Builds all infantry and their respective upgrades.

Stormtrooper

Stormtrooper Squad

Missile Trooper

Missile Trooper Squad

Officer
Storm Commando

*Capture Ability

*T-21 Repeating Blaster Upgrade

*F-Web Repeating Blaster Upgrade

 

3. Vehicle Factory- Builds all vehicles excluding walkers.

74-Z Military Speeder Bike

TIE Crawler

Chariot LAV

 

4. Walker Factory- Builds walkers.
AT-ST
AT-AA
AT-AT

 

5. Air Pad- Creates, launches, and repairs all TIE Craft. It can hold a maximum of 8 TIE Craft.
TIE Fighter
TIE Bomber
TIE Interceptor
Sentinel Landing Craft

 

6. Sith Temple- Train and keep up to 2 Sith Warriors. While in the temple, Sith Warriors can heal. The Palace has a lot of HP/Armor, and is cloaked, so it won’t be destroyed easily. When the Sith Warriors are inside, the structure heals itself and if both Sith Warriors are inside then it heals faster.
Sith Warrior (Single-bladed lightsaber)
Sith Warrior (Souble-bladed lightsaber)

 

 

Support Structures:

 

1. Power Station- Provides a steady power flow to all Imperial owned buildings.

 

2. Resource Center- Where Imperial Supplies can be collected, and allows the ability to build many other Imperial structures.
Imperial Supply Hauler

 

3. Advanced Uplink Station- Provides the player with advanced technology and upgrades.  It also allows for the construction of all advanced vehicles and infantry.

*Advanced Training

*Miniature Proton Warheads

*Advanced Armor

 

4. Taxation Center- Provides the player with a steady flow of credit from the local civilian population.

 

 

Imperial Superweapon
 

Hammerblow Superlaser- a grandfather to the first working Superlaser, the Hammerblow project was commissioned early on in an attempt to prove that Superlasers would be effective in destroying worlds harboring support to the Rebel Alliance. The first test worked and the Superlaser bounced off the orbiting Star Destroyer and back onto the planet as it was supposed to do. However the Laser was too powerful and it caused the planet to erupt in volcanoes. The research however remained intact and was used to create the Prototype Death Star. The laser itself is built on the planet and is fired at a small dish on an orbiting Star Destroyer which then amplifies the Laser’s strength enabling it to take out all vehicles and do signficant damage to structures within a certain radius.

 

 

Imperial Upgrades

Infantry Upgrades:

1. T-21 Light Repeating Blaster- Essentially a larger version of the E-11, the T-21 excels at laying down suppressive fire against enemy troops. When upgraded to Advanced Training also, Stormtroopers can set up a light tripod to increase their rate of fire as well as their accuracy.

 

2. Capture Ability- Allows soldiers and officers to capture enemy and neutral buildings.

 

3. Advanced Training- Increases Stormtroopers rate of fire and allows them to set up a light tripod for the T-21.

 

4. Miniature Proton Warheads- Equips Missile Troopers with more powerful warheads. These are great against vehicles.

 

5.  E-Web Repeating Blaster- Allows a group of five Missile Troopers to carry and set up an E-Web Repeating Blaster. Requires the “Mass Production” Generals Point. Doing this also means that all missile troopers will be trained as a unit of five also.
 

 

Vehicle Upgrades:
 

1. Silent Engine- Allows the Speeder bike to become stealth.

 

2. Advanced Armor- Provides a boost of armor similar to Composite armor.

 

3. Driver Repair- Allows TIE Crawlers to self repair on the battlefield.

  

4. Advanced Gyros- Allows AT-STs and AT-PTs to go faster.

 

5. High Yield Warheads- Increases Mobile Artillery Platform’s firepower by 50%.

 

6. Modified Cargo Compartment- Allows AT-ATs to carry 2 AT-STs.


 

Aircraft Upgrades:
 

1. Cargo Clamps- Allows Sentinels to carry 2 At-STs or 1 AT-AT.

 

2. Light Shields- Equips the TIE Bomber with Light Shields


 

Structure Upgrades:

1. F-Web Trap- Upgrades all E-Web Traps to F-Web Traps which support more armor and increased rates of fire.

 

 


Imperial General Abilities

 

1-Star              Probot Drop                    Allow TIE Interceptor

                        (1 min)                                                                        

 

 

3-Star              Money Hack                    Allow AT-AT                       Emergency Repair 1

                        (1.5 Mins)                                                                   (4 Mins)

                       

                        More Money                    TIE Bomber Sweep 1         Emergency Repair 2

                        (1.5 Mins)                        (4 Mins)                              (4 Mins)

                       

                        Even More Money           TIE Bomber Sweep 2         Emergency Repair 3

                        (1.5 Mins)                        (4 Mins)                             (4 Mins)

 

 

5-Star              Star Destroyer Bombardment               TIE Bomber Sweep 3

                        (6 Mins)                                                  (4 Mins)         

 

 

1. Probot Drop- Allows for the dropping of a Probe Droid anywhere on the map.

 

2. TIE Interceptor- Allows for the creation of the TIE Interceptor.

 

3. Emergency Repair- Repairs a specified target of units.

 

4. Money Hack(s) - Hacks money from a player of your choosing.

 

5. TIE Bomber Sweep- A wave of Tie Bombers come in and bomb everything in target radius.

 

6. Star Destroyer Bombardment- Calls in a withering orbital bombardment from a Star Destroyer.

 


Special Structure Abilities

 

These are supporting abilities that are available when you build a structure.

 

 

Command Center - reduces the price of all imperial buildings by 10% for 10 seconds - 5 min cool down

 

Barracks - advanced training, all units are built as Veterans for 30 seconds - 4 min cool down

 

Vehicle Factory - increases the fire power by 20% and rate of fire  by 20% of all Imperial Vehicles (not walkers) for 30 seconds. - 2 min cool down.

 

Walker Factory - increases the movement speed of all walkers by 20% for 1 min - 4 min cool down.

 

Air Pad - Mass production, all imperial aircraft are reduced in price by 10% for 10 seconds. - 4 min cool down.

 

Sith Temple - lower the attack damage of enemy troops in a area by 10% and their attack rate by 10% - 3 min cool down

 

Supply Center - Increases the cargo carried by Imperial supply truck by 50% for 30 seconds - 3 min cool down.

 

Power Generator - Increase the production out of all buildings by 10% for 1 min - 4 min cool down.

 

Advanced Uplink Station - uplinks to a orbiting star destroyer and allows the use of one high power turbo laser (huge damage tiny area of effect, almost instant use) - 4 min cool down.

 

Taxation Center - allows the use of a $1000 cash hack - 2 min cool down.

 

 

 

Upgradeable Sith
by Xyvik

NOTE: Upgradeable Sith are available to ALL generals, including normal Empire Army (not any general)
The upgrades work similar to a generals experience menu, in that the sith gains 2-3 points every each time the sith is promoted in their veterancy. These points can be spent on some of the upgrades listed below, but you must have spent a point on the lesser version of the upgrade before you advance to the new one (like USA's A10 strike).


Almost as old as the Jedi Order, the Sith are the ancient enemies of the Jedi. Enraged that the Jedi Order would not condone studies into the Dark Side, several Jedi left and took up studying the far more powerful Dark Side. Only two may be trained at any time, making them a smaller, but not a lesser force, than the Jedi. The Dark Side of the Force is much more geared toward destruction, and the Sith do not train themselves to protect others, but instead they are dedicated to the elimination of their enemies. Sith, due to their sinister and sneaky methods, are always cloaked, except when using an ability. Of note is that, because of the nature of the Dark Side, any Sith who die explode in violent bursts of energy. Each successive level of training, from Initiate to Lord to Master, increases the deadliness of the destructive burst. An inititiate will only cause small explosion in a small area, a Lord will cause a medium explosion in a medium area, but it is the Sith Masters who truly "burn out" with a large explosion in a large area. The Sith can learn the following abilities:

Force Grip
A Sith uses the Force to attack others. With this ability, the Sith holds the enemy immobile and, and with later abilities, damages them for ever increasing times.
Minor Grip
: The Sith grips infantry only for 25 seconds, no damage done. Small area
Medium Grip
: With more training, the Sith can grip both vehicles and infantry in a medium area, and some damage is dealt to the infantry.
Major Grip
: As a Master, the Sith can grip vehicles and infantry in a large area, and damage is dealt to both

Force Rage
By imposing some of his own hatred on units, a Sith can drive friendly units into a rage, increasing their attack speed and power, while also reducing their defensive abilities.
Minor Rage
: As an Initiate, a Sith has not been fully trained in imposing his rage on others, so only a small area is affected, and only a 10% increase in firepower/rate is achieved for 10 seconds, with a 5% reduction in armor.
Medium Rage
: With further training, a Sith can drive their units into an even deeper rage, increasing their firepower/rate by 15% for 15 seconds, with the same 5% reduction in armor.
Major Rage
: Fully trained, a Sith Master can whip units into an enraged frenzy, increasing their firepower/rate by 20% for 20 seconds, with a 5% reduction in armor.

Force Lightning
When trained in the more sinister aspects of the Dark Side of the Force, a Sith can unleash pure Force power in the form of destructive lightning bolts.
Lightning Spark
: Only a small amount of damage is dealt in a small area by this basic level.
Lightning Stream
: By unleashing more amounts of Lightning, a Knight can cause medium damage in a medium sized area
Lightning Storm
: With the full fury of the Force behind him, a Sith Master can unleash a terrible storm of Force Lightning on a large area, wreaking havoc on all units unfortunate enough to enter the area.

Mind Twist
Perhaps the most sinister aspects of the Sith is their ability to twist an enemy units' mind to their will, forcing the unit to work for the Empire. It can only be done on one unit at a time, and it takes a rather long time for the Sith to be able to do it again, but the results can be well worth it.
Minor Twist
: At this lowest ability, the Sith is only able to convert an enemy Infantry unit.
Medium Twist
: At this ability, the Sith is able to convert non-tech vehicles and tech infantry
Major Twist
: At the highest ability, a Sith is able to convert enemy tech vehicles, and is also able to work his way inside a structure, converting it for use for the Empire.

Imperial Generals

 

General Veers - Walker General

  • Walker Factory does not require Advanced Uplink Station, nor do AT-AAs and AT-STs

  • Walker Factory does not require Vehicle Factory to be built

  • All walkers have more armor, are slightly cheaper

  • AT-ATs available without Generals Point

  • TIE Crawler unavailable

  • Infantry, Aircraft cost more

New Units Available:

 

1. AT-PT- The AT-PT is truly a marvel of old technology. Designed by the Old Republic during the Clone Wars, the AT-PT could turn a single soldier into an armed force equal to that of an entire squad of regular infantry. The AT-PT is equipped with two light blaster cannons and a concussion grenade launcher as its secondary weapon. As an added bonus, the AT-PT can go into shallow water and cross most terrain with ease due to the independent leg suspension systems. In times of need, the AT-PT can carry an additional passenger. When the AT-PT needs to gain speed, it can be put into “upright mode”, extending its legs upright and making it one of the fastest Imperial Walkers. However, while in this mode, the AT-PT is unable to engage in combat.

*Requires General Veers (Walker General)
*Advanced Uplink Station

Primary Weapon: 2 Light Blaster Cannons

Secondary Weapon: 1 Concussion Grenade Launcher

Created in: Walker Factory

Best against: Infantry

Alright against: Structures, Vehicles

Worst against: Aircraft

Outside Upgrades- Advanced Gyros (Advanced Uplink Station)

 

2. AT-ST/A - AT-STs also have their own variations, the most notable being the AT-ST Assault Walker which is equipped with a single heavy laser cannon and a concussion grenade launcher. The AT-ST/A can transport one infantry unit.

*Requires General Veers (Walker General)
*Advanced Uplink Station

Primary Weapon: 1 Heavy Blaster Cannon, 1 Double Light Blaster Cannon (fire-linked)

Secondary Weapon: 1 Concussion Grenade Launcher

Created in: Walker Factory

Best against: Vehicles

Alright against: Infantry, Structures

Worst against: Aircraft

Outside Upgrades- Advanced Gyros (Advanced Uplink Station)

 


New Upgrades Available:

Anti-Air Ability-  Allows the AT-AT to shoot at aircraft

 


Generals Abilities:

 

1-Star              Probot Drop                Allow TIE Interceptor      Emergency Repair 1

                        (2 mins)                                                               (3.5 Mins)

 

 

3-Star              Reinforcements 1       Sentinel Cargo Room       Emergency Repair 2

                        (2.5 Mins)                                                             (3.5 Mins)

                       

                        Reinforcements 2       TIE Bomber Sweep 1        Emergency Repair 3

                        (2.5 Mins)                    (4 Mins)                            (3.5 Mins)

                       

                        Reinforcements 3       TIE Bomber Sweep 2

                        (2.5 Mins)                    (4 Mins)

 

 

5-Star              Star Destroyer Bombardment              TIE Bomber Sweep 3

                        (6 Mins)                                                 (4 Mins)         



Sentinel Cargo Room-
Allows the Sentinel Landing Craft to increase in cargo room and use clamps to lift an AT-AT across the map.
Reinforcements 1, 2, 3- Drops walker reinforcements in a designated area from Sentinel Landing Crafts sent down from space.

 

 

General Rom Mohc - Droid General

  • Darktroopers replace Stormtroopers and Merr-Sonn Troopers

  • AT-ATs unavailable

  • TIE fighters & interceptors unavailable

  • Probe Droids have more armor

  • Greater Sight upgrade already upgraded for probe droids

  • Probe Droids are stealth


New Units Available:

 

1. Darktrooper Phase 1 and 2- The Darktrooper program was research into the feasibility of advanced droid infantry specialists who could operate without orders and with a minimum of direct command. It was, for the most part, a success. The DTP1 is a heavily armored combat unit. Equipped with a rapid-fire, high powered rifle, DTP1s are certainly worth the extra cost. However, it was soon discovered that the DTP1 was not what the designers had in mind. Prone to costly mistakes in the field, the DTP1 was also too sluggish to fully perform properly. Hence, the DTP2 was issued as an upgrade. With rapid movements and inhumanly fast reflexes, along with an armor and weapon upgrade, the DTP2 is superior in all aspects to the DTP1. Replacing the Stormtrooper for Droid General.

*Requires Droid General

Primary Weapon: Advanced DT-11 Heavy Repeater Blaster

Secondary Weapon: Advanced DT-11 Single-Rocket Launcher (Requires Phase II Upgrade)

Created in: Barracks

Best against: Infantry

Alright against: Vehicles

Worst against: Aircraft, Buildings

Outside Upgrades - Darktrooper Phase II (Advanced Uplink Center)

                             Advanced Droid Cohesion (Advanced Uplink Center)

 

2. Hunter-Killer Probot- The HK Probot is manufactored by Arakyd, the same company that makes standard issue Recon Probots and the missiles for Merr-Sonn troopers. There were several variants of the Hunter-Killer Probot, one large enough to classify as a capital ship, and another, this one, used for planetary missions. HK Probots are larger than Recon Probots and are heavily armed and armored, although slower. As the Rebel tactics forced the Empire to change theirs, the Recon Probot became outplaced with the HK Probot for containment and killing power.

*Available only to Droid General

*Requires Advanced Uplink Station

Primary Weapon: Turreted Quad cannon

Created in: Vehicle Factory

Best against: Infantry, Vehicles

Alright against: N/A

Worst against: Buildings, Aircraft


3.
EG-6 Power Droid- Sometimes called the “Gonk” Droid, the EG-6 has only one function: provide power to structures that need it. The Gonk Droid is "garissoned" into a structure and reduces the amount of power the structure requires. Built at a Power Generator the EG-6 performs its function with great efficiency. It is heavily armored and can shrug off a few hits from a blaster but when it explodes you better hope you are far away. Any EG-6 that has been destroyed will explode causing massive damage within a small area. As an added bonus the EG-6 can also slowly repair structures using its repair arm. Also, buildings within its vicinity get a production bonus, allowing faster unit creation and research.
Best against: Nothing
Alright against: Nothing
Worst against: Everything

 

4. TIE/D- The TIE/Droid is a TIE Fighter with an entirely robotic pilot and command system. Due to removal of several systems necassary for a human pilot, and the fact that droids are not affected by g-forces, the TIE/D gets better armor than the TIE Fighter but is both faster and more manueverable.

*Available only to Droid General

*Requires Advanced Uplink Station

Primary Weapon: 2 Light Laser Cannons

Created in: Airbase

Best against: Aircraft

Alright against: N/A

Worst against: Vehicles, Structures, Infantry

Individual Upgrades – Light Shields Upgrade

 

 

New Upgrades Available:

Advanced Droid Cohesion- Increases fire-rate and speed of all droid units.
Darktrooper Phase II -
Upgrades Darktrooper Phase I to Darktrooper Phase II
 

General Abilities:

1-Star         Probot Drop                  Allow TIE Interceptor         Allow H-K Probot

                    (1 min)                                                                        

 

 

3-Star         Money Hack                  Allow AT-AT                        Emergency Repair 1

                   (1.5 Mins)                                                                  (4 Mins)

                       

                   More Money                  TIE Bomber Sweep 1          Emergency Repair 2

                   (1.5 Mins)                      (4 Mins)                              (4 Mins)

                       

                   Even More Money         TIE Bomber Sweep 2          Emergency Repair 3

                   (1.5 Mins)                       (4 Mins)                             (4 Mins)

 

 

5-Star         Star Destroyer Bombardment             TIE Bomber Sweep 3

                   (6 Mins)                                                (4 Mins)         


 

Allow H-K Probot- Gives the ability to build the Hunter-Killer Probot

 


General
Gilad Pellaeon - Air Force General

  • Tie Defenders Available

  • TIE Phantom Available

  • Scimitar Assault Bomber Available

  • Tie Interceptor does not require Generals point (available from start)

  • AT-AT Unavailable

  • All fighters have shields

  • All aircraft auto repair
     

New Units Available:

 

1. TIE Defender- The single greatest fighter ever produced is the TIE Defender. As a testament to the Rebels successful use of shielded and heavily armed fighters the TIE Defender carries 4 laser cannons and two Proton Torpedo Launchers. Also it has a pair of shield generators to provide excellent protection. These craft are quite expensive and require an Advanced Uplink Center. Only Pellaeon can make use of these craft.

*Requires Admiral Pellaeon
*Requires Advanced Uplink Station

Primary Weapon: 4 Medium Laser Cannons

Secondary Weapons: 2 Proton Torpedo Launchers

Created in: Airbase

Best against: Aircraft, Vehicles

Alright against: Structures, Infantry

Worst against: N/A

 

2. Scimitar Assault Bomber- A next generation bomber to replace the aging TIE Bomber is the Scimitar. Faster and more heavily shielded than its predecessor, the Scimitar Assault Bomber is the ultimate Imperial Bomber. The larger bomb bays can accommodate more munitions than the TIE Bomber. Also as an added bonus, the Scimitar is one of the only TIE craft besides the Defender and Phantom with an ejection seat.

*Requires Admiral Pellaeon
*Requires Advanced Uplink Station

Primary Weapon A: 8 Proton Bombs

Primary Weapon B: 5 High Yield Proton Torpedoes 

Created in: Airbase

Best against: Structures (if Proton Bombs), Vehicles (if Proton Torpedoes)

Alright against: Vehicles (if Proton Bombs), Structures & Infantry (if Proton Torpedoes)

Worst against: Infantry (if Proton Bombs), N/A (Proton Torpedoes)
 

3. TIE Phantom- A truly unique craft, the TIE Phantom is the only vehicle of its size with a working cloaking device. It took many years and lots of money to get this to work, but the result is spectacular. The power requirements of the cloaking device are very high, so the vehicle cannot fire while within cloak, and will move relatively sluggishly. Once the cloak is dropped, however, the Phantom unloads with extremely powerful one-shot miniature turbolasers, another first for a craft of this size. Expensive, fairly slow, but with good shields, the Phantom is only available to Pellaeon.

*Requires Admiral Pellaeon

*Requires Advanced Uplink Station

Primary Weapon: 2 Miniaturized Turbolasers

Best against: Aircraft, Vehicles, Structures

Alright against: Infantry

Worst against: N/A


 

General Abilities:
 

1-Star         Probot Drop                 TIE Defender              Emergency Repair 1

                   (1.5 min)                                                          (4.5 Mins)

 

 

3-Star         Money Hack                 Scimitar Sweep 1         Emergency Repair 2

                   (1.5 Mins)                     (4 Mins)                       (4.5 Mins)

                       

                   More Money                 Scimitar Sweep 2         Emergency Repair 3

                   (1.5 Mins)                     (4 Mins)                       (4.5 Mins)

                       

                   Even More Money        Scimitar Sweep 3       

                   (1.5 Mins)                     (4 Mins)                                

 

 

5-Star         Destroyer Bombardment 

                   (5.5 Mins)                        
 

TIE Defender- Allow TIE Defenders to be created
Scimitar Sweep 1, 2, 3- Scimitar Bombers sweep across the map and lay their payload at the target.

Grand Admiral Thrawn- Supreme Imperial General

  • Not Playable-- Only for Conquer mode as an opponent. Therefore, balancing is not needed.

  • Can build: All standard Imperial things as well as every special unit each General has.

  • Gains all special abilities that are available to each General.

  • Thrawn is prepared for anything basically.

New Units Available:

 

AT-AT/C- This beast is an AT-AT with an airpad on it in which up to 4 TIE aircraft can land. These aircraft automatically protect this unit, making it indestructable.

*Requires Advanced Uplink Station
Best against: Everything
Worst against: Nothing

 

 

General Abilities:

 

1-Star       Probot Drop                                                       Reinforcements 1

                 (1 min)                                                               (2.5 Mins)

 

 

3-Star       Money Hack               Scimitar Sweep 1            Reinforcements 2

                 (1.5 Mins)                   (4 Mins)                          (2.5 Mins)

                       

                 More Money               Scimitar Sweep 2            Reinforcements 3

                 (1.5 Mins)                   (4 Mins)                          (2.5 Mins)

                       

                 Even More Money      Scimitar Sweep 3       

                 (1.5 Mins)                   ( 4 Mins)                                

 

 

5-Star       Destroyer Bombardment       Power hack 

                  (5.5 Mins)                              (4 Mins)     

     

For explanations for these general abilities, please see the general abilities of other generals above.

 

 













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