The Rebel Alliance - Description
by Xyvik

The Alliance to Restore the Republic was started by a group of idealists who were against the ways of the Empire’s New Order, the Rebel Alliance has grown rapidly, and not as quietly as they would have liked. With no real income and without the technology possessed by the Empire, and with fewer people, the Rebel Alliance has to rely on underhanded guerrilla tactics. Determined to not let the Empire rule forever, the Rebels are constantly striking against the Empire in an effort to wear it down.

Strategic Basis
Speed
: Without truly powerful units, the Rebels have to hit-and-run. They have therefore trained their men, and adapted their units, to be speedy whenever possible. Speed has saved their skins on several occasions, and they strive to continue and use this to their advantage whenever possible.

Stealth: Without the power to stand up in fights, the Rebels have to rely on stealth to get to their targets unseen. Hiding in scattered bases and utilizing Cell-based operations, the Rebel Alliance is extremely difficult to root out, which is exactly what they want.

Unit costs/Unit strengths: The Rebels have to get their hands on anything they can, usually jury-rigging vehicles to get the job done as cheaply as possible. The only problem with this is that the jury-rigged vehicles, and the poorly trained troops, are weak when compared to other sides.

Rebel Infantry

 

1. Rebel Trooper- Although not even as well trained as his Imperial counterpart, with proper micromanagement, the Rebel Trooper can easily take out a Stormtrooper in 1on1 combat. Having survived years of fighting and honing their skills, Rebel Troopers have longer range than Stormtroopers and can run faster than them. In addition, they can throw deadly thermal detonators into enemy structures. He can also upgrade to use the Capture Ability.

Primary Weapon: Standard Blaster Pistol

Secondary Weapon: Thermal Detonator (1.5 min recharge)

Created in: Barracks

Best against: Infantry

Alright against: Structures

Worst against: Vehicles, Aircraft

Outside Upgrades - Capture Ability (Barracks)

                             DL-44 Heavy Blaster Pistol
Individual Upgrades: Camouflage

 

2. Heavy Weapons Trooper- Similar to the standard Trooper, the Heavy Weapons Trooper excels at laying down support fire by use of his Concussion Missile Launcher. Although short range only, the launcher can turn the tide of a battle in favor of the Rebels rather quickly. Imperial Armor is especially vulnerable.

Primary Weapon: Portable Concussion Missile Launcher

Created in: Barracks

Best against: Vehicles, Aircraft

Alright against: Structures

Worst against: Infantry

Outside Upgrade- Advanced Training

Individual Upgrades: Camouflage

 

3. Special Operations Sniper (stealth unit)- A veteran of ground warfare, the SpecOps Sniper is equipped with a long range sniper rifle. Rebel Training may not normally be up to par with Imperial training, but the Spec Ops training regiment is harsh and very effective, making the Sniper an excellent anti-Infantry support unit. As an added bonus he is trained as a veteran and is stealth while moving.

*Rebel Tech Center Required

Primary Weapon: Sniper Rifle

Created in: Barracks

Best against: Infantry

Alright against: Structures, Vehicles

Worst against: Aircraft

 

4. Special Operations Infiltrator (stealth unit)- An expert at stealth and espionage, the SpecOps Infiltrator can  kill infantry with the use of a vibroblade, and can place Proton Grenades on buildings once he had been trained in their use.. He can also steal enemy armor and turn it against its former masters. As with all SpecOps, he can cross any terrain except water and is always stealth. When he is planting charges on buildings he remains stealth.

* Rebel Tech Center Required

Primary Weapon: Vibroblade

Secondary Weapon A: Proton Grenades

Secondary Weapon B: Ion Charges

Created in: Barracks

Best against: Infantry

Alright against: Vehicles

Worst against: Structures, Aircraft

Outside Upgrade- Proton Grenades

 

5. Special Operations ComScan Specialist (stealth unit)- As his name would suggest, the SpecOps ComScan Specialist can hack into an enemy’s Radar and use it to reveal the positions of enemy structures. Also he can steal money from Supply Centers as well as disable buildings for 30 seconds. This unit can detect enemy stealth units within a short range.

* Rebel Tech Center Required

Primary Weapon: Code Breaker Computer

Created in: Barracks

Best against: Structures

Alright against: Nothing

Worst against: Nothing

 

6. Combat Engineer- Seeing as how a lot of battles took place in or near a city the Rebel Alliance started training Combat Engineers. Combat Engineers are trained to do one thing only: build small defensive structures for Rebel Soldiers. This they do very well.

Primary Weapon: None

Created in: Barracks

Best against: Structures

Alright against: Nothing

Worst against: Nothing

Creates: Duracrete Barrier

              Automated E-Web Blaster

              Camouflaged Foxhole

              Remote Sensor

              Anti Personnel/Armor Mines

                                      

7. HERO: Special Ops Commando – Rebel Hero Unit, boosts morale of all units that surround him, can invisibly slice through enemy troops and light vehicles with his lightsaber. His large range of vision and stealth nature makes him an imperative part of your army.

Primary Weapon: Lightsaber

* Rebel Tech Center Required

Created in: Barracks

Best against: Infantry

Alright against: Light Vehicles

Worst against: Structures, Heavy Vehicles, Aircraft

Rebel Vehicles
 

Light Vehicles:

 

1. S-Swoop- a modified Swoop, the S-Swoop can carry one passenger and is the fastest Rebel vehicle around. It can go up to speeds of 600 km/hr far surpassing its Imperial counterpart. As an added bonus S-Swoops can go over any terrain and can be upgraded with a sensor jammer that blocks enemy radar. The Pilot comes with the vehicle, but there is room for one person to get on and use their weapon while on the vehicle.

Primary Weapon: Driver’s Weapon

Created in: Rebel Vehicle Factory

Best against: Turbolasers

Alright against: ?

Worst against: ?

Individual Upgrades: Sensor Jammer

 

2. Cargo Skiff- The Cargo Skiff is the main supply hauler for the Rebel Alliance. It can carry either 4 people or supplies but not both. The passengers can fire out but the Skiff is totally defenseless otherwise. Protect these well.

Primary Weapon: Weapon of infantry units inside

Created in: Rebel Vehicle Factory / Supply Center

Best against: ?

Alright against: ?

Worst against: ?

Individual Upgrades: Cargo Clamps

 

 

Medium Vehicles:

 

1. T1-B Hovertank- Although not designed for fighting against other tanks, the T1-B has instead another important role: Anti-Air Defense. It’s only good against aircraft and infantry. Protect these well or you might end up on the receiving end of a Proton Bomb from a TIE Bomber.

Primary Weapon: Concussion Missiles

Created in: Rebel Vehicle Factory

Best against: Aircraft

Alright against: Infantry

Worst against: Vehicles, Structures

Outside Upgrades- Scavanged AT-AT Armor

                            Camouflage

 

2. Amphibion- This amphibious vehicle can transport up to 8 troops or 3 speeder bikes across both land and water. It is a relatively weak vehicle with only its hull to withstand enemy fire and a blaster turret that is defenseless against aircraft, but its ability to cross water makes it an imperative and strategic unit to your army.

Primary Weapon: Passenger Weapons

Created in: Rebel Vehicle Factory

Best against: Infantry

Alright against: Vehicles, Structures

Worst against: Aircraft

Outside Upgrades- Scavenged AT-AT Armor

 

 

Heavy Vehicles:

 

1. T3-B Heavy Attack Tank- Like the AT-AT, walkers the T3-B is a heavy vehicle designed for going up against everything: big or small. The T3-B can mow down an AT-ST and still have enough strength to take on another one. As an added feature the T3-B has Proton Torpedos built in to a launcher and can easily fire them like artillery to home in and smite enemies of the Rebellion.

Primary Weapon: Dual Medium Laser Cannons

Secondary Weapon: Long Range Proton Torpedoes(3, Recharge every 1.5 Mins)

Created in: Rebel Vehicle Factory

Best against: Vehicles

Alright against: Infantry, Structures

Worst against: Aircraft

Outside Upgrades- Stolen Heavy Laser Cannons

                            High Yield Proton Warheads

                            Scavenged AT-AT Armor

 

2. Loratus Proton Torpedo Launcher- A phrase for fleeing Imperial Troops at the site of one of these goes something like this: “Take Cover…”. That’s how great the Loratus Proton Torpedo Launcher is. Excellent against infantry and not too bad against structures, this is the Rebel’s artillery unit. It has more power than its counterpart in the Imperial Army and can also undeploy itself faster making these units great for Hit- and -Run tactics.

Primary Weapon: Long Range Proton Torpedoes

Secondary Weapon: Anti-Personnel/Vehicle Mines

Created in: Rebel Vehicle Factory

Best against: Infantry

Alright against: Vehicles, Structures

Worst against: Aircraft

Outside Upgrades- Anti-Personnel/Vehicle Mines

                            High Yield Proton Warheads

 

 

Rebel Aircraft

 

1. A-Wing Interceptor/Fighter- Faster than the blink of an eye and as insane as a TIE Defender pilot, the A-Wing is a combination of two high efficient engines and a crazy pilot. The A-Wing is the fastest fighter in the galaxy. Armed with two concussion missile launchers and forward laser cannons that can rotate a full 60 degrees up and down, the A-Wing can murder squads of lesser fighters. As a result of its high speed the A-wing is stealthed until it attacks. However all these good things come at a steep price: no shields and very little armor plating.

Primary Weapon: 2 Fire Linked Laser cannons

Secondary Weapon: Concussion  Missiles (6)

Created in: Rebel Airfield

Best against: Aircraft

Alright against: Structures

Worst against: Infantry, Vehicles

 

2. X-Wing- It blew up the Death Star. What more can we say. The X-Wing is a perfect balance of speed and durability as well as power. The X-Wing carries four laser cannons and a pair of Proton Torpedo Launchers.

Primary Weapon: 4 Laser cannons

Secondary Weapon: Proton Torpedoes (4)

Created in: Rebel Airfield

Best against: Aircraft

Alright against: Structures

Worst against: Infantry, Vehicles

                             

3. Y-Wing- The heavy support unit of the Rebel Alliance is the Y-Wing. Equipped with an Ion Cannon and Proton Bombs as well as laser cannons, the Y-Wing is a true threat to Imperial Ground Forces. They are however expensive and must reload after using up their bombs.

Primary Weapon: 2 Laser cannons

Secondary Weapon: Proton Bombs (5)

Secondary Weapon: Ion Cannon

Created in: Rebel Airfield

Best against: Structures

Alright against: Vehicles, Infantry

Worst against: Aircraft

Outside Upgrades: High Yield Proton Bombs

 

4. T-47 Snowspeeder- Used at the Battle of Hoth to take down Imperial AT-AT Walkers, the Snowspeeder has been used ever since. It is equipped with two blaster cannons and a Harpoon and Tow Cable launcher.

Primary Weapon: 2 Blaster cannons

Secondary Weapon: Harpoon and Tow Cable

Created in: Rebel Airfield

Best against: Vehicles

Alright against: Structures, Infantry

Worst against: Aircraft

 

Miscellaneous

1. R2 Astromech - Can repair vehicles. These simple astromechs can also improve the performance of the craft they are plugged into such as X-Wings and Y-Wings. They are very efficient and will do their work flawlessly.
Created in: Command Center

 

2. R4 Astromech - Builds a projector that projects holographic (fake) structures (Command Center, Barracks, or Power Station, Rebel Vehicle Factory, Air Pad and Shield Generator). In addition, can give camouflage capabilities to already-built structures.

Created in: Command Center

 

3. R5 Astromech - Builds and repairs all Rebel Structures.

Created in: Command Center

 

4. 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.
Created in: Power Generator

 

Rebel Structures

Holographic Buildings:

 

Description- Holographic buildings created by R units are in EVERY way like your real buildings except they aren’t real buildings. Here are their attributes:

 

1. They are in every way like your real building.

2. Things like Health and Damage States are all there also like a real building.

3. Holographic buildings must also be “built” so to speak like the real buildings so a player just can’t “build a base instantly”. This requires the player to use their R unit to construct a projector to create the holographic building.

4. Holographic Buildings can also be “sold” (no money though) to have the appearance of it being real only moments before.

5. Holographic Base defenses are in every way like real defenses, even the ability to fire. Although the ability to fire means more reality, the blasts do no damage as they are holograms only.

6. Holographic buildings must also be “placed” like normal buildings. Meaning that terrain can stop placement, another building stops placement…..

7. The R unit must build a projector that will be permanently anchored to that spot. The projector is self powered and cannot be detected until the hologram is “destroyed”. In which case the projector is revealed and can be destroyed easily. Until the hologram is “destroyed”, the projector cannot be seen or detected.

8. A projector can only be programmed with one holographic building and its attributes.

 

A projector is available for every structure (except mines).

 

 

Defense Structures:

 

1. Anti-Infantry Battery- An excellent weapon against the Empire’s minions of evil, the Golan Arms DF.9 battery is the weapon of choice for the Rebel Alliance. Armed with a single laser cannon, the DF.9 can precisely target moving infantry and lay them down. It can also detect stealth units.

 

2. Anti-Vehicle Battery- Another base defense in the Rebel arsenal is the P-Tower. Used at the Battle of Hoth, the P-tower proved its worth against lighter opponents such as AT-STs but failed against AT-ATs when the blasts would not penetrate the armor. Detects Stealth units and can be upgraded to become a bunker that supports four Heavy Weapons Troopers.

Individual Upgrade: Convert to Entrenched Bunker

 

3. Anti-Vehicle Minefield- Used by the Rebels to protect their vulnerable bases from Imperial Armor Assaults, the Anti-Vehicle Minefield does this very well. When used in conjunction with the Anti-Infantry Minefield, nothing can get through. Minefields can be overlaid with on another to provide even more protection. Anti-Vehicle Minefields do no damage to infantry. Only the builder unit of each faction can remove these fields.

 

4. Anti-Infantry Minefield- Used by the Rebels to protect their vulnerable bases from Imperial stormtroopers, the Anti-Infantry Minefield does this very well. When used in conjunction with the Anti-Vehicle Minefield, nothing can get through. Minefields can be overlaid with on another to provide even more protection. Anti-Infantry Minefields do no damage to vehicles. Only the builder unit of each faction can remove these fields.

 

 

Main Structures:

 

1. Command Center - Allows General Abilities and builds astromechs for constructing your base. An upgrade will build the necessary equipment for your radar to operate.

R2
R4

R5

 

2. Barracks - Creates basic Rebel Infantry as well as SpecOps troopers. Can also house infantry for healing.

Rebel Trooper

Rebel Heavy Weapons Trooper

SpecOps Sniper

SpecOps Infiltrator

SpecOps ComScan Specialist

HERO: SpecOps Commando

Combat Engineer

 

3. Vehicle Factory - Creates and repairs Rebel Vehicles

S-swoop

T1-B Hover Tank

Amphibion

T3-B Heavy Attack Tank

Proton Torpedo Launcher

 

4. Airfield - Creates Rebel aircraft

A-wing

X-wing

Y-wing

Airspeeder

 

 

Support Structures:

 

1. Power Generator - Provides a little power for the Rebel base at a small price.

EG-6 Power "Gonk" Droid

 

2. Supply Center - Where supplies are collected from cargo skiffs.

Cargo Skiff

 

3. Rebel Technology Center - Building this structure allows production of units and structures, as well as the opportunity to upgrade your army.

 

4. Shield Generator (1 maximum) - This structure creates a shield around the structure, large enough to cover other structures and units. The shield can absorb laser and blaster fire. It consumes a lot of power and can only be activated for a certain period of time before it needs to cool down to be activated again. In addition, if it absorbs too much fire, it will be destroyed.

 

5. Rally Center - Rallies Rebel financial support, delivering the player extra credits when their supplies are low.

 

 

Rebel Superweapon
 

SW-IX Ionized Shell Loaded Stationary Artillery
This prototype was the child of intensive research into the practical use of arcing artillery while using an ionized shell "wrapped" in a laser. The laser clings to the negatively charged shell, and once it hits the ground, the shell produces an EMP and explosive sphere of blue-hue flame, shocking electronics into submission, vaporizing infantry, and causing mass chaos shooting over mountain tops.

 

 

Combat Engineer Structures:

 

1. Duracrete Barrier- creates a wall of Duracrete.

 

2. Automated E-Web Blaster- creates an automated E-Web which will shoot at any enemy unit within range. However, it cannot detect Stealth units.

 

3. Camouflage Foxhole- Combat Engineer will dig out a small bunker which can be garrisoned by 2 infantry units. It is camouflaged until the units fire from it.

 

4. Remote Sensor- Combat Engineer places a stealth beacon that has a small sight radius. It can detect Stealth.

 

5. Anti- Personal/Vehicle Mines- similar to the ones created by your R Unit. The radius is smaller and these do both functions. 

 

 

Rebel Upgrades

 

Infantry Upgrades:

 

1. Capture Ability- Allows your soldiers to capture enemy and neutral buildings.

 

2. DL-44 Heavy Blaster Pistol- Allows Rebel Troopers to carry a heavier version of the Standard Blaster pistol. Also sports a slightly longer range than the normal pistol.

 

3. Camouflage- Allows Rebel Troopers to disguise themselves and remain unseen.

 

4. Miniature Proton Warheads- Equips Heavy Weapons Trooper with more powerful warheads. These are great against vehicles.

 

5. Advanced Training- Increases Heavy Weapons Trooper rate of fire slightly and allows for the creation of Veteran Heavy Weapons Troopers.

 

6. Proton Grenades- Equips all SpecOps Infiltrators with Proton Grenades which can then be used to demolish enemy structures.

 

 

Vehicle Upgrades:

 

1. Sensor Jammer- allows the vehicle to become stealth

 

2. Cargo Clamps- Allows Cargo Skiffs to carry more supplies

 

3. Scavenged AT-AT Armor- Allows the vehicle to mount heavier armor. It also allows that vehicle to dissipate laser fire more easily making the vehicle more resistant to it.

 

4. High Yield Proton Warheads- Increases Proton Torpedo Launcher’s firepower by 50%. 

 

5. Stolen Heavy Laser Cannons- allows the Attack Tank to mount lasers similar to those found on the AT-AT.

 

 

Rebel Aircraft Upgrades:

 

1. High Yield Proton Torpedoes- Increases damage done by all Proton Torpedoes.

 

2. High Yield Proton Bombs- All Proton Bombs do more damage.

 

 

Rebel Structure Upgrades:

 

1. Convert to Entrenched Bunker- Converts the Anti-Vehicle Turret to a bunker that holds 1 SpecOps Sniper and 4 Heavy Weapons Troopers. The infantry are automatically put in but cannot be removed. Since it is entrenched the men inside cannot be killed, even by sniper rounds.

 

 

Rebel General Abilities

 

 

1-Star          ComScan                         Allow SpecForces          Aircraft Repair

                    (1.0 min)                                                                (3.5 Mins)

                                                                       

                                                                       

3-Star          Y-Wing Attack Run 1       Reinforcements 1          Vehicle Repair

                    (3.5 Mins)                         (3.5 Mins)                      (3.5 Mins)

                       

                    Y-Wing Attack Run 2        Reinforcements 2          Building Repair

                    (4.0 Mins)                         (3.5 Mins)                      (3.5 Mins)

                       

                    Y-Wing Attack Run 3        Reinforcements 3

                    (4.5 Mins)                          (4.0 Mins)

 

 

5-Star          Mon Cal Cruiser Bombardment     

                    (6.0 Mins)     

 

 

ComScan- Reveals target area for 30 Seconds.

 

Allow SpecForces- Allow creation of SpecOps Forces.

 

Aircraft Repair- Repairs all aircraft, similar to Repair 2 in Zero Hour but for aircraft.

 

Vehicle Repair- Repairs all Vehicles, similar to Repair 2 in Zero Hour

 

Building Repair- Repairs all Buildings, similar to Repair 2 in Zero Hour but for buildings.

 

Y-Wing Attack Run (1,2,3)- Basically a carpet bombing run. With each improvement the number of Y-Wings increases by two. By level 3 the Y-Wings number is 5 and they fly in a slightly spread out V-formation and bomb the crud out of anything. Only the strongest buildings will survive this level.

 

Mon Cal Cruiser Bombardment- Same as Star Destroyer Bombardment for the Imperials.

 

Reinforcements (1,2,3)- A transport comes an deposits a group of units. As the level purchased goes up you get more units.

 

Special Structure Abilities

Command Center - Increase the speed your R5 droids work at for 30 seconds - 2 min cool down

Barracks -
Cloak all infantry in a large area for 30 seconds - 3 min cool down

Vehicle Factory -
All rebel vehicles (not air base units) repair them self quite fast for 30 seconds - 4 min cool down

Air Field -
Increase All air craft movement speed by 50% for one min - 2 min cool down

Power Station -
Allows all rebel stationary defenses to operate for 20 seconds without power - 4 min cool down

Shield Generator -
Redirects all the shield energy to one building making it totally invulnerable for 30 seconds - 4 min cool down

Rebel Technology Center -
A group of A-wings scout a large area for the player, detecting stealth units and revealing a large area. last 1 min. - 4 min cool down

Rally Center -
Some of your silent supporters decided to join the rebellion, free troops like rebel ambush - 4 min cool down


Rebel Generals

Admiral Ackbar- Airforce General

  • E-Wing Available

  • B-Wing Available

  • Buildings are automatically stealth but cost slightly more as well as build slightly slower

  • R2 Units give more stat boost

  • Vehicles can mount small stealth generators but a Tech Center must be built. The generators cost nothing and if the Center is destroyed then all vehicles are revealed.

  • Cannot build R6 Unit.

  • T3-B Attack Tank unavailable

  • Hovertanks cost less and are faster.

  • Holographic Buildings take more to “destroy”

  • Astromechs cost 50% less.

New Units:

 

1. E-Wing- As the famed X-Wing grew old, a newer and more powerful version was need to eventually replace it on the battlefield. The E-wing is armed to the teeth with Proton Torpedoes and a set of three fire-linked Laser Cannons. However the gas used in the Laser cannons is sub-standard and requires more power from the engines.
*Airforce General Only

Primary Weapon: 3 Laser cannons

Secondary Weapon: Proton Torpedoes (8)

Created in: Rebel Airfield

Best against: Aircraft

Alright against: Structures

Worst against: Infantry, Vehicles

Individual Upgrades: High Yield Proton Torpedoes

                               More Efficient Blaster Gas

 

2. B-Wing- The Rebel Alliance early on needed a heavy combat craft that could specifically target Capital Ships and either destroy or capture it. The B-Wing, designed by Admiral Ackbar is that craft. Although slow it has tremendous firepower and is one of the most highly aremed craft in the Rebel Alliance/New Republic.
*Airforce General Only

Primary Weapon: 3 Laser cannons

Secondary Weapon: Ion Cannon 

Secondary Weapon: Proton Torpedoes (8)

Created in: Rebel Airfield

Best against: Aircraft

Alright against: Structures

Worst against: Infantry, Vehicles

 

3. V-Wing- As with the X-Wing, the old Snowspeeder was getting old and needed to be replaced. While the Snowspeeder had a limited flight ceiling, the V-Wing can go higher and can also shoot faster and farther than its predecessor. However all was not lost and the V-Wing still uses the same Harpoon and Tow Cable System as the Snowspeeder to take down any AT-ATs that lumber toward a Rebel base.
*Airforce General Only

Primary Weapon: 2 Fire Linked Rapid-Fire Laser cannons

Secondary Weapon: Tow Cable

Created in: Rebel Airfield

Best against: Aircraft

Alright against: Structures

Worst against: Infantry, Vehicles

Individual Upgrades: Scramjets

 

 

General Abilities:

 

1-Star          ComScan                            Allow SpecForces          Aircraft Repair

                    (1.5 min)                                                                   (3.5 Mins)

                                                                       

                                                                       

3-Star          K-Wing Attack Run 1          Power Hack 1                Vehicle Repair

                    (3.5 Mins)                           (3.5 Mins)                      (3.5 Mins)

                       

                    K-Wing Attack Run 2          Power Hack 2                Building Repair

                    (4.0 Mins)                           (3.5 Mins)                      (3.5 Mins)

                       

                    K-Wing Attack Run 3          Power Hack 3

                    (4.5 Mins)                           (4.0 Mins)

 

 

5-Star           Mon Cal Cruiser Bombardment            Radar Jammer

                      (5.5 Mins)                                            (5.0 Mins)

K-Wing Attack Run (1,2,3)- Basically a carpet bombing run. With each improvement the number of K-Wings increases by two. By level 3 the K-Wings number is 5 and they fly in a slightly spread out V-formation and bomb the crud out of anything. Only the strongest buildings will survive this level.

General Skywalker- Force General --    K-Wing unavailable

  • X-Wing Stats boosted by 10%

  • Tanks cheaper but take the same time to build.

  • Infantry run faster and shoot farther.

  • SpecOps Commando unavailable

  • Vehicles gain firepower boost when in groups of 4 or more.

  • SpecOps ComScan Specialist Unavailable.
     

New Units:

 

1. Jedi (5 maximum) – Boosts morale of all units that surround him, can invisibly slice through enemy troops and light vehicles with his lightsaber. His large range of vision and stealth nature makes him an imperative part of your army. While gaining experience, Jedi learn new abilities that they can use to your advantage. Similar to the Sith, Jedi are healed when they are in the Jedi Academy, and also heal the cloaked Jedi Academy when they are inside it.
*Force General Only
* Rebel Tech Center Required

Primary Weapon: Lightsaber (Color chosen when unit is created)
Created in: Jedi Academy

Best against: Infantry

Alright against: Light Vehicles

Worst against: Structures, Heavy Vehicles, Aircraft
Individual Upgrades: Click HERE

 

 

General Abilities:

 

1-Star         Force Scan                        Allow SpecForces             Aircraft Repair

                   (1.0 min)                                                                     (3.5 Mins)

                                                                       

                                                                       

3-Star         Y-Wing Attack Run 1         Reinforcements 1              Vehicle Repair

                   (3.5 Mins)                          (3.5 Mins)                          (3.5 Mins)

                       

                   Y-Wing Attack Run 2          Reinforcements 2             Building Repair

                   (4.0 Mins)                           (3.5 Mins)                         (3.5 Mins)

                       

                   Y-Wing Attack Run 3          Reinforcements 3

                   (4.5 Mins)                           (4.0 Mins)

 

 

5-Star         Mon Cal Cruiser Bombardment              Emergency Shield

                   (6.0 Mins)                                               (6.0 Mins)      

Force Scan- Reveals a larger target area for one minute.
Emergency Shield
- “Use the Force” Makes all buildings invincible for 20 Seconds.


General Madine - Special Operations General

  • Higher maximum number of SpecOps troops can be created

  • SpecOps are available from the start

  • Secret Deployment Yields more Attack Tanks and a host of SpecOps Infantry in addition to the regular infantry

  • All SpecOps built at a Veteran Level

  • Infantry gain speed and firepower boost when in groups of 5 or more

  • SpecOps are cheaper and build faster

  • Ability to upgrade to camouflaged buildings

New Units:

1. Bothan Spy- This unit has the ability to disguise himself as an enemy infantry unit and thrown thermal detonators into enemy buildings.
Primary Weapon: Vibroblade
Secondary Weapon: Thermal Detonators
Created in: Barracks
Best against: Infantry (primary weapon), Structures (secondary weapon)
 

Generals Abilities: 

1-Star        ComScan                                                                 Aircraft Repair

                  (1.5 min)                                                                 (4.0 Mins)

                                                                       

                                                                       

3-Star        Y-Wing Attack Run   1        Spy Infiltration            Vehicle Repair

                   (3.5 Mins)                           (3.5 Mins)                    (3.5 Mins)

                       

                  Y-Wing Attack Run   2        Reinforcements 1         Building Repair

                  (3.5 Mins)                           (3.5 Mins)                     (3.5 Mins)

                       

                   Y-Wing Attack Run 3          Reinforcements 2

                   (4.5 Mins)                           (4.0 Mins)

 

 

5-Star         Mon Cal Cruiser Bombardment                   Secret Deployment   

                   (6.0 Mins)                                                    (4.5 Mins)                  

Spy Infiltration- Spawn a Bothan Spy anywhere on the map.
Secret Deployment- Spawns a group of units (including Tanks) anywhere.

General Garm Bel Iblis- Supreme Rebel Alliance General

  • Not Playable (will be an enemy in conquer mode only)

  • Can build everything all the other Rebel Generals can build including their upgrades.

  • Gains all special Generals abilities as well as extra points at each rank.

  • Iblis is prepared for extreme combat and can also hide extremely well.


General Abilities:
 

1-Star              ComScan                            Spy Infiltration             Aircraft Repair

                        (1.0 min)                            (3.5 Mins)                     (4.0 Mins)

                                                                       

                                                                       

3-Star              K-Wing Attack Run 1          Reinforcements 1         Vehicle Repair

                        (3.5 Mins)                           (3.5 Mins)                      (3.5 Mins)

                       

                        K-Wing Attack Run 2          Reinforcements 2          Building Repair

                        (3.5 Mins)                           (3.5 Mins)                      (3.5 Mins)

                       

                        K-Wing Attack Run 3          Reinforcements 3          Emergency Shield

                        (4.5 Mins)                           (4.0 Mins)                      (4.5 Mins)

 

 

5-Star              Mon Cal Cruiser Bombardment       Secret Deployment    Radar Jammer

                        (6.0 Mins)                  

Upgradeable Jedi
by Xyvik

NOTE: Upgradeable Jedi are ONLY available by the Rebel Force General
The upgrades work similar to a generals experience menu, in that the jedi gains 2-3 points every each time the jedi 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).


The Jedi are strict disciplinarians, dedicated to the Light Side of the Force, and dedicated to protecting others at any cost to themselves. Hunted by their fierce enemies, the Sith, the Jedi have all but been destroyed from the Galaxy. Recent efforts have brought out a few Force Sensitives who work for the Rebel Alliance, solely for the Force General. 5 Jedi can be trained from the Jedi Temple, and these five brave protectors can be upgraded to serve their allies well. Through time and training, Jedi advance in rank from Padawan to Knight, from Knight to Master. They can upgrade with the following abilities:

Force Heal
The ability to heal others is one of the most important parts of the Jedi's job. As a Jedi gains in his abilities, he can learn better healing techniques to heal larger and more diverse groups even more efficiently.
Minor Heal
: At the most basic level, a Jedi can only heal infantry, and his healing abilities are limited to a small amount of damage healed in only a small area.
Medium Heal
: At this next level, the Jedi learns the ability to heal vehicles as well as infantry, and his healing abiliites can heal a medium amount of damage in a medium sized area.
Major Heal
: At this level, a Jedi is a Master of Healing, able to heal a large amount of damage in a large area.

Force Sight
The Jedi, when trained properly, can be gifted with the ability to sense objects and people in distant places. They use this ability to help their allies learn better enemy movements to be better prepared. As a Jedi gains in his abilities, he can learn to sense even cloaked units in larger areas.
Minor Sense
: At the beginning of his training, a Jedi can only sense non-cloaked units and buildings in a small area. Because of his lack of training in concetration, he can only sense the area for 15 seconds.
Medium Sense
: At this level, a Jedi can begin to sense cloaked units and buildings in a medium area. With better concetration, the Jedi can sense this area for thirty seconds.
Major Heal
: A Jedi Master, with this advanced training, can see a large area. Being a master at concentration as well, he can sense the area for a minute long.

Jedi Mind Trick
The Jedi do not like to meddle with other creatures' minds, but when the situation calls for it they can temporarily disable enemy units from thinking properly for periods of time. As training increases, a larger area with more advanced units can be disabled for longer periods of time.
Minor Mind Trick
: At the lowest level, a Jedi can only disable infantry for ten seconds, in a small area.
Medium Mind Trick
: At this level, a Jedi can disable both infantry and vehicles for fifteen seconds, in a medium sized area.
Major Mind Trick
: As a Master, a Jedi can disable anything, including structures, for twenty seconds, in a large area.

Force Shield
The Jedi Mandate is to protect others at any cost. A Jedi trained in the art of Protection can apply a Force Shield to units, increasing their protection for a short period of time.
Minor Shield
: A Padawan can only increase protection by 5% for 15 seconds to a group of friendly units.
Medium Shield
: A Knight can increase protection of friendly units by 10% for 20 seconds.
Major Shield
: A Master can increase protection by 15% for 30 seconds.

 

 













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