
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.

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)

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
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)
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

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

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

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)
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.
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.

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.

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.

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.


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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