
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.

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
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
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
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
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).
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
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.
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
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.
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.
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.

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
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)

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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