REPUBLIC OFFICER
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begin as either an Army (Colonel) or Navy (Commodore). Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. COMMODORE: Your Fleet Flagship has +10% Attack Damage, +10% Shields, +10% Armor, and +10% Hull.
2. COLONEL: Ground units in your same grid have +1 UCR, +10% Attack (round down), and +10% Armor (round down). This unit's Armor, Health, and Attack is increased to 200.
3. ADMIRAL: +1 Command Points. (Prerequisite: Commodore)
4. GENERAL: Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor, Health, and Attack is increased to 300. You may add (1) NSBC to your Fleet without Command Point penalty. (Prerequisite: Colonel)
5. EXECUTIVE MANAGEMENT: This hero gains an Industrial Output of 100 KCs/Action Day. All infantry units you purchase cost -1 KC less. GAVs are -10 KCs. Starfighters and auxiliaries cost -10% KCs less. (Prerequisite: Admiral/General)
6. FLEET ADMIRAL: All ships in your fleet receive the Flagship bonus. (Prerequisite: Admiral)
7. LORD GENERAL: All ground units on the same planet receive the same Colonel bonus. Your ground units on same planet are immune to the Logistics limitation. This unit's Armor, Health, and Attack is increased to 400. You may add an additional (+1) NSBC to your Fleet without Command Point penalty. (Prerequisite: General)
8. STRATEGIC LEADERSHIP: Industrial Output is increased to 200 KCs/Action Day. (Prerequisite: Fleet Admiral/Lord General)
9. GRAND ADMIRAL: +1 Command Points. (Prerequsite: Fleet Admiral)
10. SUPREME COMMANDER: Prestige Rank. Industrial Output is increased to 300 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, he may bring his Stronghold PDF Fleet along with him for the battle (up to 23 CPs). (Prerequsite: Leadership)
REPUBLIC LEADER
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begins as a Consular or an Ambassador in the New Republic Diplomatic Corps. Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. CONSULAR: Your Fleet Flagship is hereby designated as the "Consular Flagship of the New Republic" and has +20% Shields, +10% Armor, and +10% Hull.
2. AMBASSADOR: Your Fleet Flagship is hereby designated as a "Consular Ship". Ground units in your same grid (operating as your "Military Escort") have +1 UCR and +20% Armor (round down). This unit's Armor and Health is increased to 200, and Health to 200.
3. SENATOR: Your stock units take -3 Days to build. This hero gains an Industrial Output of 100 KCs/Action Day. This hero also gains an Advanced R&D Installation for free to place anywhere (except Stronghold). (Prerequisite: Consular or Ambassador)
4. GOVERNOR: Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor and Health is increased to 250. You may add one more Advanced R&D Installation anywhere (except Stronghold). (Prerequisite: Governor)
5. SECRETARY OF DEFENSE: This hero's Industrial Output is increased to 200 KCs/Action Day. All infantry units you purchase cost -1 KC less. GAVs are -10 KCs. Starfighters and auxiliaries cost -10% KCs less. (Prerequisite: Governor)
6. CONSULAR ADMIRAL: Your character can be referred to as "Lord". All ships in your fleet receive the Consular Flagship bonus. (Prerequisite: Governor)
7. CONSULAR GENERAL: Your character can be referred to as "Lord". All ground units on the same planet receive the same Senator bonus. Your ground units on same planet are immune to the Logistics limitation. This unit's Armor, Health, and Attack is increased to 300. You may add an additional (+1) NSBC to your Fleet without Command Point penalty. (Prerequisite: Senator)
8. SECRETARY OF STATE: Industrial Output is increased to 300 KCs/Action Day. You may add one more Advanced R&D Installation anywhere (except Stronghold). (Prerequisite: Secretary of Defense)
9. CHANCELLOR: +1 Command Points. You may add one more Advanced R&D Installation anywhere (except Stronghold). (Prerequisite: Consular Admiral)
10. PRESIDENT OF THE NEW REPUBLIC: Prestige Rank. Industrial Output is increased to 400 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, he may bring his Stronghold PDF Fleet (up to 23 CPs) along with him for the battle. (Prerequisite: Secretary of State or Consular Admiral)
REPUBLIC JEDI
Unit Cost: 2000 KCs
UCR: 10
Armor: 200
Health: 200
Attack: 200
Capabilities: These units begins as a Jedi Officer in the New Jedi Order. Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day. This unit is also limited to (1) class of either a Jedi Consular, Sentinel, or Watchman (once one of these abilities is learned, the other two are no longer available).
1. JEDI OFFICER: Your Fleet Flagship is hereby recognized as the "Flagship of the Jedi Order" and gets +10% Attack Damage, +20% Armor, and +10% Hull. (Jedi Officers are members of the New Republic Armed Forces that have been identified as being Force-attuned and selected for training, thus these units are still referred to as their military rank of Captain or Colonel.)
2. JEDI PADAWAN: This unit is now equipped with a Lightsaber (+800 Attack) and can attack any number of targets until all damage has been dealt. Due to Jedi Training, UCR is increased to 11. (Prerequisite: Jedi Officer)
3. JEDI KNIGHT: UCR +1, Armor +300, Health +300, Attack +300. +1 Command Points. Gains (1) new Force Power: Jedi Speed (may move to another G-grid while on a planet or make a 2nd Lightsaber attack during your combat post). (Prerequisite: Jedi Padawan)
4. JEDI CONSULAR: Armor +100, Health +100, Attack +100. Gains (3) new Force Powers: Jedi Defense (can be used once per combat post to deflect up to 1000 points of incoming damage), Jedi Healing (can be used once per combat post to restore all Health), Jedi Knowledge (Industrial Output +100 KCs/Action Day). (Prerequisite: Jedi Knight)
5. JEDI SENTINEL: UCR +1, Armor +200, Health +200, Attack +200. Gains (3) new Force Powers: Jedi Healing (can be used once per combat post to restore all Health), Jedi Knowledge (Industrial Output +100 KCs/Action Day), and Jedi Control (+1 UCR when defending against an Imperial Sith). (Prerequisite: Jedi Knight).
6. JEDI GUARDIAN: UCR +1, Armor +300, Health +300, Attack +300. Gains (3) new Force Powers: Jedi Defense (can be used once per combat post to deflect up to 1000 points of incoming damage), Jedi Combat (can make a 3rd Lightsaber attack for each combat post), and Jedi Stealth (this unit may use the Force to cloak himself or any shuttle/AUX he is onboard to make invisible movements; if any actions are taken, the Stealth is voided). (Prerequisite: Jedi Knight)
7. JEDI MASTER: +1 UCR, Armor +100, Health +100, Attack +100. Industrial Output +100 KCs/Action Day. Gains (1) new Force Power: Jedi Sense (the player can assume knowledge of any major intergalactic event or battles as "disturbances in the Force" 24 hours after they happen, before said information reaches the player via convention means) . (Prerequisite: Jedi Consular/Sentinel/Watchman)
8. JEDI GENERAL: All Infantry cost -1 KC less to produce, GAVs cost -10 KCs less. All units deployed to the same planet as the Jedi General are immune to the Logistics Penalty, and have +1 UCR, +10% Attack Rating and +10% Armor. (Prerequisite: Jedi Master)
9. JEDI ADMIRAL: +1 Command Point. All Starfighters and auxiliaries cost -10% KCs less to produce. Your Fleet is hereby designated as the "New Republic Fleet of the Jedi Order" and each ship gets the same Flagship bonus. (Prerequisite: Jedi Master)
10. JEDI GRANDMASTER: (Prerequisite: Jedi General/Admiral) Pick (2) new Force Powers from any previous class that were not learned and add them to your list. Industrial Output +100 KCs/Action Day. May rally your Stronghold's PDF Fleet (23 CPs) and combine it with your Jedi Fleet when invading Coruscant. Mission Milestones take -3 Days less each to complete for this unit.
ELITE LAMBDA-CLASS SHUTTLE (ELSHU)
Cost: 17 KCs
Production Time: 1 Day
Length: 20 meters
Hyperdrive: x1
Shields: 100
Armor: 100
Systems: 100
Speed: Very Fast (3)
Maneuver: (3)
Elite UCR Bonus: +10
Weapons:
6 Heavy Laser Cannons (12)
6 Concussion Missile Launchers (12)
Capabilities:
1. STEALTH (Invisible to both PASSIVE and ACTIVE ComScan).
Notes: These Lambda-class shuttles are designated as special operations transports or low-profile special escort vessels, and come with custom paint jobs depending on their owner's preferences. They feature an impressive sensor jamming suite capable of deflecting any passive or active ComScan sweeps. Does not count against a player's Command Point Capacity and also can be stowed aboard any ship due to multi-purpose airlock tubes (for ships that don't have onboard unit capacity). Each Hero gets (1) of these shuttles for FREE at the start of the game.
ELITE ESCAPE SHUTTLEPOD (EES)
Cost: 1000 KCs
Production Time: 14 Days
Length: 10 meters
Hyperdrive: x30
Shields: 100
Armor: 100
Systems: 100
Speed: Fast (2)
Maneuver: (3)
Elite UCR Bonus: +10
Capabilities: Each Hero gets (1) of these units for free (additional ones must be purchased normally). They can be deployed from any starship the Hero is onboard (either a capital ship, aux, or starfighter). They ignore movement restrictions when moving across the Space grid (from ring-to-ring to atmosphere or vice versa), and due to their small size, they are tractor beam resistant. If making a run for the planet, enemy forces CAN (and probably will) try to shoot this unit down, if so, be advised of its UCR of 15, as well as the risk of potentially having your Hero Unit killed. If making a run for a Deep Space Zone, please be advised of its x30 Hyperdrive.