IMPERIAL 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% Total Attack (round up), and +1 Hit Points (for Infantry)/+10% Armor (for Vehicles). This unit's Armor, Health, and Attack is increased to 150.
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 175. You may add (1) SGAF 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 200. You may add another (+1) SGAF 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 EXECUTOR: 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); if defending Coruscant, then the SSD gets the Flagship bonus. (Prerequsite: Leadership)
IMPERIAL 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 Empire" 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.
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 Engineering Installation for free to place anywhere (except Stronghold), and also gains access to a Special Projects Account which is a separate line of credit that can be used to build and construct an additional SSD or the Death Star III; the SPA opens with 0 KCs, but on each Action Day, an amount equal to your total earnings is added. (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, Health, and Attack is increased to 250. You may add (1) CRAK to your Fleet without Command Point penalty. (Prerequisite: Senator)
5. MOFF: 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. LORD ADMIRAL: Your character can be referred to as "Lord". All ships in your fleet receive the Consular Flagship bonus. (Prerequisite: Governor)
7. LORD 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 and Health is increased to 300, and Attack to 200. You may add an additional (+1) CRAK to your Fleet without Command Point penalty. (Prerequisite: Governor)
8. VIZIER: Industrial Output is increased to 300 KCs/Action Day. (Prerequisite: Moff)
9. GRAND MOFF: Special Projects Account earnings are doubled. (Prerequisite: Consular Admiral)
10. EMPEROR: Prestige Rank. Your character can now assume complete and total command of his faction. 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; if defending Coruscant, the SSD gets the Flagship bonus. (Prerequisite: Vizier or Grand Moff)
IMPERIAL SITH
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begins as a Sith Officer in the Galactic Empire or Imperial Remnant, but in actuality is the splinter leader of the co-equal "Sith Empire". 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 Sith Inquisitor, Executor, or Warrior (once one of these abilities is learned, the other two are no longer available).
1. SITH OFFICER: Your Fleet Flagship is hereby recognized as the "Flagship of the Sith Empire" and gets +10% Attack Damage, +20% Armor, and +10% Hull. (Sith Officers are members of the GE or IRthat have been identified as being Force-attuned and had recieved initial Dark Side training from Emperor Palpatine, but these units are still referred to as their military rank of Captain or Colonel.)
2. SITH APPRENTICE: This unit is now equipped with a Lightsaber (+400 Attack) and can attack any number of targets until all damage has been dealt. Due to Sith Training, UCR is increased to 11. (Prerequisite: Sith Officer)
3. SITH LORD: UCR +1, Armor +200, Health +200, Attack +200. +1 Command Points. Gains (1) new Force Power: Sith Speed (may move to another G-grid while on a planet or make a 2nd Lightsaber attack during your combat post). (Prerequisite: Sith Apprentice)
4. SITH INQUISITOR: Armor +100, Health +200, Attack +100. Gains (3) new Force Powers: Force Lightning (can be used once per combat to cause up to 1000 points damage to a single or multiple targets), Force Drain (can be used once per combat post to restore all Health), Sith Holocron (Industrial Output +100 KCs/Action Day). (Prerequisite: Sith Lord)
5. SITH EXECUTOR: UCR +1, Armor +200, Health +100, Attack +100. Gains (2) new Force Powers: Force Drain (can be used once per combat post to restore all Health), and Sith Holocron (Industrial Output +100 KCs/Action Day). (Prerequisite: Sith Lord)
6. SITH WARRIOR: UCR +1, Armor +100, Health +100, Attack +200. Gains (2) new Force Powers: Force Lightning (can be used once per combat to cause up to 1000 points damage to a single or multiple targets), Dark Side Combat (can make a 3rd Lightsaber attack for each combat post). (Prerequisite: Sith Lord)
7. SITH MASTER: +1 UCR, Armor +100, Health +100, Attack +100. Industrial Output +100 KCs/Action Day. Gains (3) new Force Powers: Shadow of the Dark Side (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 Shadow is voided); Dark Side Lightning (replaces Force Lightning; can be used once per combat to cause up to 2000 points damage to a single or multiple targets); and Dark Side Sense (player may assume knowledge of any major intergalactic events or battles 24 hours after they happen as "foresight"). (Prerequisite: Sith Inquisitor/Assassin/Warrior)
8. SITH GENERAL: All Infantry cost -1 KC less to produce, GAVs cost -10 KCs less. All units deployed to the same planet as the Sith General are immune to the Logistics Penalty, and have +1 UCR, +10% Total Attack (round up), +1 Hit Points (for Infantry), and +10% Armor (for Vehicles). This unit's Armor, Health, and Attack is +50. (Prerequisite: Sith Master)
9. SITH ADMIRAL: +1 Command Point. All Starfighters and auxiliaries cost -10% KCs less to produce. Your Fleet is hereby designated as the "Sith Empire Fleet" and each ship gets the same Flagship bonus. (Prerequisite: Sith Master)
10. DARK LORD OF THE SITH: (Prerequisite: Sith General/Admiral) Pick (1) new Force Power from any previous class that was not learned and add it to your list. Industrial Output +100 KCs/Action Day. May rally your Stronghold's PDF Fleet (23 CPs) and combine it with your Sith Empire Fleet when invading Coruscant. Mission Milestones take -3 Days less each to complete for this unit. If defending Coruscant, then the SSD gets the Flagship bonus.
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 are one-time use units that can transport a Hero to a nearby location. 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.