Now that the Turkeypocalypse is over, Hop and I should be full court press with the remainder of the game's due outs. Specs specs and specs.
Here is a preview of the Imperial Space Units... nothing fancy... ;-)
Superium Star Destroyer (SSD) [R&D Required]
COST: 3900 KC + 48 SU
CLASS: Super (0)
AP: 48
UCR: 6
SHIELDS: 900
ARMOR: 600
SYSTEMS: 300
WEAPONS:
20 Turbolasers
20 Ion Cannons
20 Laser Cannons
20 Missile Tubes
5 Tractor Beams
UNITS:
20 TIE SF Squadrons
10 AUX Groups
20 INF Squads
10 GAV Divisions
Imperial II Star Destroyer (ISD-II) [R&D Required]
COST: 1200 KC + 18 SU
CLASS: Large (1)
AP: 18
UCR: 7
SHIELDS: 340
ARMOR: 160
SYSTEMS: 100
WEAPONS:
9 Turbolasers
3 Ion Cannons
1 Tractor Beam
UNITS:
6 TIE SF Squadrons
6 AUX Groups
10 INF Squads
5 GAV Divisions
Imperial Star Destroyer (ISD)
COST: 1150 KC + 16 SU
CLASS: Large (1)
AP: 16
UCR: 7
SHIELDS: 320
ARMOR: 160
SYSTEMS: 80
WEAPONS:
6 Turbolasers
6 Ion Cannons
1 Tractor Beam
UNITS:
6 TIE SF Squadrons
6 AUX Groups
10 INF Squads
5 GAV Divisions
Venator Star Destroyer (VEN) [R&D Required]
COST: 770 KC + 12 SU
CLASS: Large (1)
AP: 12
UCR: 7
SHIELDS: 240
ARMOR: 120
SYSTEMS: 60
WEAPONS:
2 Turbolasers
2 Ion Cannons
1 Tractor Beam
UNITS:
8 TIE SF Squadrons
4 AUX Groups
Victory II Star Destroyer (VSD-II) [R&D Required]
COST: 660 KC + 9 SU
CLASS: Heavy (2)
AP: 9
UCR: 6
SHIELDS: 190
ARMOR: 120
SYSTEMS: 65
WEAPONS:
9 Turbolasers
1 Tractor Beam
UNITS:
3 TIE SF Squadrons
2 AUX Groups
Victory Star Destroyer (VSD)
COST: 590 KC + 9 SU
CLASS: Heavy (2)
AP: 9
UCR: 5
SHIELDS: 170
ARMOR: 100
SYSTEMS: 45
WEAPONS:
5 Turbolasers
8 Missile Tubes
1 Tractor Beam
UNITS:
2 TIE SF Squadrons
2 AUX Groups
2 INF Squads
1 GAV Division
Acclamator Assault Ship (AAS)
COST: 560 KC + 8 SU
CLASS: Heavy (2)
AP: 8
UCR: 6
SHIELDS: 150
ARMOR: 75
SYSTEMS: 30
WEAPONS:
4 Turbolasers
4 Laser Cannons
UNITS:
1 TIE SF Squadron
8 INF Squads
2 GAV Divisions
Interdictor Heavy Cruiser (INT) [R&D Required]
COST: 330 KC + 10 SU
CLASS: Medium (3)
AP: 6
UCR: 4
SHIELDS: 80
ARMOR: 40
SYSTEMS: 20
WEAPONS:
2 Turbolasers
2 Tractor Beams
4 Gravity Well Generators
UNITS:
2 TIE SF Squadrons
1 AUX Group
NOTES: Gravity Well Generators can be activated for 1 AP each. The first Well restricts all hyperspace movement in the same Orbital Zone as the Interdictor. The second Well restricts all hyperspace movement in the adjacent Orbital Zones. The third Well restricts all hyperspace movement in all Orbital Zones. The fourth Well restricts all hyperspace movement in all Deep Space Zones except for the one adjacent to the Interdictor; and any ship that EXITS hyperspace must do so in the same Orbital Zone as the Interdictor.
Strike Medium Cruiser (STRK) [R&D Required]
COST: 390 KC + 5 SU
CLASS: Medium (3)
AP: 5
UCR: 8
SHIELDS: 80
ARMOR: 40
SYSTEMS: 20
WEAPONS:
2 Turbolasers
2 Ion Cannons
2 Laser Cannons
UNITS:
2 TIE SF Squadrons
2 AUX Groups
2 INF Squads
2 GAV Division
Carrack Light Cruiser (CRAK)
COST: 400 KC + 4 SU
CLASS: Light (4)
AP: 4
UCR: 10
SHIELDS: 70
ARMOR: 70
SYSTEMS: 70
WEAPONS:
2 Turbolasers
2 Ion Cannons
2 Laser Cannons
UNITS:
1 TIE SF Squadron
Lancer Frigate (LFRG) [R&D Required]
COST: 230 KC + 3 SU
CLASS: Light (4)
AP: 3
UCR: 9
SHIELDS: 50
ARMOR: 25
SYSTEMS: 20
WEAPONS:
3 Laser Cannons
-------------------------------
TIE Fighter Squadron
COST: 23 KC
CLASS: SF (6)
UCR: 10
DUR: 8
AR: 4
NOTES: Up to three TIE Fighter Squadrons can combine to become a TIE Swarm. AP cost and UCR remains the same, however, DUR and AR become multiplied by the number of Squadrons.
TIE Interceptor Squadron
COST: 34 KC
CLASS: SF (6)
UCR: 14
DUR: 12
AR: 8
NOTES: For an additional Action Point, TIE Interceptor Squadrons can engage in a targeted Dogfight against an enemy SF Squadron. While Dogfighting, AR is increased by +4, but UCR is decreased by -2. No other squadron of yours can target the squadron being Dogfighted.
TIE Bomber Squadron
COST: 43 KC
CLASS: SF (6)
UCR: 9
DUR: 14
AR: 8
NOTES: For an additional Action Point, TIE Bomber Squadrons can conduct a Bombing Run on a Capital Ship. While on a Bombing Run, AR is increased by +12, but UCR is decreased by -2.
TIE Advanced Squadron [R&D Required]
COST: 44 KC
CLASS: SF (6)
UCR: 12
DUR: 16
AR: 10
NOTES: Hyperspace capable. For an additional Action Point, TIE Advanced Squadrons can engage in a targeted Dogfight against an enemy SF Squadron. While Dogfighting, AR is increased by +4, but UCR is decreased by -2. No other squadron of yours can target the squadron being Dogfighted.
TIE Avenger Squadron [R&D Required]
COST: 51 KC
CLASS: SF (6)
UCR: 12
DUR: 18
AR: 12
NOTES: Hyperspace capable.
TIE Defender Squadron [R&D Required]
COST: 69 KC
CLASS: SF (6)
UCR: 14
DUR: 27
AR: 22
NOTES: Hyperspace capable.
TIE V38 "Phantom" Squadron [R&D Required]
COST: 60 KC
CLASS: SF (6)
UCR: 10
DUR: 24
AR: 10
NOTES: Hyperspace capable. For an additional Action Point, TIE Phantom Squadrons can operate in Stealth Mode. While in Stealth Mode, TIE Phantoms get +2 AR and can only attack and be attacked by other Starfighters.
TIE Droid Squadron [R&D Required]
COST: 18 KC
CLASS: SF (6)
UCR: 9
DUR: 7
AR: 2
NOTES: TIE Droid Squadrons can be deployed and operated at no AP cost.
-------------------------------
Lambda Shuttle Group (L/SHU)
COST: 50 KC
CLASS: AUX (7)
UCR: 7
DUR: 24
AR: 6
NOTES: Hyperspace capable. While deployed, you may shuttle 1 Infantry Unit to the ground at no AP cost.
Sentinel Landing Shuttle Group (S/SHU) [R&D Required]
COST: 80 KC
CLASS: AUX (7)
UCR: 7
DUR: 48
AR: 10
NOTES: Hyperspace capable. While deployed, you may shuttle 2 Infantry Units or 1 Light GAV to the ground at no AP cost.
Skipray Blastboat (SKIP)
COST: 60 KC
CLASS: AUX (7)
UCR: 9
DUR: 30
AR: 8
NOTES: Hyperspace capable. This AUX group can replace up to 2 SF Squadrons onboard a Capital Ship. For an additional Action Point, this unit can begin an Auxiliary Strike on an enemy Capital Ship. While conducting this Strike, UCR calculations are canceled.
Scimitar Assault Bomber Group (SCAB) [R&D Required]
COST: 60 KC
CLASS: AUX (7)
UCR: 10
DUR: 17
AR: 18
NOTES: Hyperspace capable. This AUX group can replace up to 2 SF Squadrons onboard a Capital Ship. For an additional Action Point, this unit can conduct a Bombing Run on a Capital Ship. While on a Bombing Run, AR is increased by +18, but UCR is decreased by -2.
Gamma Assault Shuttle Group (G/SHU) [R&D Required]
COST: 128 KC
CLASS: AUX (7)
UCR: 6
DUR: 48
AR: 60
NOTES: Hyperspace capable. For an additional Action Point, this unit can begin an Auxiliary Strike on an enemy Capital Ship. While conducting this Strike, UCR calculations are canceled.
Stormtrooper Transport Group (S/TRAN)
COST: 50 KC
CLASS: AUX (7)
UCR: 7
DUR: 24
AR: 9
NOTES: While deployed, this unit can shuttle up to 2 Infantry Units to the Ground at no AP cost. For an additional Action Point, this unit can begin an Auxiliary Strike on an enemy Capital Ship. While conducting this Strike, UCR calculations are canceled.
Imperial Landing Barge Group (LBAR)
COST: 100 KC
CLASS: AUX (7)
UCR: 2
DUR: 120
AR: 1
NOTES: While deployed, this unit can shuttle up to 3 Ground Units of any type to the Ground at no AP cost.