Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
V-wing- A holdover from the last days of the Old Republic, the V-wing is a competent if aging interceptor. It is slower and more fragile than its direct competitors like the T-wing, and stands no chance against high end alliance starfighters like the A-wing. Armed with a dual light repeating laser cannon, it lacks any ability to target anything larger than a bomber. Luckily this starfighter is only deployed by the Empire’s older vessels like the Acclamator and Venator models where it can be swapped out in favor of TIEs. The V-wing is a garrison unit and cannot be built individually.
ARC 170- The counterpart to the V-wing in clone wars era starfighter garrisons, the 170 is a strange starfighter. A hybridized light bomber/ reconnaissance starfighter the 170 features two dual light proton torpedoes, two heavy laser cannons, and a light repeating laser as a tail gun. This makes it slower and less maneuverable than a strike fighter, without the punch of a dedicated bomber. It also has slightly better sensors than most fighters but lacks the range of a dedicated scout vessel. It can effectively target escorts, corvettes, and vital hardpoints. However, it struggles to inflict damage against larger targets or heavy armor. Its low maneuverability means it also struggles in a dogfight, relying on its tail gun to stave off attackers until reinforcements arrive. Overall, the 170 struggles to find a niche in Imperial doctrine and is often phased out in favor of TIE bombers. The ARC 170 is a garrison unit and cannot be built individually.
TIE/LN Fighter- The standard swarm fighter of the Galactic Empire consists of a pair of solar panels, ion engines, laser cannons, and not much else. The TIE is best employed with superior numbers, under friendly flak, or ideally both. Its lack of ordinance makes it reliant on its light dual laser cannons in a dogfight and means it can do little more than harass anything larger than a gunship. The TIE is best employed as a defensive screen for your capital ships or as a blocking unit to take hits for bombers or strike craft. The TIE/LN is a garrison unit and cannot be built individually.
TIE/SA Bomber- This bomber was conceived by taking the concept of the TIE fighter, expanding the spaceframe with an ordinance pod, and strapping as many missiles and torpedoes as would fit to it. The TIE bomber’s ordinance is its biggest strength as its low speed and maneuverability make it almost useless in a dogfight. Its armor is decently effective at shrugging of a few hits but cannot be relied on to counter sustained fire. It carries the same light dual laser as the TIE/LN, as well as an assault missile launcher, and a medium proton torpedo launcher. Its assault missiles make it the premier anti-corvette weapon in the Empire’s starting arsenal, while its proton torpedoes are excellent at dealing damage to heavily armored capital ships. Like its smaller sibling the TIE bomber is best used to screen the fleet albeit from corvettes instead of strike craft. It is also invaluable supporting attacks against larger targets or disabling hard points like shields and engines. The TIE/SA is a garrison unit and cannot be built individually.
TIE/SR Scout- Sporting shields, a hyperdrive, and advanced sensors comparable to a capital ship, the TIE scout does exactly what its name suggests, scouting for Imperial formations. It can also use a sensor ping to reveal nearby enemies outside its standard range for a short time. However, these extra systems greatly lower its combat effectiveness with lower speed, maneuverability, and firepower than a standard TIE. It is best employed on the edge of formations to detect enemy flanking attacks, or to extend the range of ships whose weapons range outstrips their sensors. When squadrons are deployed in pairs, they can reveal a location indefinitely by using their sensor ping abilities in tandem.
Gozanti class assault carrier- A reliable and durable freighter modified for Imperial service, the Gozanti’s primary role in space combat is as a light starfighter carrier and gunship. The Gozanti provides an instant infusion of TIE/LN or TIE/SA flights to help ensure the weight of numbers that make these craft effective. It is otherwise an unremarkable ship with middling speed, maneuverability, shields, armor, and weaponry for its size. They are typically deployed in pairs with one TIE flight apiece. The Gozanti is armed with a pair of laser cannons and a pair point defense cannons. This means it is most effective against starfighters with a limited ability to engage corvettes and gunships. It is best employed in the main line of formations as a last line of defense to screen against small craft.
Arquitens class light cruiser- Developed during the Clone Wars and refitted with heavier turbo-lasers for the New Order, the Arquitens is a hard-hitting support ship. Originally used as a fast-moving frigate to support corvette attacks, the heavier weaponry dictated by the Tarkin Doctrine means that it has lost its maneuverability advantage while retaining its weak hull and light armor. This means it is incredibly vulnerable to attacks, especially from corvettes and starfighters that can easily outflank it, or push through your lines. Remember to keep it screened and cover its blind spot to the rear. However, these new long-range weapons make it ideal for providing fire support from the back line, providing it has other ships or scouts to spot targets as its sensors are quite weak. The Arquitens is armed with four long-range light two-burst turbolasers and four two-burst laser cannons for point defense. This means it is well suited to target support vessels but will struggle against more heavily armored targets. The Arquitens also possesses the ability to divert power to its weapon systems to increase their potency. However, this lowers its mobility and shield recharge, making it more vulnerable. The Arquitens can also greatly increase its effectiveness by working in hunter killer (HK) groups. Use it as a last line of fire support at the very back of your lines.
Carrack class cruiser- A pre-clone wars vessel, the Carrack is also designed to provide fire support to larger ships, but is better suited to frontline combat. It has heavier medium armor and excellent speed and maneuverability for its size. Its shields are also tuned to better resist turbo-laser fire from larger enemy ships. The Carrack’s armament consists of six light close-range turbolasers and four light close range ion cannons, with one flight of TIE/LN starfighters in external racks for screening purposes. This makes it ineffective at targeting ships smaller than frigate class, while its shields are more vulnerable to fighter and corvette weapons. This means that the Carrack requires close escort against small craft whenever possible, as it is very vulnerable to them. The light grade of its main weapons means that it also struggles against armored targets. Finally, its low acceleration means it is slow to react when damaged. Carracks are best used in HK groups to hit support frigates and lighter cruisers, or support other ships attacks on larger targets. Its ion cannons also make it useful at stripping enemy shields, with the ability to transfer power to these weapons for a short time. Carracks can be kept on the move to mitigate their slow acceleration, making hit and run attacks on the front lines and falling back before taking heavy damage.
Acclamator class assault ship- Originally designed as a transport and assault ship for the Grand Army of the Republic, the Acclamator has been re-envisioned as a light battle carrier. It is meant to escort main line ships providing fire support and a constant stream of fighter-craft. It carries three squadrons each of V-wings and ARC 170s, which it deploys one at a time to sustain numbers in a long engagement. It is otherwise lightly armed for its size with a pair of four-burst assault missile launchers, four heavy laser cannons, and six point defense cannons. This makes it most effective as a screening unit against fighters and corvettes with some limited offensive capability against frigates and subsystems using its missiles. Its power to weapons ability helps mitigate its more modest armament, but leaves it more vulnerable to enemy fire. Medium armor and decent speed mean it can keep pace with other units, but it is let down by poor maneuverability and acceleration. Keep these ships in the main line of your formations to screen and support other units. (This ship can only be built on Rothana) (this ship can upgrade its fighter complement [FCU]: TIE/LN, TIE/SA)
Dreadnaught class heavy cruiser- Another pre-clone wars design, the Dreadnaught heavy cruiser lacks the heavy weaponry you might expect from a more modern cruiser. Its primary benefit is its heavy armor which allows it to sustain heavy enemy fire longer than any other ship in its class. Its brace for impact ability is also geared toward helping it better withstand sustained fire. However, its armor is also the ships greatest weakness, making it slow, less maneuverable, and limiting its weapon hardpoints. It is armed with only four light close-range turbolasers, two additional standard light turbolasers, and four heavy laser cannons, with an externally mounted TIE/LN flight for scouting and screening. This armament means it is best suited for anti-frigate and corvette work, and can also threaten enemy starfighters. However, its low weapon count means it does little damage for a ship its size. It is vulnerable against concentrated bomber attacks, and struggles to do any damage to heavily armed and armored capital ships and cruisers. Dreadnaughts are best utilized at the front of a formation to attack alliance support vessels and tank damage for more vulnerable vessels.
Victory I class Star Destroyer- Designed in the latter half of the Clone Wars to supplement the Venator’s lack of heavy firepower in direct combat, the Victory I is a heavy missile cruiser. Armed primarily with four heavy four-burst artillery rocket batteries and two six-burst barrage rocket batteries. These are excellent for bypassing enemy shields and dealing AOE damage to subsystems, and can be set to fire full salvo for a short time, increasing their fire rate. However, these munitions are unguided and inaccurate, and can be countered by enemy point defense systems. The Victory’s secondary batteries consist of six light dual turbolasers for attacking enemy support vessels and a tractor beam to hold these smaller ships in place while it engages them. It is also armed with four heavy laser canons, and a garrison of two TIE/LN squadrons, deployed one at a time, for point defense. This gives the vessel decent ability to effectively target cruisers and frigates, but a very limited effectiveness against corvettes and strike craft. Therefore, they require escorts to effectively counter these units. Only equipped with medium armor it also lacks staying power against heavy cruisers, enemy capital ships, and defensive stations. This means it is best used in conjunction with other units to support their attacks, or in smaller fleets where Imperial class vessels are unavailable. The Victory’s biggest downside is arguably its underpowered engines. It is the slowest capital ship employed by the Empire with appallingly low acceleration and low maneuverability. This means it should be kept toward the back of a formation employing its artillery rockets and only be fully committed when you have determined optimal positioning. (Small Craft I Required [SC1*] FCU: TIE/IN)
Venator class Star Destroyer- The premier capital ship of the Galactic Republic during the Clone Wars, a few of these ships remain in service to the Empire. A battle carrier, the Venator is designed to lay down supportive fire while other ships and its considerable fighter complement engage the enemy. It is armed with eight dual medium turbolasers and a pair of capital grade proton torpedo launchers to engage larger targets. It possesses the ability to overcharge its main batteries for a short time, but like most of these ability types, this leaves it slower and more vulnerable to damage. Its secondary armament consists of a pair of light dual turbo-lasers and a handful of laser canons and flak weapons. Its fighter complement is arguably its most effective weapon, composed of eight squadrons of V-wings deployed two at a time to sustain fighter superiority throughout a long engagement. Likewise, its complement of four ARC 170 squadrons is deployed piecemeal, one at a time. It has medium armor that allows it to take some punishment, high speed for its size, but with poor acceleration and maneuverability. The Venator is best employed as a main line support ship where it can support attacks and deploy its starfighters. (FCU: TIE/LN-TIE/SA)
Imperial I class Star Destroyer- The standard Imperial ship of the line, and a symbol of the Empire’s might, the Star Destroyer is meant to overwhelm enemy capital ships with heavy firepower and then deploy and support an Imperial garrison. This is reflected in its loadout. The destroyer is armed with a primary battery of six heavy two-burst turbolasers and a pair of heavy two-burst ion cannons. Its secondary weapons include a pair of medium ion cannons, three medium three-burst turbolasers, and a tractor beam to help it engage smaller ships that might otherwise outmaneuver or outrun it. Its remaining armament includes 4 light turbolasers and 6 laser cannons for defense against smaller targets. The ISD carries a TIE complement of three TIE/LN squadrons and two TIE/SA squadrons, with one squadron of each type active at any given time. All of this means Imperial class is primarily suited to targeting large capital ships, cruisers, and enemy stations and will struggle against smaller targets. Its heavy armor makes it very tough and its high speed means it can run down most Alliance capitals and cruisers. It has poor maneuverability and acceleration which are somewhat mitigated by a power to engines ability. However, the ISD I is not a battleship, as it sacrifices some combat ability for its carrying capacity, and should not be expected to face down a purpose built battleship in one on one combat. Its shield generators and primary batteries are also heavily exposed, making it easily crippled by bombers. The Star Destroyer is the centerpiece of most large battlegroups, providing an anchor to build your fleet around. (SC2 FCU: TIE/IN-TIE/CA)
Summary- Imperial starting strategy is primarily focused around the Imperial or Victory classes of Star Destroyer. Most major fleets are anchored around these ships, which focus down enemy cruisers and stations. The other ships of the fleet are designed to engage enemy escorts and frigates, and support the destroyers’ attacks. All of these ships are screened from corvettes and starfighters by Imperial Gozantis and fighters, primarily TIEs, which are typically deployed more defensively to offset their low survivability. Imperial battle formations are split into frontline, mainline, and backline vessels. Frontline vessels use close-range weapons to duke it out with Alliance ships and tank damage for the rest of the fleet. The main line consists of the Star destroyers that engage primary targets, and some other screening units. The back line has more vulnerable ships with long-range weaponry to support the rest of the fleet.
TIE/IN Interceptor- While the TIE/LN was originally designed around cost effective mass production, the rebel’s heavy reliance on high quality snub fighters means that they are woefully overmatched in most engagements. One of the Empire’s responses was to create a higher performance TIE model. The TIE interceptor is faster, more maneuverable, and more heavily armed than its predecessor. Given to experienced Imperial pilots with at least 30 successful combat missions in the TIE/LN, the interceptor is lethal in a dogfight using its two light repeating lasers and light dual laser to shred rebel fighters and bombers. It also has the ability to overcharge its engines for a short time to run down enemy starfighters and quickly redeploy when needed. However, the increased performance of the interceptor comes at the price of durability as it is even more lightly armored than the standard TIE. Like its predecessor the TIE/IN also lacks shields, a hyperdrive or any ordinance. It is therefore best deployed the same way, in defensive screens or en-masse attacks. The Interceptor is a garrison unit and cannot be built individually.
TIE/AD Avenger- Based on the prototype TIE Advanced used by the emperor’s enforcer Darth Vader, the TIE Avenger has been slightly modified to help bring it into wider production. Equipped with shields and a hyperdrive the Avenger is more versatile than other TIE models. Like the Interceptor it is armed with two pairs of light repeating lasers. However, in place of the standard light dual laser it carries two concussion missile launchers to supplement its firepower. It can overcharge its weapons for a short time to quickly dispatch rebel starfighters, but this lowers its speed and shields making it more vulnerable. Its strong armament combined with excellent speed, maneuverability, and acceleration makes it the best interceptor available to the Empire. The Avenger works best when supported by other starfighters to divide enemy fire, and relies on carriers for repairs as it lacks an astromech droid.
IPV-1 patrol craft- A small corvette originally designed for light patrol duty in the Outer Rim, its effectiveness against corvettes means that production has been ramped up to fill out the Imperial Fleet roster. The IPV is fast and maneuverable, armed with three heavy dual lasers and assault missile launchers. This means it can quickly get in the thick of things engaging enemy corvettes. Its weapons can also target enemy strike craft, though less effectively. It has seeker warheads to counter enemy munitions but will not stand up against concentrated strike fighter attacks. Deployed in pairs, an IPV group can operate independently, or in a larger wolfpack groups. The IPV’s good mobility means it can be deployed more aggressively to engage rebel corvettes wherever they may strike, but it should be escorted by TIEs when possible.
Summary- The primary focus of small craft research level one is to provide upgrades for basic TIE/LN garrisons, and provides the Empire with a top tier interceptor and a competent corvette hunter. This supplements Imperial fleets screening capabilities, and helps mitigate the Alliance’s advantages in small craft engagements.
Star Galleon class fleet tender- Designed to provide repairs and supplement orbital defenses against starfighters, the Star Galleon is a solid support ship. It has low maneuverability, poor speed and acceleration. Its shields are also tuned to best resist laser cannon fire. This combined with its light armor and anti-starfighter weapons means that it should be deployed as a last line of fighter defense in your main or back line. Its four flak lasers and dual two-burst concussion missile launchers are excellent at engaging starfighters, but its low hull and shield values and lack of point defense mean it should be paired with other screening vessels. The primary benefits of the Star Galleon are its deployable satellites and repair droids. The satellites can supplement anti-fighter defense, while the repair droids can fix damaged ships and subsystems to get ships back in the fight faster. (In the current build [2.9.3] a glitch with the repair droids will raise or lower health values of hardpoints to equal the hull hard point instead of repairing to 100%. I would recommend only using this ability on ships with little to no damage to the hull hard point, or smaller ships that have no hardpoints.)
Tonn Falk class escort carrier- Designed to supplement TIE fighter numbers and help repair and resupply imperial starfighters throughout the fight, the Tonn Falk is an excellent support vessel for any Imperial fleets and a necessity for fleets with a heavy fighter focus. It is only lightly armed with six laser flak guns which inflict area of effect damage and make enemy starfighters more vulnerable to other incoming damage. However, besides this supportive fire it lacks any offensive capability. This combined with low speed, maneuverability, and light armor, means that it should be closely escorted at all times. The greatest strength of the Tonn Falk is its fighter complement. The Tonn Falk deploys six TIE/LN squadrons two at a time in three waves, as well as two TIE/SA squadrons deployed one at a time. It also carries repair droids which keep the Empires unshielded TIEs in the fight longer and also helps with attrition of independently built squadrons. It is best deployed in the back line for survivability, but can be used in the main line to supplement point defense fire and better utilize its repair ability if properly supported. (This unit has many different loadout options depending on your small craft research [SC1 FCU TIE/IN-TIE/AD, SC2 FCU TIE/IN-TIE/CA or TIE/CA-TIE/BR-XG1])
Summary- Level one frigate and cruiser research is focused on providing support ships to buff friendly fighters and ships, and lay down flak cannon fire from the back line. The Tonn Falk in particular is invaluable in sustaining TIE units in prolonged combat, as their lack of shields and astromechs makes them very vulnerable to attrition.
Tector class Star Destroyer- Developed in tandem with the Imperial class in the last days of the Clone Wars, the Tector is a more specialized battleship without its more popular sibling’s carrying capacity. With heavy armor, low acceleration, low maneuverability, and average speed for its size, the Tector is unwieldy but undeniably powerful. It has a slightly thicker hull, and shields tuned to better resist turbolaser fire, giving it a slight edge in combat against enemy capital ships when compared to the ISD. The Tector’s primary armament is otherwise very similar to the Imperial class with eight heavy two-burst turbolasers, swapping out the two heavy ion cannons for additional heavy turbolasers. Where the Tector distinguishes itself is its secondary batteries, with an additional four medium three-burst turbolasers for a total of seven batteries, and long-range medium turbolasers in place of the medium ion cannons of the ISD. Additionally, the Tector retains the Imperial class’s tractor beam, to hold smaller vessels in place and prevent them from falling back. The Tector can maximize this firepower advantage with the ability to boost the power to its weapons for a short time. This has the usual drawbacks of lower mobility and increased damage taken. However, the Tector’s four light turbolasers, four heavy laser cannons, and complete lack of fighter complement make it even weaker against light corvettes and starfighters than the ISD and almost totally reliant on escorts for point-defense. It also shares the Imperial class’s exposed shield generators and primary batteries. Deploy the Tector like you would an ISD, as the main line ship in the center of your formations. Just remember to bring sufficient escorts to screen it from rebel strike craft.
Arc Hammer Factory Ship- Originally conceived as a mobile factory and testing ground for advanced Imperial units like the dark trooper project, the Arc Hammer also serves as a super heavy carrier. A massive mobile facility, it has three times the hull strength of a Star Destroyer and a shield that is two and a half times as powerful. It is very versatilely armed with eight long-range medium turbolasers, four eight-burst assault missile launchers, twelve light long-range turbolasers, and twenty-four laser cannons (twelve heavy cannons and twelve standards). However, it is still only moderately armed for its size, with its main strength being its massive fighter complement. It carries forty-four TIE droid squadrons deployed four at a time, for virtually limitless fighter coverage. It also carries four other experimental TIE models with seven M1, six M2, five M3, and four M4 experimental TIE squadrons (see entries below). All of the experimental TIEs are unmanned, and are deployed one squadron at a time to maintain superior numbers over a long engagement. The Arc hammer is best deployed in the back line using its long-range weapons and fighters to support the rest of the fleet. This ship is a hero unit, only one can be built.
• TIE Droid- The most numerous of the Arc Hammer’s garrison, the TIE Droid is essentially a remote piloted TIE/LN. The only major difference is the lighter armor of the TIE Droid, making it even more reliant on strength of numbers to carry the day.
• TIE Experimental M1- The TIE “Bizzaro” is an attempt to mount anti-ship weapons to a TIE/LN. to accomplish this the standard configuration of the TIE has been reversed, with two cockpits on either side of a single solar panel. The second cockpit is used to mount a light turbolaser and additional engines. This gives the M1 better speed, but lower maneuverability than the standard TIE. Use this unit to support attacks on enemy frigates and cruisers.
• TIE Experimental M2- The TIE “Big Gun” is a similarly up armed TIE/LN starfighter. Mounting two turreted heavy lasers the M2 didn’t require the same drastic reconfiguration, choosing instead to mount one turret on each of its solar panels. It also carries and engine booster giving it speeds comparable to the rebel A-wing. However, this extra equipment comes at the price of maneuverability. Use this unit to attack heavy bombers, gunships and corvettes.
• TIE Experimental M3- The TIE “Warhead” is the first model to be built on the TIE Interceptor chassis. An attempt to provide more firepower to the Interceptor the M3 attaches two four-burst cluster rockets to either side of the fighter. These weapons are meant to saturate an enemy squadron and destroy them in one run (known as an alpha strike). Like its brethren, the M3’s extra firepower comes at a cost, in this case lower speed and maneuverability. Use this unit to alpha strike enemy squadrons to remove them from the fight quickly.
• TIE Experimental M4- The TIE “Bomb” is the final experimental model, and is built into a TIE/SA bomber chassis. As its nickname would suggest, this TIE is essentially a flying bomb. Stripping away the ordinance pod, the cockpit module is filled with powerful explosives and the craft is then flown into the target. The M4 is faster than the standard TIE/SA, but less heavily armored and maneuverable. Use this unit to inflict heavy damage on priority targets.
Executor Class Super Star Destroyer- The pinnacle of Imperial super heavy capital ships, the Executor is a fleet unto itself. Its massive size and ludicrous number of weapons emplacements means it can easily dispatch most enemy fleets on its own. It is over twelve times as durable as the standard Imperial class Star Destroyer with over eight times the weapons emplacements. Thirty-eight single long-range heavy weapons of differing types are backed up by a further twenty-three dual heavy long-range turbolasers. Secondary batteries include sixty-nine dual long-range medium turbolasers, forty heavy laser cannons, and over a dozen point defense lasers. The Executor is also equipped with a TIE complement. It carries seven TIE/IN and seven TIE/SA squadrons apiece, and a further twenty-one TIE/LN squadrons. The TIE/LN squadrons are deployed three at a time, while the other squadrons are deployed individually. The only major drawback of the class is its very low mobility, with painfully low speed, acceleration, and maneuverability. Its lackluster fighter complement for its size (with only five squadrons active at any given time) can also be a weakness, leaving it vulnerable to massed starfighter attacks. This ship is a hero unit, only one can be built at a time. (This unit is only buildable after completing the Hoth invasion story mission)
Summary- Imperial warship level one research provides the Empire access to a dedicated battleship and two powerful super capital hero units to better deal with upgraded rebel cruisers and the large Mon Calamari vessels favored by the Alliance.
TIE/BR Brute- The TIE Brute is a beefed-up version of the standard TIE with a dual heavy laser cannon turret installed alongside the flight pod. This extra firepower lowers the fighters speed and maneuverability but allows it to punch above its weight. The implementation of the droid controlled turret allows the Brute a 360-degree firing arc with its heavy lasers. The Brute is best employed against gunships and corvettes with similar deployment tactics to the standard TIE.
TIE/HU Hunter- If you can’t beat them, join them. This was the thinking behind the TIE Hunter starfighter, Sienar Fleet Systems take on the X-wing style multirole starfighter. Featuring shields, torpedoes, s-foils, and a hyperdrive, it shares all of the major design features of the premiere rebel starfighter with a decidedly Sienar construction. This makes it unpopular with hard-liners in the Imperial Navy, who see any admission of superior tactics or doctrine from the rebel alliance as treasonous. The Hunter is more offensively oriented than its rebel counterpart, with more weapons better speed, and better maneuverability. It is armed with two medium lasers, two medium ion blasters, a light proton torpedo launcher and light repeating laser. However, it suffers from lower shield and armor values, and lacks an astromech droid, meaning its durability and survivability are lower. As a multirole fighter, the hunter can engage other starfighters, enemy escorts, and even target hardpoints on enemy capital ships and stations to a degree, but doesn’t excel in any one area. They are best deployed in hit and run attacks due to their offensive focus, and should be supported by more specialized imperial fighter craft. Pair the Hunter with interceptors and standard TIEs to achieve and maintain fighter superiority, then deploy them alongside your bombers to hit enemy vessels. Like most TIE models, Hunters greatly benefit from carriers to help supplement their lower survivability.
TIE/CA Punisher- Much like the TIE Interceptor, the TIE capital assault is a further evolution and specialization of an earlier TIE model. The Punisher, as it is known to its pilots, is a significantly up armed TIE bomber. While the interceptor focused on dogfighting capability with its upgrades, the Punisher forgoes any advantages in that area for maximum ordinance. Taking the weapon pod found on the standard bomber and adding three more, two on each side of the cockpit, greatly increases the number of torpedoes and missiles the punisher can bring to bear. The addition of shields on par with the rebel Y-wing means it can also take additional punishment. However, these extra systems and weapons decrease its mobility significantly, making it more reliant on close escort due to its vulnerability to enemy starfighters. The Punisher carries the standard light dual laser, four assault missile launchers, and four medium proton torpedo launchers. It is invaluable against enemy corvettes using its missiles, or striking vital hard points with torpedoes. The Punisher is a garrison unit and cannot be built individually.
YE-4 Gunship- A collaboration between Sienar Fleet Systems and Cygnus Space Works, the YE-4 is a light gunship built onto a cygnus style spaceframe similar to the Lambda or Sentinel class. It is meant to help combat the corvette and starfighter attacks favored by the Alliance. It is armed with two medium and two heavy forward-facing laser cannons, as well as four turreted light repeating lasers. This makes it competent at dealing with starfighter and corvette threats. It also benefits from a large crew to help with damage control and increase weapon efficiency. However, the spaceframe’s shuttlecraft roots mean that it is slow for its size and has terrible maneuverability. Its lack of ion cannons or munitions means it also struggles against heavily shielded targets. These downsides are somewhat mitigated by its turrets and point defense laser system, and are addressed further by deploying the vessel in flights of three for mutual fire support. However, the YE-4 is still best employed defensively in conjunction with other anti-starfighter and corvette hunter units, as it lacks the mobility to engage in offensive operations or quickly redeploy when threatened.
Escort class carrier- Developed to transport and support Imperial Storm Commandos, this escort carrier also serves as a hard-hitting corvette. The Escort class is one of the fastest ships of its size, with the ability to overcharge its engines for additional speed. It also has excellent acceleration and maneuverability, making it ideal for hit and run attacks. It is armed with two medium close range turbolasers, able to effectively target more heavily armored cruisers and capitals, four heavy laser canons for smaller craft, and a flight of TIE/HU starfighters to screen it and support its attacks. This means that it can support attacks against most ship types, but its small size means it works best in HK groups in order to concentrate firepower. The biggest downside of the Escort class is its low health and lack of point defense. This makes it vulnerable to strike fighters and concentrated corvette attacks. Deploy this vessel in close range hit and run attacks on the frontline and use its engine overcharge to redeploy it out of danger, and keep it in the fight.
Lancer class frigate- With the rebels continuing to rely heavily on starfighters and bombers there is ever greater need for effective anti-fighter escorts. The Lancer class was designed to address this need. Armed with nine repeating point defense lasers, the Lancer is entirely dedicated to destroying Alliance starfighters. In addition, the high fire rate of the repeating point defense cannons suppresses enemy starfighters, lowering their rate of fire. This can give friendly starfighters an edge in dogfights, and reduce the number of torpedoes bombers can launch while on their runs. The Lancer’s main disadvantages are its low mobility, with speed and maneuverability closer to a cruiser, and low health. It carries a personal laser point defense grid to help shield it from strike fighters, but is very weak to enemy corvettes, lacking any armament to engage them. This means it is best deployed in the main line of imperial formations, or more offensively with corvette hunter escort.
Summary- Small craft two research provides upgrades to TIE/SA garrisons and the Empire’s first real multirole fighter for a more versatile starfighter strategy. It also further expands the Empire’s anti-starfighter roster with the YE-4 and Lancer class, providing more effective point defense. Finally, it introduces the Escort class carrier to provide close in firepower against a wide range of enemy vessels.
Gladiator class Star Destroyer- Originally designed as patrol cruiser for the Outer Rim, the Gladiator is also an excellent escort vessel for larger Imperial fleets. The gladiator is primarily armed with six light dual turbolasers to target alliance frigates, and two four-burst assault missile launchers which are excellent for taking out corvettes. The Gladiator’s tractor beam helps it to effectively engage these smaller, faster vessels. Additionally armed with six laser canons for point defense, and carrying three TIE/LN or TIE/SA squadrons for immediate deployment, the Gladiator can also assist in screening against starfighters. These TIEs can help provide an early boost to the fighter engagement, but once they are destroyed there are no reserves to replace them. The Gladiator has average speed for a ship its size but poor acceleration and maneuverability, making proper positioning important. It has decent hull and shield strength but is only equipped with medium armor, so it lacks staying power against more heavily armed ships. Arguably one of the greatest strengths of the Gladiator is its anti-missile point defense system which can cover a moderate area around the cruiser, protecting it and surrounding ships from enemy munitions. Gladiators are best deployed in the main line of defense, targeting rebel support ships and providing point defense. (FCU TIE/SA)
Vindicator class heavy cruiser- Designed to better support Star Destroyers in ship-to-ship combat, the vindicator is heavily armed for its size. Its primary battery consists of two heavy turbolasers to help engage priority targets like capital ships and stations. It is also armed with six light long-range dual turbolasers to engage support ships, four laser cannons for point defense, and two TIE/LN squadrons deployed one at a time. The Vindicator has average speed for a ship its size, but good acceleration and maneuverability. This makes it easier to redeploy than some heavier ships, but means that it suffers in durability. The Vindicator is an up gunned light cruiser, with a lower health pool than ships like the Gladiator and Dreadnaught, and only medium armor. This makes it vulnerable to counterattack by enemy cruisers and capitals. Its main batteries and shield generator are also exposed, making it easily crippled by bombers. This means the Vindicator is best deployed in the rear of a formation, where it can utilize its long-range weapons to stay out of harm’s way.
Summary- Level two frigate and cruiser research provides Imperial fleets with modern cruisers that are more effective at screening against Alliance support vessels and supporting attacks on larger targets. The Gladiator and Vindicator work well together with the former providing point defense and screening with TIEs, and the latter laying down fire from range. Use them to supplement or replace older designs like the Arquitens, Carrack, and Dreadnaught.
Victory II class Star Destroyer- An upgraded version of the Victory class, this ship has stronger armor, more powerful shields, better engines, and upgraded weapons. The stronger shields and armor give the Victory II more staying power in an engagement, while its upgraded engines improve its speed and acceleration. The biggest difference to the class however, are its weapons. The Victory II features four dual medium ion cannons and two additional single medium ion cannons. These weapons replace the older model’s rockets, and help focus down heavily shielded Mon Calamari star cruisers. In addition, the Victory II carries six three-burst medium turbolasers and a tractor beam to assist it in engaging smaller vessels. For point defense, it is equipped with six heavy laser cannons, and two TIE/LN squadrons deployed one at a time. This loadout gives the vessel a heavy focus on targeting enemy cruisers and capitals, but makes it vulnerable to smaller craft and starfighters. It also suffers from poor maneuverability making it difficult to reposition and forcing it to rely on other vessels to cover its flanks. Deploy the Victory II in the main line as flagships of smaller fleets, or in support of other, larger Star Destroyers. (SC1 FCU: TIE/IN)
Bellator class Dreadnaught- Designed to provide a smaller super heavy capital ship with better mobility, the Bellator traces its legacy to Kuat Drive Yard’s Mandator line. The addition of an extra reactor and upgraded engines gives the Bellator mobility on par with the Imperial Star Destroyer, with the ability to overcharge its engines for a short time. However, it has more than three times the durability and firepower of the standard Imperial ship-of-the-line. The Bellator has six heavy long-range two-burst turbolasers, with forty-two long-range dual turbolasers of smaller calibers. It is also armed with a handful of heavy ion cannons and heavy missile launchers. A further twenty-four heavy laser cannons protect it from smaller craft. In addition to this staggering amount of firepower, the Bellator carries a modest starfighter complement. With six TIE/BR squadrons, four TIE/SA squadrons, and ten TIE/LN squadrons give it additional screening from rebel fighters and corvettes. The Brutes and bombers are deployed one at a time while the standard TIE squadrons are deployed in pairs. This means only four squadrons are active at any time, and additional screening units should be deployed to support the Bellator’s complement. The Bellator is an excellent command ship and centerpiece for your fleet, and can only be taken down by a concerted and concentrated attack by a powerful enemy fleet. However, the immense costs of producing and supplying these ships mean that the Empire is only able to field three at any given time.
Summary- Level two warship research gives the Empire access to a solid ion focused heavy cruiser and a faster, more economical, super heavy capital. These ships are vital for stopping the bigger and better Mon Calamari ships and upgraded cruisers that the Alliance will field in the mid to late war.
XG-1 assault fighter- Another project from Cygnus Space Works, the XG-1 is an assault starfighter designed to fill a light bomber role in Imperial fleets. It has decent maneuverability but middling speed for a starfighter. This combined with its pair of heavy laser canons, pair of heavy ion blasters, and unguided barrage rockets, puts it at a distinct disadvantage in a dogfight. However, its loadout is ideally suited to engaging rebel support ships, using its main weapons to shred corvettes and frigates. The barrage rockets, while too inaccurate to hit smaller targets, can be effective against rebel cruisers or in striking important subsystems. Like most Imperial fighters, the XG-1 has no astromech, and is reliant on carriers for repairs. In summary, while the XG-1 lacks the punch of heavier Imperial bombers against large targets, it is an invaluable asset against rebel support ships, with the speed to run down most enemy corvettes.
ATR-6 Gunship- Originally designed as a boarding shuttle meant to conduct opposed boarding actions, the ATR-6 is heavily armed and armored to blast through a target’s shields and shrug off any defensive fire while delivering its boarding party. These same qualities make it ideally suited to act as a heavy bomber as well, swapping its space troopers for additional ordinance. With four heavy laser cannons and two heavy ion blasters the ATR-6 can decimate enemy corvettes and frigates, though it struggles to hit starfighters. Its two medium proton torpedo launchers also make it a threat against larger cruisers and capital ships. It is deployed in flights of three to provide mutual support and divide enemy point defense weapons. Its multi-person crew also means that it has the ability to conduct damage control and better identify targets at range. Its main weaknesses are its slow speed and low maneuverability, which are the lowest of any ship of its size. While it is well armed and armored for its size it will not survive attacks from enemy starfighters unescorted. This means that the ATR-6 can be deployed effectively against most enemy ships, but that it must be deployed with close escort, and ideally with starfighter superiority.
Raider class corvette- The Raider class was envisioned as a more versatile counter to Alliance starfighter and corvette threats. Both the IPV and Lancer are more specialized to combat corvettes or starfighters respectively. The Raider provides a more versatile loadout, taking the best aspects of both craft. Armed with four two-burst laser cannons, two repeating dual point defense cannons, two heavy two-burst ion blasters, and a pair of five-burst heavy concussion missile launchers, the Raider has a diverse array of anti-starfighter and anti-corvette weapons. This means the raider is exceptionally well armed for its size, with a greater number and variety of weapons than the Lancer. However, its mobility is closer to that of the IPV, with good speed and maneuverability for its size. It can also use a pursuit mode to transfer power to its engines and weapons, at the cost of its shields. Like most smaller ships, the Raiders effectiveness can be bolstered by deploying it in HK groups. The only weaknesses of the design are its lower durability, which is good for a corvette but limited due to its size, and a lack of point defense. Like all Imperial escorts, the Raider works best working in tandem with other corvettes and TIE support to screen larger vessels. Its good firepower and mobility mean that it can be deployed more offensively and withdrawn when threatened by enemy attack.
TIE/D Defender- The most advanced TIE design to date, the Defender is a multirole starfighter project developed and sponsored by Grand Admiral Thrawn. The Defender is the fastest starfighter of the war, with maneuverability and durability on par with an X-wing and slightly better shields. It is heavily armed, with four medium lasers and a pair of light proton torpedo launchers like its rebel counterpart. However, it is also equipped with a pair of medium ion blasters to better engage shielded enemies. While it will struggle on its own against a dedicated interceptor, the Defender’s durability and power to shields ability should allow it to survive until reinforcements arrive. (The Defender is not available until after era progression. You can progress the era by completing all research types up to level three and then purchasing the era progression research option, or by completing the Death Star story missions.)
Summary- Imperial small craft level three research provides greater flexibility to Imperial bomber strategy and a more versatile corvette screener. The XG-1 and ATR-6 provide Imperial fleets with a light bomber and bomber/gunship hybrid respectively, which allow commanders to tailor their bomber tactics to more effectively engage certain targets. The Raider class also provides the most versatile corvette the Empire has to offer, with top-of-the-line durability, firepower, and mobility. After Era progression, this research also unlocks the TIE Defender, the best multirole starfighter of the war, providing Imperial fleets with a versatile and deadly starfighter.
Nebulon B2 class frigate- The original Nebulon B frigate was designed by Kuat Drive Yards as a fleet escort shortly following the Clone Wars. However, Imperial Navy top brass felt the ship was superfluous, with its role already adequately filled by ships like the Arquitens, Gozanti, and Carrack. Relegated to scrapyards and mothball fleets, the class caught the attention of the Rebel Alliance, always on the lookout for ships to bolster its fledgling navy. The vessel’s large-scale theft and use by the Alliance further soured Imperial opinion, but its effectiveness has allowed KDY to convince the Navy to implement the Nebulon B2. This upgraded version has slightly better durability and more weapons, making it more effective in direct combat. However, like its predecessor, its primary advantages are its excellent sensor range for its size, and its missile jamming field that provides point defense. Armed with two light turbolasers, four heavy laser cannons, and two four-burst assault missile launchers, the B2 is most effective at combating enemy corvettes, with decent ability to screen against starfighters and a limited ability to support attacks against enemy escorts. Its good speed allows it to keep up with most formations. The class is let down by its low acceleration, poor maneuverability, and light armor. This makes it vulnerable to attack and difficult to reposition. Deploy this unit in the main line of defense on the flanks of a formation to extend a fleet’s effective sensor range.
Broadside class cruiser- The Broadside class is a long-range missile cruiser developed to use its high-yield warheads to bypass enemy shields and deal heavy damage to enemy stations and capital ships. Its four four-burst diamond boron rocket launchers are the heaviest yield munition in use, but suffer from low accuracy against targets smaller than cruiser size. Its four mag-pulse missile launchers also allow it to lower the fire rate of enemy targets. These munitions have a minimum range, requiring the Broadside to keep its distance to effectively use them. It is additionally armed with two dual point defense cannons, and two five-burst heavy concussion missile launchers, which give it a limited ability to defend itself against corvette and starfighter attacks. However, these weapons should be supplemented by other screening units, as the Broadside lacks the ability to stand up against a determined enemy attack. The primary disadvantages of the class are its low durability and mobility. Its low health pool and light armor make it vulnerable to counter battery fire and flanking attacks from small craft. It has the lowest speed of any cruiser in service, with low acceleration and terrible maneuverability. This makes it very difficult to reposition, meaning it should be deployed cautiously and with adequate escort. Deploy these units in the back line of a formation, targeting enemy capitals and besieging enemy defensive stations.
Strike class cruiser- Developed by the Loronar Corporation to help combat the heavily shielded Mon Calamari cruisers increasingly deployed by the Alliance, the Strike class is a light cruiser primarily armed with ion weapons. These include four medium ion cannons, and two dual medium stun ion cannons. The stun cannon variants are especially useful, disabling shield related abilities, lowering fire rates, and preventing enemy ships that have lost shields from retreating. The Strike class can divert power to its ion weapons for a short time, increasing their fire rate. It is additionally armed with six medium turbolasers to deal damage to enemy cruisers and capitals after stripping their shields, and a single TIE/LN squadron for point defense. Ironically, the Strike class relies on heavy shields for defense as it only has medium armor and hull strength closer to a heavy frigate. Its shields are tuned to better resist the turbolaser fire of the larger ships it is designed to target. It has a good top speed and decent acceleration and maneuverability, making it capable of repositioning if threatened. However, its lighter hull means it is easily destroyed if its shields fail, and its loadout makes it very vulnerable to bombers and strike craft. This means having escort vessels or starfighters to screen it is vital. Strike cruisers are best employed in the main or front line of a formation disabling and stripping the shields of heavy rebel vessels.
Immobilizer 418 class cruiser- Built onto the keel of a Vindicator class cruiser, the Immobilizer 418 swaps heavy weaponry for hyperspace interdiction capability. Equipped with gravity well generators, it can prevent rebel fleets from retreating for a time. The field cannot be run indefinitely however, and should be deployed tactically to delay an enemy retreat. Use this time to disable rebel ships by targeting engines, using tractor beams, or hitting them with stun ion cannons. Its interdiction capabilities draw large quantities of power, necessitating a lighter weapons complement. The 418 is armed only with two long-range light turbolasers and four laser cannons. It carries two TIE/LN squadrons deployed one at a time like the Vindicator, but also carries a single TIE/SR squadron to help identify incoming threats. It is also equipped with a tractor beam. The 418 is otherwise indistinguishable from the Vindicator, with identical mobility and durability. Its interdiction abilities make it a priority target for rebel forces. Deploy this unit in the rear to delay enemy retreats when dealing with rebel hit and run tactics.
Summary- Tech three cruiser and frigate research provides more specialized ships to fill out the Imperial roster. The Nebulon B2 is a competent picket ship with a useful jamming ability and excellent sensors. The Broadside is a powerful siege vessel, dealing death from long range. The Strike class provides a more modern light ion cruiser to counter heavily shielded units. While the Immobilizer can delay enemy retreats, allowing commanders to pick off enemies that might otherwise escape.
Imperial II class Star Destroyer- A refinement of the Imperial I Star Destroyer, the Imperial II features a thicker hull, better shields, and upgraded weapons. The ISD I featured heavy turbolaser batteries and ion cannons that, while powerful, were somewhat inaccurate against cruisers. Therefore, the ISD II has replaced these weapons with eight long-range medium four-burst turbolasers. These weapons are lighter, but compensate with a better fire rate and the ability to divert power to them which further increases their potency. The secondary batteries of the Imperial II are similar to its predecessor, with three three-burst medium turbolasers and a tractor beam. However, the Imperial I’s two medium ion cannons have been replaced with long-range versions. Its tertiary armaments have been up gunned as well, with six light turbolasers and four heavy laser cannons. The TIE complement remains the same as the Imperial I with three TIE/LN squadrons and two TIE/SA squadrons, with one squadron of each type active at any given time. In terms of mobility the Imperial II is on par with other Star Destroyers, with decent speed but poor acceleration and maneuverability. It also lacks the power to engines ability of its predecessor. The Imperial II’s durability is on par with a Tector. However, like all Star destroyers, its shields and primary batteries are exposed, making it vulnerable to bomber attacks. The focus of this class was to use more accurate long-range weaponry to take advantage of Imperial superior firepower early in an engagement. This means the ISD II works best toward the rear of a formation, relying on other destroyers and cruisers to draw fire while it pounds the enemy with its heavy guns from range. (SC2 FCU: TIE/IN-TIE/CA)
Interdictor class Star Destroyer- As its name might suggest, the Interdictor class Star Destroyer is an ISD I with gravity well generators installed in the hull. This means that it is identical to the ISD I, excepting its primary armament, TIE complement, and interdiction capabilities. The Interdictor class carries only two two-burst heavy turbolasers, as opposed to the eight heavy weapons of the ISD I. It carries three TIE/LN and three TIE/SR starfighters, with one squadron of each type active at one time. It also lacks the power to engines ability due to the high energy requirements of its gravity well generators. Its other weapons, abilities, and mobility are the same as the ISD I. Deploy in the rear to support attacks and delay enemy retreats.
Summary- Warships three research provides the Empire with a more effective long-range ship of the line with the Imperial II Star Destroyer and a sturdy interdictor built on the keel of the ISD I.
Era Progression-
To unlock remaining research options, you will need to progress to the next era. This is done by completing the Death Star story missions, or selecting a build option on any world with an Imperial Palace after finishing all tier three research.
I-6 Howlrunner- Incom’s attempt at a fighter closer to imperial doctrine, the Howlrunner is essentially a slightly faster, shielded, hyperdrive equipped TIE/LN. It also differs in its armament, carrying repeating lasers whose increased fire rate gives it an edge in dogfights. A cheap interceptor, the Howlrunner should be used to support TIE attacks, hitting priority targets like strike fighters and bombers. Its higher speed means it can respond to threats faster but its low health pool means it suffers from high attrition in sustained combat. Deploy alongside carriers whenever possible.
Scimitar assault bomber- The most advanced bomber in Imperial service, the Scimitar is fast, maneuverable, and lethal. It has durability and maneuverability on par with the rebel X-wing, with slightly better speed and much heavier firepower. On top of the light dual laser common to most TIE models, it is armed with four assault missile launchers and two proton bomb chutes. This gives the Scimitar impressive firepower while retaining the mobility to quickly exploit openings and even chase down rebel corvettes. It is even able to dogfight on a limited scale, surviving long enough for friendly reinforcements to arrive. However, like most Imperial starfighters it lacks an astromech droid and relies on carriers for repairs during battle.
Small Craft Overall Tactical Summary- Small craft IV research gives the Empire access to a decent light interceptor and the fastest heavy bomber in service. This rounds out the Imperial starfighter roster with a good number of specialized bombers and interceptors to support the Empires TIE/LN squadrons.
Small Craft Overall Tactical Summary- At the end of the day, most Imperial fighters still rely on superior numbers and firepower to win the day. The lack of a self-repair ability for most Imperial models mean that they are still best deployed defensively or in brief hit and run attacks. Their effectiveness is also greatly enhanced by carriers which can greatly increase their survivability. Large swarms of TIE models screen Imperial fleets from enemy ships before sweeping the space of any remaining rebel ships once the battle is decided. The Empire’s bomber forces are likewise only committed offensively once any Alliance starfighters have been brought to heel. Imperial gunships and corvettes are typically designed to target their rebel counterparts and Alliance starfighters, the Escort class being a notable exception. The Empire rarely relies on small craft to deal damage to enemy fleets, preferring to use heavy warships to win the day. However, these ships and starfighters are vital to protecting large Imperial warships allowing them to engage enemy fleets effectively
Eidolon class cruiser- An iteration on the Strike class, the Eidolon has more powerful weapons, stronger shields and hull, and more effective point defense. It is primarily armed with four medium dual ion cannons and two medium dual stun ion cannons with the ability to overcharge them. Its secondary batteries include six medium dual turbolasers, and two laser cannons. It also carries two TIE/IN squadrons deployed one at a time. One of the best innovations is its point defense laser grid like the one equipped on the Gladiator. This mitigates its vulnerability to bombers and strike craft. It shares the Strike class’s medium armor and anti-turbolaser shields, and has identical speed and mobility. This means that it is deployed like the Strike class, as a frontline ion boat supporting attacks against heavily shielded targets and disabling enemy vessels.
Dreadnaught MK2 class heavy cruiser- An upgrade to the standard dreadnaught, the MK2 retains and enhances the excellent durability of its predecessor while greatly upgrading the shields and weapon systems. The MK2 carries more than twice the weapons of its predecessor, with a primary battery of four medium two-burst close range turbolasers and a four-burst heavy assault missile launcher. It also carries a secondary battery of four light two-burst close range turbolasers, and an additional two heavy two-burst laser cannons. This heavier weaponry makes the MK2 more effective against frigates and cruisers, but more vulnerable to smaller craft. It is equipped with better sensors and engines, which give it better range and acceleration. Its speed is still low and it lacks maneuverability due to its heavy armor. However, the MK2 is much more durable with a 40% increase in hull strength and an 80% increase in shield strength compared to the MK1. The MK2 also retains the brace for impact ability of its predecessor, giving it an additional edge in durability. This modernized dreadnaught fills the same role of a frontline brawler, but with better survivability and more effective weaponry.
Summary- Imperial frigate and cruiser IV provides two excellent modern cruisers to the Imperial arsenal. Both are improved iterations of frontline cruisers, giving the Empire better ships for the intensifying conflict in the post Endor era. The Dreadnaught MK2 gives the Empire a better armed brawler with more staying power. Likewise, the Eidolon is a more robust and harder hitting ion boat.
Cruiser and Frigate Overall Tactical Summary- Overall, Imperial cruiser and frigate doctrine focus on targeting alliance support ships, or providing specialized roles for fleets. These roles include carriers, fleet tenders, ion boats, pickets, and siege ships. This makes these ships the most diverse Imperial vessels in terms of their operational roles, enabling them to operate independently as the main force of smaller fleets. However, they are primarily intended to support the Empire’s Star Destroyers and super capitals in larger engagements, and will struggle against large fleets without the support of these ships.
Harrow class Star Destroyer- Developed from the Victory line of Star Destroyers the Harrow class shares many of the design characteristics of its predecessors, but with a thicker hull and heavier shielding. However, the Harrow differs drastically in its weapon loadout and intended role. While the Victory line focused on direct combat with enemy cruisers and capital ships the Harrow is designed as a heavy support ship. Its primary armament consists of two three-burst plasma missile launchers to strip enemy shields, two two-burst mag-pulse missile launchers to disable enemy systems, and two medium dual turbolasers to provide support fire against larger targets. Its secondary batteries consist of four light dual turbolasers and a tractor beam. It also carries four repeating point defense cannons and two I-7 Howlrunner squadrons deployed one at a time. It is meant to use its missiles to strip shields and disable enemy ships, but it lacks the armament to exploit this opening. It can support attacks against most vessels but lacks the firepower to engage ships independently. Its repeating point defense lowers the fire rate of enemy starfighters, making it a competent screening ship. Its mobility is consistent with the Victory II class but with a slightly better top speed on par with the Imperial line. Deploy this unit in the main line of defense to disable primary targets and provide fire support to other ships attacks.
Allegiance class battlecruiser- Designed as a heavy battleship, the Allegiance class is two kilometers of heavy armor and heavy turbolasers. It has over 40% more hull strength and 20% more powerful shields than the ISD I, giving it more staying power in an engagement. The primary advantage of the Allegiance is its immense firepower. It is armed with twelve heavy two-burst dual turbolasers and three heavy long-range ion cannons to engage enemy capital ships and stations. It has the ability to divert power to its primary weapons for a short time. It also carries an additional six medium dual ion cannons, eight medium three-burst turbolasers, and a further eight medium turbolasers to engage cruisers and escorts and to assist in engaging larger targets. However, the Allegiance is ill suited to engage smaller craft carrying only six heavy laser cannons for defense against them. This, combined with its lack of fighter complement means that it requires escorts to screen it against starfighters and corvettes. The only other disadvantage of the class is its low mobility with a slow top speed, low acceleration, and very low maneuverability. This means the Allegiance is best employed in the center of the main line of an Imperial formation. The large number of resources needed to produce and maintain these ships means that, like the Bellator, only three can be built at any given time.
Summary- Imperial warship level four research gives the Empire access to a versatile heavy support ship and a late war heavy battleship to engage the large fleets deployed by the Alliance at this point in the conflict. The Harrow provides a support vessel large enough to survive frontline service, while the Allegiance is a powerful battleship able to bring immense fire power to bear on enemy fleets.
Warships V-
Imperial III class Star Destroyer-The final iteration of the Imperial line of Star Destroyers, the Imperial III is the largest, most durable, and most heavily armed version of the class. With 12% stronger shields and almost 30% more hull strength than the Imperial I class, it is the most durable vessel in the Imperial line. It is primarily armed with ten heavy dual turbolasers and two heavy long-range two-burst ion cannons for capital ship engagements. Its secondary armament includes five medium three-burst turbolasers, four additional medium turbolasers, four medium ion cannons, and a tractor beam. It also carries a composite beam laser that, while ineffective against shielded targets, inflicts heavy damage on hull plating. Like the other members of the Imperial line, it carries limited weapons to engage smaller targets with only six heavy laser cannons and its TIE complement. Its fighters are the best the Empire has to offer with three TIE/AD squadrons and two Scimitar squadrons with one squadron of each type active at any time. Even still, the ship is most effective when escorted by other vessels capable of screening it against smaller threats. The Imperial III has similar mobility to its earlier brethren, with good speed, but poor acceleration and worse maneuverability. Furthermore, while it has taken some measures to harden critical systems against bomber attacks, its shield generators and primary weapons still make tempting targets for rebel pilots. The ISD III is still a ship of the line, and should be deployed in the main line of your formations to engage enemy capital ships and stations.
Warship Overall Tactical Summary- The primary focus of Imperial fleet doctrine is on its warships. The Imperial line in particular, has become a symbol of the Empire’s military and political power in the galaxy at large. They are meant to engage enemy cruisers, capitals, and stations using heavy firepower to overwhelm and enemy’s defenses and destroy them. The Victory line have a similar purpose on a smaller scale, while the Empires super capitals and battleships provide extra firepower against the largest Alliance fleets and fortress worlds.
Some units cannot be built traditionally and can only be acquired via missions.
TIE/PH Phantom- The TIE Phantom is an experimental TIE with cloaking technology. This tech requires a larger spaceframe to accommodate it and lowers the fighter’s maneuverability, making it about as maneuverable as an X-wing. It compensates for this with an additional three medium lasers, shields, upgraded engines and good 8sensors. This makes it effective as a light scout and interceptor. It is most effectively deployed in stealth reconnaissance runs to determine enemy fleet composition and disposition, or as anti-starfighter pickets on the flanks. (In the current game build 2.9.3 I have found that the cloaking ability is bugged when activated in line of sight of the enemy. Keep this in mind when deploying this unit)
Tagge Battlecruiser- A light command ship produced by TaggeCo, it is the largest ship available on the civilian market. It enjoys a thick hull with heavy armor that make it reasonably durable for a ship its size, but has weak shields and appallingly low mobility. It is armed with a primary battery of five medium long-range dual turbolasers to target cruisers and capital ships from range. Its secondary batteries include ten light long-range dual turbolasers, an additional eight single medium long-range turbolasers, and a tractor beam to target enemy support vessels. Unlike most Imperial ships the Tagge carries a moderate anti-fighter loadout, with two flak laser cannons and eight dual point defense cannons. It also carries a large fighter complement with five TIE/IN squadrons, five TIE/SA squadrons, two YE-4 groups, and ten TIE/LN squadrons. The TIE/LN squadrons are deployed two at a time, while the other craft have one squadron active at one time. This means that while the Tagge battlecruiser lacks the conventional firepower of standard Imperial warships, it can act as a decent command ship in the back line of a formation. However, its low speed, acceleration, and maneuverability make it very vulnerable to being flanked, and it won’t be able to engage large rebel capital ships toe to toe.