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Star Wars: Empire at War Reality Mod

Reality of Rebellion Mod

 

Aim: The creation of a canonical modification of the game Empire at War to reflect the complex realities of fighting against a Rebellion as well as the reality of combat as depicted in the films and expanded universe.

 

Feature List:

 

:arrow: Unit abilities and effectiveness varies based on their level of training.

 

:arrow: Accurate weapon ranges and damage for all arms, both ground and air.

 

:arrow: A company based technology tree where the production of units is determined by which corporations you have control of.

 

:arrow: Additional units from both the Original Trilogy, Prequels, and Expanded Universe.

 

:arrow: Heroes no longer are revivable.

 

:arrow: Additional worlds and heroes.

 

:arrow: Rescaling of all units to reflect their actual size as well as new hard-points or perhaps even models for all the units.

 

:arrow: Officers, Heroes, and Legendary Units improve the effectiveness of nearby units.

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Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

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:arrow: Stellar I have a suggestion to make .... how about this name ?!:

 

Reality Mod: Rise of the Rebellion

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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I want to include Real or Reality in the title to make sure they know what the aim is.

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Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

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What kind of prequel units can we expect? It would seem that the Imperials already have the lion's share of this 'older technology' in the form of their Acclamators, Venators, Victory SDs, and Pod Walkers.

 

Oh, and brace yourself for the inevitable SSD question! :lol: Executor-class: buildable unit, or hero unit?

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Well... Possession of some of the outer rim systems (Specifically Kessel and Geonosis) will enable the restarting of a few rather well known technology trees. You can rebuild the Trade Federation Baktoid Factories and restart Battle Droid Production.

 

Because we're using a corporation base for tech tree's it will be possible for the Rebel Alliance and Galactic Empire to construct any vessel in the Star Wars Galaxy so long as they possess the necessary facilities.

 

The Executor will not be alone in the Star Dreadnaught class. I'm planning to add a large number of Dreadnaught class vessels including the Clone War's Era Mandator, Vengeance, Eclipse, and Sovereign Classes.

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Well... Possession of some of the outer rim systems (Specifically Kessel and Geonosis) will enable the restarting of a few rather well known technology trees. You can rebuild the Trade Federation Baktoid Factories and restart Battle Droid Production.

 

Because we're using a corporation base for tech tree's it will be possible for the Rebel Alliance and Galactic Empire to construct any vessel in the Star Wars Galaxy so long as they possess the necessary facilities.

 

The Executor will not be alone in the Star Dreadnaught class. I'm planning to add a large number of Dreadnaught class vessels including the Clone War's Era Mandator, Vengeance, Eclipse, and Sovereign Classes.

 

Wait, so the rebel's can capture the star destoryer facilites and build SSDs?

 

not sure if I like that. I would like to see it by realistic since it is the realism mod. Like I stated in the other thread, the geonosians would probably only build for the rebel's the the empire caused their downfall.

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The Executor will not be alone in the Star Dreadnaught class. I'm planning to add a large number of Dreadnaught class vessels including the Clone War's Era Mandator, Vengeance, Eclipse, and Sovereign Classes.

Do note that, not all of these are in the 'Star Dreadnought' region, some are intermediary designs, like Star Cruisers, Star Battlecruisers and Star Battleships. I'd say since this is gonna be a fan-mod, you might as well take a look at the fansite Technical Commentaries, where they've tried to figure out the size and function of some of these bad boys. 8)

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Constructing a Droid Army doesn't require the cooperation of the Geonosians, it only requires acquiring the technology which happens to be located on Geonosis and Kessel.

 

Historically the Rebels did build Star Destroyers whenever they could. The NR fleet during the NJO had the SSD Guardian as its flagship after all. The problem for the rebels will be wrestling control of those facilities away from the Empire. KDY built alot more then Star Destroyers, they built AT-ATs and AT-STs so the securing and defense of the Kuat Star System will be of utmost importance to the Empire. Heck the Ion Cannon used at Hoth was of Kuat Drive Yards Manufacture.

 

Much the same is true for the Rebels, while Mon Calamari was never secured by the Empire a number of vessels of the MC-40 class fell into the hands of pirates and system defense forces. Also Grand Admiral Thrawn attempted to steal a number of Mon Calamari Cruisers at Sluis Van. If the Empire would have been able to secure Mon Calamari it is almost certain that the Rebels would be facing an Imperial fleet equipped with Mon Calamari Cruisers.

 

AT-AP: Which vessel are you specifically talking about? Cruisers and Battlecruisers would be like the Titan, Tyrant, and Allegiance Class.

The only ship on the list that is very light is the Vengeance class SSD.

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AT-AP: Which vessel are you specifically talking about? Cruisers and Battlecruisers would be like the Titan, Tyrant, and Allegiance Class.

The only ship on the list that is very light is the Vengeance class SSD.

Ah, yes, I've checked the names more closely now, only the Vengeance would be considered less than a dreadnought.

 

I think battlecruiser would fit its design well. It's got lots of engines, a sleek profile and there doesn't seem to be as much room for guns as the other mentioned designs. Yeah, I think Vengeance-class Star Battlecruiser would be a nice name for it (barring any real class-name. Damn you, Lucas Licensing!!!) ;D

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Which is ironically exactly what a rebellion usually ends up being like.

 

Actually set up this way you have to use much more strategic thought in order to win. You have to build up an infrastructure by building factories for specific units. To build E-11 equipped troops you have to take the planet where Blastech is based, then construct a corporate headquarters for Blastech on the worlds you want to use, then if its available, construct a Blastech E-11 Factory.

 

Some units will require the possession of facilities from multiple corporations. These joint venture projects include the heaviest of starships such as the Eclipse, Executor, Vengeance, and Sovereign. For example, the Executor requires construction of a KDY Star Dreadnaught Shipyard which requires possession of both Fondor and Kuat.

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Hmm. After thinking about it, I really really like the corporation concept for technology trees. Especially since the most badass of technologies would require joint 'ownership' of multiple corporations by either the Rebels or Imperials.

 

I take it that one corporation = one planet (for example, Kuat for Kuat Drive Yards, Geonosis for the Trade Federation technologies, etc)? Or would you have to own multiple planets for full corporate ownership of one particular company?

 

However, I think that you should heavily put incentives to keep each faction in their proper 'places.' Rebels commanding Sovereign Star Destroyers and Imperials relying extensively on 20+ year old Clone Wars technology would be too painful to bear. Therefore, I think that just as in the current vanilla concept of EaW where each planet has a decisive advantage or disadvantage depending on who owns it, your mod should strongly reward or punish each faction for following a particular technology tree. The Empire should naturally profit from owning the traditional Sienar and Kuat shipyards. The Rebels should inherently be better off following the INCOM (sp?) line of corporations. This would still leave open the possibility for Clone Wars fetishists to pursue that technology if they would want to, for example, but it would be a harder path for them. The point should be to allow all of these extravegent options, but still to keep the factions basically as we know them by incentive, rather than by force.

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Depending upon the manner in which a game is set up at start, it may be possible to make sure that the Empire possesses Kuat and Sienar Fleet Systems while the Rebels get Mon Calamari and Incom.

 

I'll also make it so some units may be purchased on the Black Market with Highly Inflated prices after the construction of a Black Market Embassy (For lack of a better term).

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Ooo. Your mod sounds more and more intense. Are you going to begin work immediately, or after EaW is released? Is there a way for a computer layman (like me!) to help the project in any way? I could voice act for new units, if you could use that. I can even do a decent Palpatine, if you're dissatisfied with Petroglyph's voice for him, and if I'm up early enough in the morning. :roll:
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Well before finalizing anything I'll need to get a look at how the game is structured. In order to do that I'll have to at least wait until the demo is out.

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While aquiring corporations to unlock technology will increase the strategic depth of the game there is another area where strategic depth is increased, training levels of units. At each level the build time as well as the cost is increased but so is the unit's effectiveness.

 

Untrained-The build time is equal to the construction time of the equipment utilized. Accuracy is horrendous with hundreds of shots fired with little likelihood of hitting anything.

 

Basic-The build time is a minimum of six game weeks. Troops have slightly better health and accuracy then untrained troops.

 

Trained-Build time is a minimum of twelve weeks. Troops finally have recieved basic combat training and drill. Accuracy is improved but still relatively poor in combat conditions.

 

Highly Trained-Build time is a minimum of six game months. Specialized training allows for less time between bursts of combat. Accuracy is moderate in combat conditions.

 

Elite-Build time is a minimum of a year of training. Accuracy is high but not yet superb.

 

Heroic-Build time is now a minimum of two years. Heroic units increase the accuracy of surrounding units. Their accuracy is superb.

 

Legendary-Build time is now a minimum of four years. Their accuracy is perfect, and the accuracy of surrounding units is further increased by their presence.

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I've just thought of something:

 

One way that you could distinguish the Empire and the Rebellion further is if Stormtroopers were naturally stronger and faster (being hardened, elite, well-trained, and well-supplied), and their Rebel counterparts (especially the Plex missile soldiers) - while not as strong or fast - could CLOAK (camoflauge) into the terrain, enabling them to stage very effective ambushes. That would verymuch encapsulate how a true rebellion is fought.

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I was considering doing that, but I'd first have to figure out how.

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I'd prefer a scalpel over a jackhammer. :twisted:

 

Here is the start of a Unit List for you guys to chew on.

 

Unit List:

 

Each unit comes in nine separate versions: Untrained, Basic, Trained, Highly Trained, Elite, Heroic, Legendary, Clone, and Spaarti Clone.

 

Training

 

When you select a unit for construction you are faced with a choice, how well trained of a formation do you want. As you would expect the better trained the unit the greater accuracy it has in combat, but more then just accuracy is affected. Beginning with units which are heroic the unit also affects the ability of its neighbors increasing their accuracy much in the same way that some heroes affect their troops. The more highly trained a unit the longer it takes to construct and the more expensive it will be you have to pay for all those extra man hours after all.

 

Clones

 

Construction of Clone units requires possession of Kaminoan Clone Facilities, and Spaarti Clones require possession of Spaarti Cloning Centers. Clones take about seven game years to produce, and feature all the abilities of a Highly Trained unit with the addition of extra health and double the accuracy. Spaarti Clones take approximately one and a half years to build at game start, however if you possess Myrkr you can research yslamari gathering and cut the build time to two game weeks. A Spaarti Clone possesses all the abilities of a Legendary Unit, with slightly better health and accuracy.

 

The Galactic Empire

 

Ground Forces:

 

Infantry:

 

:arrow: Anti-Armor Teams

 

Small two man teams armed with concussion missile launchers, proton torpedo tubes, concussion rifles, or disruptors. Anti-Armor teams are a vital part of combat for infantry formations, without them it is almost certain that an attack supported by walkers or hovertanks will succeed.

 

Stormtrooper Anti-Armor Team (Golan FC-1 Flechette Launcher)

Stormtrooper Anti-Armor Team (Merr-Sonn PLX-2M)

Stormtrooper Anti-Armor Team (Stouker Armaments Concussion Blast Rifle)

Army Anti-Armor Team (Golan FC-1 Flechette Launcher)

Army Anti-Armor Team (Merr-Sonn PLX-2M)

Army Anti-Armor Team (Stouker Armaments Concussion Blast Rifle)

Fleet Anti-Armor Team (Golan FC-1 Flechette Launcher)

Fleet Anti-Armor Team (Merr-Sonn PLX-2M)

Fleet Anti-Armor Team (Stouker Armaments Concussion Blast Rifle)

 

:arrow: Close Combat Teams

 

There are some combat situations in which the Galactic Empire has found that it is more cost effective to equip troops with blaster pistols of various powers for close combat duty, like fighting in cities, and within the confines of a starship. Deployed in teams of five, close combat infantry have little use except as cannon fodder for urban warfare.

 

Stormtrooper Close Combat Team (Blastech DC-15s)

Stormtrooper Close Combat Team (Blastech DH-17)

Stormtrooper Close Combat Team (Blastech DL-18)

Stormtrooper Close Combat Team (Blastech DL-44)

Stormtrooper Close Combat Team (Merr-Sonn Flash 4)

Stormtrooper Close Combat Team (Merr-Sonn M-44)

Stormtrooper Close Combat Team (SoroSuub Fast Shot)

Army Close Combat Team (Blastech DC-15s)

Army Close Combat Team (Blastech DH-17)

Army Close Combat Team (Blastech DL-18)

Army Close Combat Team (Blastech DL-44)

Army Close Combat Team (Merr-Sonn Flash 4)

Army Close Combat Team (Merr-Sonn M-44)

Army Close Combat Team (SoroSuub Fast Shot)

Fleet Close Combat Team (Blastech DC-15s)

Fleet Close Combat Team (Blastech DH-17)

Fleet Close Combat Team (Blastech DL-18)

Fleet Close Combat Team (Blastech DL-44)

Fleet Close Combat Team (Merr-Sonn Flash 4)

Fleet Close Combat Team (Merr-Sonn M-44)

Fleet Close Combat Team (SoroSuub Fast Shot)

 

:arrow: Command Teams

 

Armed with pistols or rifles, one of the most important elements of any military formation is its officer cadre. Troops require direction and supervision in order to perform at their best. Placing officers near or within the combat zone will increase the effectiveness of your units.

 

Stormtrooper Command Team (Blastech DC-15s)

Stormtrooper Command Team (Blastech DH-17)

Stormtrooper Command Team (Blastech DL-18)

Stormtrooper Command Team (Blastech DL-44)

Stormtrooper Command Team (Blastech E-11)

Stormtrooper Command Team (Blastech E-11A)

Stormtrooper Command Team (Blastech E-11A1)

Stormtrooper Command Team (Blastech E-11B)

Stormtrooper Command Team (Blastech EE-3)

Stormtrooper Command Team (Blastech A280)

Stormtrooper Command Team (Merr-Sonn Flash 4)

Stormtrooper Command Team (Merr-Sonn M-44)

Stormtrooper Command Team (Merr-Sonn LD-1)

Stormtrooper Command Team (Merr-Sonn G8)

Stormtrooper Command Team (SoroSuub Fast Shot)

Stormtrooper Command Team (SoroSuub Firelance)

Stormtrooper Command Team (SoroSuub Stormtrooper One)

Stormtrooper Command Team (SoroSuub Heavy Tracker 16)

Army Command Team (Blastech DC-15s)

Army Command Team (Blastech DH-17)

Army Command Team (Blastech DL-18)

Army Command Team (Blastech DL-44)

Army Command Team (Blastech E-11)

Army Command Team (Blastech E-11A)

Army Command Team (Blastech E-11A1)

Army Command Team (Blastech E-11B)

Army Command Team (Blastech EE-3)

Army Command Team (Blastech A280)

Army Command Team (Merr-Sonn Flash 4)

Army Command Team (Merr-Sonn M-44)

Army Command Team (Merr-Sonn LD-1)

Army Command Team (Merr-Sonn G8)

Army Command Team (SoroSuub Fast Shot)

Army Command Team (SoroSuub Firelance)

Army Command Team (SoroSuub Stormtrooper One)

Army Command Team (SoroSuub Heavy Tracker 16)

Fleet Command Team (Blastech DC-15s)

Fleet Command Team (Blastech DH-17)

Fleet Command Team (Blastech DL-18)

Fleet Command Team (Blastech DL-44)

Fleet Command Team (Blastech E-11)

Fleet Command Team (Blastech E-11A)

Fleet Command Team (Blastech E-11A1)

Fleet Command Team (Blastech E-11B)

Fleet Command Team (Blastech EE-3)

Fleet Command Team (Blastech A280)

Fleet Command Team (Merr-Sonn Flash 4)

Fleet Command Team (Merr-Sonn M-44)

Fleet Command Team (Merr-Sonn LD-1)

Fleet Command Team (Merr-Sonn G8)

Fleet Command Team (SoroSuub Fast Shot)

Fleet Command Team (SoroSuub Firelance)

Fleet Command Team (SoroSuub Stormtrooper One)

Fleet Command Team (SoroSuub Heavy Tracker 16)

 

 

:arrow: Light Repeater Teams

 

The most destructive of forces against infantry are repeating blasters such as the Blastech T-21 and E-web, however the E-web is too cumbersome to be easily used and transported by a small infantry team that can keep up with assaulting troops. That’s why the light repeater teams are so important, they can fire while moving and support advancing rifle teams. These Light Repeater Teams are often a small force of only two troopers armed with their weapons.

 

Stormtrooper Light Repeater Team (Blastech DLT-20a)

Stormtrooper Light Reapeter Team (Blastech T-21)

Stormtrooper Light Reapeter Team (Merr-Sonn Rotary)

Army Light Repeater Team (Blastech DLT-20a)

Army Light Repeater Team (Blastech T-21)

Army Light Repeater Team (Merr-Sonn Rotary)

Fleet Light Repeater Team (Blastech DLT-20a)

Fleet Light Repeater Team (Blastech T-21)

Fleet Light Repeater Team (Merr-Sonn Rotary)

 

:arrow: Recon Teams

 

While the most visible form of the Imperial Reconnaissance wing is the Speeder mounted scout trooper, the Empire also utilizes three man leg infantry reconnaissance teams. These teams are trained to fight as well as to report in enemy activity. They have one of the greatest lines of sight of any imperial ground formation.

 

Stormtrooper Recon Team (Blastech DC-17m)

Stormtrooper Recon Team (Blastech E-11)

Stormtrooper Recon Team (Blastech E-11A)

Stormtrooper Recon Team (Blastech E-11A1)

Stormtrooper Recon Team (Blastech E-11B)

Stormtrooper Recon Team (Blastech EE-3)

Stormtrooper Recon Team (Blastech A280)

Stormtrooper Recon Team (Merr-Sonn LD-1)

Stormtrooper Recon Team (Merr-Sonn G8)

Stormtrooper Recon Team (SoroSuub Firelance)

Stormtrooper Recon Team (SoroSuub Stormtrooper One)

Stormtrooper Recon Team (SoroSuub Heavy Tracker 16)

Army Recon Team (Blastech DC-17m)

Army Recon Team (Blastech E-11)

Army Recon Team (Blastech E-11A)

Army Recon Team (Blastech E-11A1)

Army Recon Team (Blastech E-11B)

Army Recon Team (Blastech EE-3)

Army Recon Team (Blastech A280)

Army Recon Team (Merr-Sonn LD-1)

Army Recon Team (Merr-Sonn G8)

Army Recon Team (SoroSuub Firelance)

Army Recon Team (SoroSuub Stormtrooper One)

Army Recon Team (SoroSuub Heavy Tracker 16)

Fleet Recon Team (Blastech DC-17m)

Fleet Recon Team (Blastech E-11)

Fleet Recon Team (Blastech E-11A)

Fleet Recon Team (Blastech E-11A1)

Fleet Recon Team (Blastech E-11B)

Fleet Recon Team (Blastech EE-3)

Fleet Recon Team (Blastech A280)

Fleet Recon Team (Merr-Sonn LD-1)

Fleet Recon Team (Merr-Sonn G8)

Fleet Recon Team (SoroSuub Firelance)

Fleet Recon Team (SoroSuub Stormtrooper One)

Fleet Recon Team (SoroSuub Heavy Tracker 16)

 

:arrow: Rifle Teams

 

Equipped with blaster rifles, eight man rifle teams form the backbone of every modern army. Each soldier is given a blaster rifle with a maximum range of between 150-300 meters as well as grenades of various types. Each soldier also carries a number of grenades for close range combat and use against light vehicles.

 

Stormtrooper Rifle Team (Blastech DC-17m)

Stormtrooper Rifle Team (Blastech E-11)

Stormtrooper Rifle Team (Blastech E-11A)

Stormtrooper Rifle Team (Blastech E-11A1)

Stormtrooper Rifle Team (Blastech E-11B)

Stormtrooper Rifle Team (Blastech EE-3)

Stormtrooper Rifle Team (Blastech A280)

Stormtrooper Rifle Team (Merr-Sonn LD-1)

Stormtrooper Rifle Team (Merr-Sonn G8)

Stormtrooper Rifle Team (SoroSuub Firelance)

Stormtrooper Rifle Team (SoroSuub Stormtrooper One)

Stormtrooper Rifle Team (SoroSuub Heavy Tracker 16)

Army Rifle Team (Blastech DC-17m)

Army Rifle Team (Blastech E-11)

Army Rifle Team (Blastech E-11A)

Army Rifle Team (Blastech E-11A1)

Army Rifle Team (Blastech E-11B)

Army Rifle Team (Blastech EE-3)

Army Rifle Team (Blastech A280)

Army Rifle Team (Merr-Sonn LD-1)

Army Rifle Team (Merr-Sonn G8)

Army Rifle Team (SoroSuub Firelance)

Army Rifle Team (SoroSuub Stormtrooper One)

Army Rifle Team (SoroSuub Heavy Tracker 16)

Fleet Rifle Team (Blastech DC-17m)

Fleet Rifle Team (Blastech E-11)

Fleet Rifle Team (Blastech E-11A)

Fleet Rifle Team (Blastech E-11A1)

Fleet Rifle Team (Blastech E-11B)

Fleet Rifle Team (Blastech EE-3)

Fleet Rifle Team (Blastech A280)

Fleet Rifle Team (Merr-Sonn LD-1)

Fleet Rifle Team (Merr-Sonn G8)

Fleet Rifle Team (SoroSuub Firelance)

Fleet Rifle Team (SoroSuub Stormtrooper One)

Fleet Rifle Team (SoroSuub Heavy Tracker 16)

 

Armor

 

:arrow: Artillery Vehicles

 

The most powerful weapon on the battlefield is artillery, but field artillery is vulnerable from attack at close range by most units. It’s set up time and inability to fire on the move in most situations keeps them vulnerable.

 

AT-AA Walker

MPTL-2A Artillery Piece

SPMA-T Walker

SPHA-C Walker

SPHA-I Walker

SPHA-T Walker

SPHA-V Walker

 

:arrow: Assault Vehicles

 

The heaviest of vehicles utilized by the Empire, assault vehicles such as the Juggernaught, AT-AT, and AT-TE are all but invulnerable to most weapons. However most are relatively vulnerable to missiles.

 

AT-AT Walker

AT-HE Walker

AT-TE Walker

HAVr A9 Floating Fortress

HAVw A4 Juggernaught

HAVw A5 Juggernaught

HAVw A6 Juggernaught

 

:arrow: Combat Vehicles

 

Heavier then scouts but lighter then assault vehicles. Combat vehicles fill a niche between the most powerful of weapons and the scout vehicle’s arms. They’re invulnerable to small arms fire, but even modestly larger weapons can cause severe damage to the vehicles.

 

1-H Tank

1-M Tank

AT-ST Walker

AT-ST/A Walker

AT-ST/U Walker *Fan-fictional unit created for IMPS: The Relentless

AT-AR Walker

AT-IC Walker

AT-AP Walker

AT-XT Walker

T1-B Tank

T2-B Tank

T3-B Tank

T4-B Tank

Tie Mauler Tank

Tie Crawler Tank

PX-4 Tank

PX-7 Tank

PX-10 Tank

 

:arrow: Command Vehicles

 

Like infantry, armored vehicles require command and control. They have the same effects as infantry command teams.

 

AT-AT Walker

AT-HE Walker

AT-TE Walker

HAVr A9 Floating Fortress

HAVw A4 Juggernaught

HAVw A5 Juggernaught

HAVw A6 Juggernaught

1-H Tank

1-M Tank

AT-ST Walker

AT-ST/A Walker

AT-ST/U Walker *Fan-fictional unit created for IMPS: The Relentless

AT-AR Walker

AT-IC Walker

AT-AP Walker

AT-XT Walker

T1-B Tank

T2-B Tank

T3-B Tank

T4-B Tank

Tie Mauler Tank

Tie Crawler Tank

PX-4 Tank

PX-7 Tank

PX-10 Tank

1-L Tank

2-M Tank

AT-PT Walker

AT-RT Walker

LAVr QH-7 Chariot

 

:arrow: Scout Vehicles

 

Scout Vehicles are among the most common vehicles in any army. They rely on their speed for survival due to their vulnerability to most weaponry. The vehicles also have the largest line of site for ground units.

 

1-L Tank

2-M Tank

AT-PT Walker

AT-RT Walker

LAVr QH-7 Chariot

 

Airborne Forces:

 

:arrow: Atmospheric Fighters

 

While Starfighters are the most well known and visible symbols of aerial combat, they are not true aircraft but spacecraft. Compared to pure atmospheric craft, their performance falters within the thin band between earth and space. While most imperial strategists may ignore the utility of Atmospheric Fighters you may choose a different route.

 

Z-95 Mark I

Z-95 Mark II

T-16 Skyhopper

T-47 Combat Speeder

 

:arrow: Atmospheric Gunships

 

The utility of Atmospheric Gunships such as the LAAT deployed by the clone armies at Geonosis is often debated amongst naval strategists. Because of its reliance on atmospheric flight in the early versions the vehicle was continuously vulnerable to attack before its deployment in the upper atmosphere.

 

LAAT

Forum and RPG Membership:

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Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

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