The galaxy has been thrown into complete disarray by the appearance of Tiberium and the task to bring it back into balance falls to you, Commander.

Post news Report RSS Galactic Empire Structure & Unit List

An exhaustive list of all structures and units the player will have access to when playing with the Galactic Empire.

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We're now at the Galactic Empire, the final in the series of blog entries detailing each faction's structures and units! Specific units' abilities, research and support powers will be detailed later.

Legend:

  • Name (#) = Tier #
  • Name = Heroic Unit/Unique Structure

Unscrupulous in their drive to impose their iron rule across the galaxy, the Galactic Empire didn't hesitate to pick up on the Mandalorians' technological breakthroughs with Tiberium and invent new sinister applications of their own. Imperial tactics usually rely on intimidation through terrifying demonstrations of military power to convince their enemy that submission is their only available option of survival. Should that fail, they show no remorse in striking down a defeated enemy to serve as an example to all who would dare question the Empire's supremacy.

Main structures:

  • Construction Yard (0) - Base construction
  • Geothermal Plant (1) - Base power
  • Refinery (1) - Processes collected Tiberium, adds 5000 to max. income
  • Garrison (1) - Infantry production
  • Walker Bay (1) - Vehicle production
  • Comm Station (1) - Unlocks map display and Tier 2 structures
  • Air Tower (2) - Aircraft production
  • Armory (2) - Infantry research, unlocks Tier 2 infantry
  • Cybernetic Laboratory (2) - Advanced research, unlocks Tier 3 units and structures, produces Terror Trooper Pack and Dark Trooper
  • Inquisitorius Sanctum (3) - Advanced research, produces Inquisitor
  • Crane (1) - Additional construction queue, cannot construct Tier 3 base defenses or other cranes

Support structures:

  • Blaster Cannon (1) - Anti-infantry
  • Heavy Laser Cannon (2) - Anti-vehicle
  • AA Laser Cannon (2) - Anti-aircraft base defense
  • Silo (1) - Tiberium containment structure, adds 2000 to max. income
  • Turbolaser Tower (3) - Advanced anti-vehicle/aircraft base defense
  • Tiberium Superlaser Control Center (3) - Superweapon, fires a prototype Tiberium-based superlaser cannon located in orbit that destroys all but the biggest vehicles, aircraft and structures in a single blast; the sudden energy discharge triggers a localized ion storm that strikes the targeted area with lightning for 10 seconds and disables all radars for 20 seconds
  • Occupier (1) - Base expansion vehicle, deploys into a Monitoring Station

Infantry:

  • Stormtrooper Squad (1) - Anti-infantry
  • Demolition Trooper Squad (1) - Anti-vehicle/aircraft
  • Engineer (1) - Captures and repairs structures and bridges
  • Flame Trooper Squad (2) - Anti-infantry, can clear garrison
  • Scout Trooper Squad (2) - Anti-infantry
  • Death Trooper Squad (3) - Can switch between anti-infantry and anti-vehicle with either a blaster rifle or a grenade launcher
  • EVO Trooper Squad (3) - Anti-infantry, airborne
  • Imperial Navy Commando (3) - Anti-infantry, stealth unit, can instantly destroy an enemy structure
  • Terror Trooper Pack (3) - Anti-infantry, stealth unit, can use a pounce attack that covers a lot of ground fast or immediately kills enemy infantry
  • Dark Trooper (3) - Anti-infantry/vehicle/aircraft, can use a shockwave attack that deals shock damage to all nearby enemy units
  • Inquisitor (3) - Melee, can repel enemy blaster fire with his lightsaber, choke enemy infantry to death and crush vehicles, aircraft and structures with the Force, which leaves him vulnerable to attack as he focuses

Vehicles:

  • All Terrain Personal Transport (1) - Anti-infantry
  • All Terrain Scout Transport (1) - Anti-infantry/vehicle
  • All Terrain Missile Platform (2) - Anti-vehicle/aircraft
  • Harvester (1) - Unarmed, collects Tiberium
  • All Terrain Mobile Sensor (2) - Unarmed, deploys into a stationary structure that reveals nearby enemy stealth units
  • All Terrain Mobile Artillery (3) - Anti-vehicle/structure, can bombard a location in the field of vision of a Scout Trooper Squad from anywhere on the battlefield
  • All Terrain Assault Transport (3) - Anti-vehicle/aircraft/structure, only four may be deployed at a time

Aircraft:

  • TIE Fighter (2) - Anti-infantry/aircraft
  • TIE Bomber (2) - Anti-vehicle/structure
  • TIE Interceptor (2) - Anti-aircraft
  • Sentinel-class Transport Shuttle (2) - Anti-aircraft, transports infantry
  • Zeta-class Carrier Shuttle (3) - Anti-aircraft, transports vehicles except AT-ATs
  • TIE Scimitar (3) - Advanced anti-vehicle/structure, only four may be deployed at a time
  • Planetary Deployment Vehicle (2) - Deploys into a Construction Yard

(Note: At first, I was kind of divided between the Zeta-class shuttle from Rogue One and the Y-45 hauler from Solo: A Star Wars Story to use as the Empire's vehicle carrier craft, but felt that the Zeta-class was more distinctly "imperial" in its design than the Y-45.)


And that was the final structure/unit roster.

So what's going to happen to the mod from now on?


As I mentioned in the mod's summary, as a beginner modder, I currently lack most of the technical know-how to properly transform my imagination into reality. ModDB user Fandore, whom you might know from the mod Tiberium Secrets, has kindly proposed me to teach me everything related to in-game assets from folder organization to models and animation. I also have IRL stuff to worry about such as my current unemployment, which I won't go into detail here, and I trust you'll understand that I will place emphasis on that rather than the mod, at least in the near future.

Stay tuned and May the Force be with you! :D

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