Officer War Games

Officer War Games is a Tactical Wargame made as both a board game and video game.
==Introduction==
The map consists of thirty territories enough for 2-6 players. Each territory holds up to three buildings. There are five types of buildings; Supply Depots, Barracks, Vehicle Factories, Air Pads, and Research Facilities. Each player starts with thirty dollars, each supply pad the player owns gives the player ten dollars per turn. The cost to construct a building is five dollars. Supply pads take one turn to build so players cannot immediately cash in on their investments; the other structures are able to produce units without wait though. In order for a player to capture a territory and build structures the player must first have at least one unit in the territory. Units can only move one territory per turn with the exception of certain units with special abilities and all aircraft. Similarly Aircraft are unaffected by Destroyed Bridges that connect all the territories. 
In order to win a battle a player’s units must have the combined higher stats or risk being destroyed. The four stats consist of Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. For example if an infantry unit with the stats of 1/1/1/0 attacks a vehicle with the stats 1/1/1/1 the vehicle would win due to the combination of anti-infantry and armor. Upgrades purchasable at the Research Facility boost your selected units’ attributes. Units along with upgrades are not restricted in numbers per turn as long as you can afford it.
==UNSC Faction==
===Barracks Units===
•UNSC Marine Riflemen $1: The meat of the UNSC, when there is a planet in peril the Marines are the first ones in and last ones out. Armed with MA5B Individual Combat Weapon Systems, BR55 Service Rifles, and M6C Personal Defense Weapon Systems; 1/1/1/0. Upgrades available include: Modernization $2, grants all Marines new MA5D Individual Combat Weapon Systems, BR85 Heavy Barrel Service Rifles and M6H Personal Defense Weapon Systems, adds +1 to Anti-Infantry. Rocket Launcher $4, gives a M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon to each Marine Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. ODST $6, grants all Marine Squads Orbital Drop Shock Trooper training and armor, adds +1 to Armor. Jetpack $8, grants a Series 12 Single Operator Lift Apparatus to every ODST allowing the units to move more than one territory at a time and not be effected by destroyed bridges. Bubble Shield $10, gives each ODST squad access to a Bubble Shield, adds +1 to Armor. Fully Upgraded Stats: 3/2/2/2.
•UNSC Army Snipers $2: When there is a target you need taken out the Army Snipers are already on the job. Have the ability to attack beyond one territory. Armed with Sniper Rifle System 99 Anti-Matériels and M7/Caseless Submachine Guns: 3/1/2/0. Upgrades available include: Modernization $2, grants all Snipers new Sniper Rifle System 99-Series 5 Anti-Matériels, adds +1 to Anti-Infantry. Sticky Detonator $4, gives a M363 Remote Projectile Detonator to every Sniper Team, adds +1 to Anti-Infantry and Anti-Vehicle. Army Airborne $6, grants all Snipers Army Airborne training and Air Assault Armor, adds +1 to armor. Deployable Cover $8, gives each Airborne Sniper Team access to a Deployable Shield Generator, adds +1 to Armor. Gauss Rifle $10, gives a M99 Special Application Scoped Rifle to every Sniper Team, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 6/2/3/2. 
•UNSC Air Force Grenadiers $3: There isn’t anything in the Galaxy that the Air Force Grenadiers haven’t already blown up. Have the ability to delay an attacking enemy land unit(s) by blowing up bridges that connect territories. Armed with M319 Individual Grenade Launchers, MA37 Individual Combat Weapon Systems, and M6G Personal Defense Weapon Systems: 1/3/3/0. Upgrades available include: Rocket Launcher $2, gives a M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon to every Grenadier Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Sticky Detonator $4, gives a M363 Remote Projectile Detonator to every Grenadier Squad, adds +1 to Anti-Infantry and Anti-Vehicle. Railgun $6, grants an ARC-920 to every Grenadier Squad, adds +1 to Anti-Infantry. Spartan Laser $8, grants a M6 Grindell/Galilean Nonlinear Rifle to every Grenadier Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Power Drain, gives each Grenadier Squad access to a Power Drain, adds +1 to Anti-Vehicle. Fully Upgraded Stats: 5/5/7/0.
•SPARTAN-IVs $20: The Fourth-Generation of SPARTAN Super Soldiers fill the ranks of the entire Spartan Branch, nearly all are veterans from the Human-Covenant War. Have the ability to retreat from a lost battle instead of being killed (Can only be used once per unit). Armed with MA5D Individual Combat Weapon Systems, BR85 Heavy Barrel Service Rifles, and M6H Personal Defense Weapon System; 10/10/10/10. Upgrades available include: Shotgun $2, gives a M45D Tactical Shotgun to every SPARTAN-IV Fireteam, adds +1 to Anti-Infantry. Rocket Launcher $4, gives a M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon to each SPARTAN-IV Fireteam, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Hardlight Shield $6, equips each SPARTAN-IV with a Z-90 Photonic Coalescence Emitter/Aegis module, adds a +1 to Armor. SAW $8, grants a M739 Light Machine Gun to every SPARTAN-IV Fireteam, adds +1 to Anti-Infantry. Target Designator $10, grants an H-295 Forward Observer Module to each SPARTAN-IV Fireteam, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 14/12/12/11.
•SPARTAN-IIIs $50: The Third-Generation of SPARTANs started off as cheap suicide squads against the Covenant, those who excelled in combat were spared the suicide mission and given MJOLNIR Powered Assault Armor. Have the ability to train other units to give them a stat boost of +1 to all stats (can only be used once on a unit and once per turn). Armed with MA37 Individual Combat Weapon Systems, M392 Designated Marksman Rifles, and M6G Personal Defense Weapon Systems; 15/15/15/15. Upgrades Include: Modernization $2, gives new MA5D Individual Combat Weapon Systems, M395 Designated Marksman Rifles, and M6H Personal Defense Weapon Systems to every SPARTAN-III Fireteam, adds +1 to Anti-Infantry. Heavy Machine Gun $4, gives a M247H Heavy Machine Gun to every SPARTAN-III Fireteam, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Active Camouflage $6, gives every SPARTAN-III a Type-3 Refraction Dissonance Modifier/Camouflage module, adds +1 to Armor. Spartan Laser $8, grants a M6 Grindell/Galilean Nonlinear Rifle to every SPARTAN-III Fireteam, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Target Locator $10, grants an H-165 Forward Observer Module to every SPARTAN-III Fireteam, adds 1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 19/18/18/16.
•SPARTAN-IIs $100: The best of the best, all have over thirty years of combat under their belt against Insurrectionists, Covenant, Flood, and even Prometheans. Have the ability to either commandeer a friendly vehicle or hijack an enemy one (Combines the two’s stats and adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with MA5C Individual Combat Weapon Systems, BR55 Heavy Barrel Service Rifles, M7/Caseless Submachine Guns, M90A Close Assault Weapon Systems, and M6D Personal Defense Weapon Systems, 20/20/20/20. Upgrades Include: Modernization $2, gives all SPARTAN-II Fireteams new MA5D Individual Combat Weapon Systems, BR85 Heavy Barrel Service Rifles, and M395 Designated Marksman Rifles, adds +1 to Anti-Infantry. Machine Gun $4, gives an AIE-486H Heavy Machine Gun to every SPARTAN-II Fireteam, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Armor Lock $6, equips each SPARTAN-II with an Armor Lockdown module, adds +1 to Anti-Vehicle and +2 to Armor. MGL $8, grants an XM510 Multishot Grenade Launcher to every SPARTAN-II Fireteam, adds +2 to Anti-Infantry, +1 to Anti-Aircraft and +1 to Anti-Vehicle. Rocket Launcher, Missile Pod, Spartan Laser, and Bubble Shield $10, gives a M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon, LAU-65D/SGM-151, M6 Grindell/Galilean Nonlinear Rifle, and Bubble Shield to every SPARTAN-II Fireteam, adds +1 to Anti-Infantry, +3 to Anti-Aircraft, +2 to Anti-Vehicle, and +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
===Vehicle Factory Units===
•M12 Light Reconnaissance Vehicle $10: Better known as the Warthog, it is one of the most popular and longest serving vehicles ever to be fielded by the UNSC. Has the ability to jump over destroyed bridges. Armed with a turret-mounted M41 Light Anti-Aircraft Gun, 5/5/5/5. Upgrades available include: Modernization $2, replaces the M41 Light Anti-Aircraft Gun with a M46 Light Anti-Aircraft Gun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Rocket Launcher $4, gives a M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon to each Warthog passenger, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Reactive Armor $6, gives all Warthogs Reactive Armor, adds +1 to Armor. Smoke Grenade $8, equips all Warthogs with Smoke grenades, adds +1 to Armor. Gauss Cannon $10, turns all Warthogs into M12G1 Light Anti-Armor Vehicles, also known as Gauss Warthogs, replaces the M46 Light Anti-Aircraft Gun with a M68 Asynchronous Linear-Induction Motor, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/8/8/7.
•HRUNTING Mark III (B) Exoskeleton $12: Better known as the Cyclops, it is an offshoot of the MJOLNIR Powered Assault Armor/Mark III, but this exoskeleton is used for more than just moving cargo. Has the ability to fix a single destroyed Aircraft or Land Vehicle (Friendly or Enemy) for the player’s use. Armed with no weapons, 6/0/5/6. Upgrades available include: Shield Generator $2, gives all Cyclopes a Shield Generator, adds +1 to Armor. Lucifer $4, equips each Cyclops with a T261 Arm-Mounted Gatling Gun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Missile Launcher $6, equips each Cyclops with a LAU-1810/SGM-151, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Magellan $8, equips each Cyclops with a M149 Recoilless Rifle, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Bubble Shield $10, gives each Cyclops access to a Bubble Shield, adds +1 to Armor. Fully Upgraded Stats: 9/3/8/8.
•SP42 Main Battle Tank $25: Better known as the Cobra, it is the ultimate tool for destroying enemy vehicles within the UNSC. Has the Ability to attack beyond a single territory. Armed with two M66 Light Rail Guns and a single M98 Light Rail Gun, 5/0/20/10. Upgrades available include: Reactive Armor $2, gives all Cobras Reactive Armor, adds +1 to Armor. Shield Generator $4, gives all Cobras a Shield Generator, adds +1 to Armor. Missile Launcher $6, equips each Cobra with a M79 Multiple Launch Rocket System, adds +1 to Anti-Aircraft and Anti-Vehicle. Grenade Launcher $8, equips all Cobras with M460 Automatic Grenade Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Scythe $10, equips all Cobras with a M71 Anti-Aircraft Gun, adds +1 to Anti-Aircraft. Fully Upgraded Stats: 6/3/22/12.
•M9 Main Anti-Aircraft Tank $25: Better known as the Wolverine, it is the ultimate tool for destroying enemy aircraft within the UNSC. Has the Ability to destroy aircraft instantly that are on a bombing run. Armed with a M260 Multiple Launch Rocket System and XM511 Heavy Grenade Launcher, 5/20/5/5. Upgrades available include: Reactive Armor $2, gives all Wolverines Reactive Armor, adds +1 to Armor. Smoke Grenade $4, equips all Wolverines with Smoke Grenades, adds +1 to Armor. Machine Gun $6, equips all Wolverines with a M247 General Purpose Machine Gun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flamethrower $8, equips each Wolverine with a M7057/Defoliant Projector, adds +1 to Anti-Infantry. Heavy Machine Gun $10, replaces the M247 General Purpose Machine Gun with the M247H Heavy Machine Gun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/22/7/7.
•HRUNTING/YGGDRASIL Mark IX Mantis $30: The Mantis is the next step in powered armor evolution for the UNSC. Armed with a M655 machine gun and a M5920 missile launcher, 10/10/10/10.
•M808 Main Battle Tank $50: Better known as the Scorpion, it is the main firepower backing up the UNSC, Tank beats everything. Has the ability to boost all stats by +1 if the player allows an Infantry Squad to sit on the Tank’s treads (Combines stats of Infantry Squad and Tank together and +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a M512 Smooth-Bore High Velocity Cannon and a pintle-mounted M247T Medium Machine Gun, 15/15/15/15. Upgrades available include: Coaxial Machine Gun $2, equips each Scorpion with a Coaxial mounted M247T Medium Machine Gun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Reactive Armor $4, gives Reactive Armor to all Scorpions, adds +1 to Armor. Shield Generator $6, gives each Scorpion a Shield Generator, adds +1 to Armor. Heavy Machine Guns $8, replaces both M247T Medium Machine Guns on all Scorpions with two M247H Heavy Machine Guns, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Modernization $10, turns all Scorpions into M850 Main Battle Tanks, also known as Grizzlies, replaces the M512 Smooth-Bore High Velocity Cannon with dual M310 Smooth-Bore High Velocity Cannons and adds new, stronger armor, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•Mobile Anti-Aircraft Weapons Platform M510 Siegework/Ultra-Heavy $200: Better known as the Mammoth, it is one of the most devastating vehicles the UNSC has ever built. Has the ability to build Infantry, Warthogs, and Cyclopes. Armed with a Mark 2457/35cm HRG "Mini-MAC" turret and two M79 Multiple Launch Rocket Systems, 50/50/50/50. Upgrades available include: Grenade Launchers $2, equips each Mammoth with two M460 Automatic Grenade Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Scythe $4, equips all Mammoths with two M71 Anti-Aircraft Guns, adds +1 to Anti-Aircraft. Railguns $6, equips all Mammoths with two M98 Light Rail Guns, adds +1 to Anti-Vehicle. Nerve Gas $8, equips a VX 7 Nerve Gas mortar to every Mammoth, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Mammoth with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
===Air Pad Units===
•AV-14 Hornet $30: The UNSC’s main VTOL Aircraft destroys Infantry, Aircraft, and Vehicles with ease. Has the ability to transport a sniper team to any territory. Armed with two Class-2 Guided Munition Launch Systems and two twin-linked rotary cannons, 13/13/13/12. Upgrades available include: Autocannon $2, equips each Hornet with a GUA-23/AW/Linkless Feed Autocannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Passengers $4, equips every Hornet with two passengers armed with M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flares $6, equips each Hornet with flares, adds +1 to Armor. Shield Generator $8, equips each Hornet with a shield generator, adds +1 to Armor. Modernization $10, turns all Hornets into AV-22 Sparrowhawks, adds a M6 Grindell/Galilean Nonlinear Cannon in addition to making the GUA-23/AW/Linkless Feed Autocannon twin-linked, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 16/16/16/15.
•UH-144 Falcon $35: The UNSC Army’s main transport VTOL boasts impressive support for both allies on the ground and in the air. Has the ability to transport any Infantry squad to any territory. Armed with a single chin-mounted M368 Autocannon, 12/12/12/13. Upgrades available include: Heavy Machine Guns $2, equips all Falcons with two side-mounted M247H Heavy Machine Guns, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flares $4, equips each Falcon with flares, adds +1 to Armor. Shield Generator $6, equips all Falcons with Shield Generators, adds +1 to Armor. Grenade Launchers $8, replaces the M247H Heavy Machine Guns with M460 Automatic Grenade Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Autocannon $10, replaces the M368 Autocannon with a M370 Autocannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 15/15/15/16. 
•D77-TC Pelican $50: The UNSC’s most versatile and longest serving space-to-ground transport-gunship. Has the ability to transport two Infantry squads and a Land vehicle (except the Mammoth) to any territory. Armed with a single chin-mounted M370 Autocannon, 15/15/15/15. Upgrades available include: Machine Gun $2, equips all Pelicans with an internally mounted AIE-486H Heavy Machine Gun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flares $4, equips each Pelican with flares, adds +1 to Armor. Shield Generator $6, equips all Pelicans with Shield Generators, adds +1 to Armor. Missile Pods $8, equips all Pelicans with two Anvil-II Air-to-Surface Missile pods, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Modernization $10, turns all D77-TC Pelicans into D79-TC Pelican Gunships, replacing the M370 Autocannon with a GAU/53 70mm MBHRC Autocannon, and adding a Turret-mounted cannon, two lateral-side turrets, and a M6 Grindell/Galilean Nonlinear Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•GA-TL1 Longsword $75: The UNSC’s main Interceptor and Bomber, it has seen action during both the Insurrection and Human-Covenant War. Has the ability to destroy all units in a territory (both friendly and enemy) with a Shiva-class nuclear missile by using itself as a delivery system, the Longsword is destroyed in this process along with structures. Armed with 110mm rotary cannons, 120mm ventral guns, and four ASGM-10 missiles, 20/20/20/20. Upgrades available include: Heavy Armor $2, equips heavy armor to all Longswords, adds +1 to Armor. Shield Generator $4, equips all Longswords with shield generators, adds +1 to Armor. Carpet Bomb $6, equips all Longsword with a Mark 208 bomb, adds +2 to Anti-Infantry and Anti-Vehicle. Disruption Bomb $8, equips a XGBU-302 bomb to all Longswords, adds +2 to Anti-Aircraft and Anti-Vehicle. Cryo Bomb $10, equips a GBU-1105 bomb to all Longswords, adds +1 to Anti-Infantry and Anti-Vehicle and +2 to Anti-Aircraft. Fully Upgraded Stats: 23/24/25/22. 
•F-41 Broadsword $100: The UNSC’s main VTOL atmospheric/exoatmospheric multirole strike fighter, it has been proven effective even against Forerunner technology. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying all three and does not count as an attack (Can only be used once per unit). Armed with two M1075 ASW/AC 35mm MLA autocannons and two M6088 ST/MMP missile launchers, 20/20/20/20. Upgrades available include: Missile Pods $2, equips each Broadsword with twelve Multiple Independently Targeted Vehicle Pods, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Rotary Cannons $4, equips all Broadswords with two 80mm Ball-Mounted Rotary Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Medusa Missiles $6, equips all Broadswords with a ST/Medusa Missile Launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Gauss Cannon $8, equips a M92 Principle Gauss Cannon to all Broadswords, adds +2 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Active Camouflage, Flares, and Heavy Armor $10, equips every Broadsword with a vehicle sized Active Camouflage module, Flares, and better armor, adds +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
•AC-220 Vulture $200: The UNSC’s tank in the sky, it is only used in the most dangerous and lengthy of battles. Has the special ability to last long enough in a battle against the enemy for reinforcements to arrive (If the enemy attacks a territory where the Vulture is it essentially makes there turn automatically end). Armed with six A-74 Sylver Vertical Missile Launchers, four GUA-23/AW/Linkless Feed Autocannons, and sixteen Argent V Missiles, 50/50/50/50. Upgrades available include: Gauss Cannons $2, equips each Vulture with two M68 Asynchronous Linear-Induction Motor, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Scythe $4, equips all Vultures with two M71 Anti-Aircraft Guns, adds +1 to Anti-Aircraft. Railguns $6, equips all Vultures with two M98 Light Rail Guns, adds +1 to Anti-Vehicle. Nerve Gas $8, equips a VX 7 Nerve Gas mortar to every Vulture, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Vulture with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
==Covenant Faction==
===Barracks Units===
•Yanme’e Drones $1: A flyable insect species better known as Drones or Buggers, they overwhelm the enemies of the Covenant with large numbers. Have the ability to travel beyond one territory and not be effected by destroyed bridges. Armed with Type-25 Directed Energy Pistols, 1/1/1/0. Upgrades available include: Plasma Rifle $2, gives a Type-25 Directed Energy Rifle to all Drones, adds +1 to Anti-Infantry. Fuel Rod Gun $4, grants each Drone swarm a Type-33 Light Anti-Armor Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Energy Shield $6, gives all Drones a personal energy shield, adds +1 to Armor. Supply Pack $8, gives each Drone a supply pack for more food and water allowing them to fly beyond two territories. Bubble Shield $10, gives each Drone swarm access to a Bubble Shield, adds +1 to Armor. Fully Upgraded Stats: 3/2/2/2.
•Kig-Yar Snipers $2: The dreaded Pirates of Eayn, better known as Jackals, are known for their accuracy and precision. Have the ability to attack beyond one territory. Armed with Type-51 Carbines, Type-31 Rifles, and Type-33 Guided Munitions Launchers, 3/1/2/0. Upgrades available include: Beam Rifle $2, replaces the Type-51 Carbine with a Type-50 Sniper Rifle System in all Jackal Sniper Teams, adds +1 to Anti-Infantry. Concussion Rifle $4, grants each Jackal Sniper Team a Type-50 Directed Energy Rifle/Heavy, adds +1 to Anti-Infantry and Anti-Armor. Defense Gauntlet $6, equips all Jackals with a Kig-Yar Point Defense Gauntlet, adds +1 to Armor. Hologram $8, equips each Jackal with a Type-27 Responsive Holographic Form Emulator, adds +1 to Armor. Binary Rifle $10, replaces the Type-31 Rifle with a Z-750 Special Application Sniper Rifle, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 6/2/3/2. 
•Unggoy Heavies $3: Better known as Grunts, they are the most common species seen deployed to fight for the Covenant. Have the ability to delay an attacking enemy land unit(s) by blowing up bridges that connect territories. Armed with Type-52 Guided Munitions Launcher/Explosives, Type-33 Guided Munition Launchers, and Type-25 Directed Energy Pistols, 1/3/3/0. Upgrades available include: Fuel Rod Gun $2, grants each Grunt Squad with a Type-33 Light Anti-Armor Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Spike Grenades $4, gives each Grunt access to Type-2 Antipersonnel Fragmentation Grenades, adds +1 to Anti-Infantry and Anti-Vehicle. Firebomb Grenade $6, gives each Grunt access to Type-3 Antipersonnel/Antimaterial Incendiary Grenades, adds +1 to Anti-Infantry. Plasma Cannon $8, gives each Grunt Squad a Type-42 Directed Energy Support Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Power Drain, gives each Grunt Squad access to a Power Drain, adds +1 to Anti-Vehicle. Fully Upgraded Stats: 5/5/7/0.
•Jiralhanae Chieftains $20: Better known as Brute Chieftains, these large, vicious apes are unpredictable and are known to eat the corpses of their enemies. Have the ability to retreat from a lost battle instead of being killed (Can only be used once per unit). Armed with Type-2 Energy Weapon/Hammers and Type-25 Carbines, 10/10/10/10. Upgrades available include: Mauler $2, gives each Brute Chieftain a Type-52 Pistol, adds +1 to Anti-Infantry. Fuel Rod Gun $4, grants each Brute Squad with a Type-33 Light Anti-Armor Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Armor Lock $6, equips each Brute Chieftain with an Armor Lock module, adds +1 to Armor. Plasma Repeater $8, gives each Brute a Type-51 Directed Energy Rifle/Improved, adds +1 to Anti-Infantry. Plasma Cannon $10, gives each Brute Squad a Type-52 Directed Energy Support Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 14/12/12/11.
•Mgalekalo $50: Commonly known as Hunters, they are by far the most intimidating and most dangerous species deployed by the Covenant. Have the ability to betray a Kig-Yar Sniper Team or Unggoy Heavy Squad for a stat boost of +1 to all stats (can only be used once per unit). Armed with an Assault Cannon, 15/15/15/15. Upgrades available include: Protector Sentinels $2, equips each Hunter with a Protector Sentinel Bodyguard, adds +1 to Anti-Infantry. Aggressor Sentinels $4, replaces the pair of Protector Sentinels with two Aggressor Sentinels, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Energy Shields $6, equips each Hunter with a personal energy shield, adds +1 to Armor. Promethean Watchers $8, equips each Hunter with a Promethean Knight bodyguard, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Incineration Cannon $10, equips each Promethean Knight with a Z-390 High-Explosive Munitions Rifle, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 19/18/18/16.
•Sangheili Zealots $100: Better known as Elites, they are the most devoted to the Covenant religion, and will destroy any of those considered to be blasphemous. Have the ability to either commandeer a friendly vehicle or hijack an enemy one (Combines the two’s stats and adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a Type-1 Energy Weapon/Sword and dual-Type-25 Directed Energy Rifles, 20/20/20/20. Modernization $2, equips each Elite with new Type-55 Directed Energy Rifle/Advanced, adds +1 to Infantry. Plasma Cannon $4, gives each Elite Squad a Type-52 Directed Energy Support Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Active Camouflage $6, equips each Elite with a Type-3 Refraction Dissonance Modifier/Camouflage module, adds +1 to Armor. Scattershot and Incineration Cannon $8, gives a Z-180 Close Combat Rifle and Z-390 High-Explosive Munitions Rifle to each Elite squad, adds +2 to Anti-Infantry, +1 to Anti-Aircraft and +1 to Anti-Vehicle. Fuel Rod Gun, Light Rifle, Plasma Launcher, and Bubble Shield $10, gives each Elite Squad a Type-33 Light Anti-Armor Weapon, Z-250 Directed Energy Engagement Weapon, Type-52 Guided Munition Launcher/Explosive, and Bubble Shield, adds +1 to Anti-Infantry, +3 to Anti-Aircraft, +2 to Anti-Vehicle, and +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
===Vehicle Factory Units===
•Type-32 Rapid Attack Vehicle $10: Commonly known as the Ghost, it has served as the Covenant’s main scouting vehicle for over 100 years. Has the ability to jump over destroyed bridges. Armed with two Class-2 Directed Energy Cannons, 5/5/5/5. Upgrades available include: Fuel Rod Cannon $2, equips all Ghosts with a single Class-2 Projectile Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Medium Plasma Mortar $4, equips all Ghosts with a single Class-2 Medium Plasma Mortar, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, gives each Ghost heavy armor, adds +1 to Armor. Shield Generator $8, equips each Ghost with a shield generator, adds +1 to Armor. Superior Firepower $10, upgrades all weapons on each Ghost to shoot faster, have better stopping power, and use less ammunition, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/8/8/7.
•Type-25 Rapid Assault Vehicle $12: Better known as the Chopper, it is a vehicle used exclusively by the Brutes that seems to have an “Anti-Everything” role. Has the ability to jump over destroyed bridges. Armed with four 35mm Autocannons, 6/0/5/6. Available upgrades include: Heavy Armor $2, equips all Choppers with heavier armor, adds +1 to Armor. More the Merrier $4, equips all Choppers with four more 35mm Autocannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Side Cart $6, adds a side cart armed with a Type-52 Directed Energy Support Weapon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fuel Rod Cannon $8, equips all Choppers with a single Class-2 Projectile Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Shield Generator $10, equips all Choppers with a shield generator, adds +1 to Armor. Fully Upgraded Stats: 9/3/8/8. 
•Type-30 Light Excavation/Anti-Fortification Platform $25: Better known as the Locust, it is a repurposed mining walker that has a nasty habit of destroying units and structures at a very long range. Has the Ability to attack beyond a single territory. Armed with a single focus cannon, 5/0/20/10. Upgrades available include: Heavy Armor $2, equips all Locusts with heavy armor, adds +1 to Armor. Superior Shields $4, increases the strength of all Locusts’ Energy Shields by 50%, adds +1 to Armor. Heavy Plasma Cannon $6, equips each Locust with a single Heavy Plasma Cannon, adds +1 to Anti-Aircraft and Anti-Vehicle. Plasma Cannons $8, equips each Locust with a pair of Class-2 Directed Energy Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Needle Cannon $10, equips a single Heavy Needle Cannon to all Locusts, adds +1 to Anti-Aircraft. Fully Upgraded Stats: 6/3/22/12.
•Type-52 Anti-Aircraft Artillery $25: Better known as the Anti-Aircraft Wraith, it is one of the deadliest vehicles in the Covenant’s arsenal against both aircraft and Infantry. Has the Ability to destroy aircraft instantly that are on a bombing run. Armed with two tri-barreled Fuel Rod Cannons and a Type-52 Directed Energy Support Weapon ring mount, 5/20/5/5. Upgrades available include: Heavy Armor $2, equips all Anti-Aircraft Wraiths with heavier armor, adds +1 to Armor. Shield Generator $4, equips all Anti-Aircraft Wraiths with a Shield Generator, adds +1 to Armor. Superior Firepower $6, upgrades all weapons on every Anti-Aircraft Wraith to have a faster fire rate, more stopping power, and use less ammunition, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Automated Plasma Cannons $8, equips two Automated Plasma Cannons to each Anti-Aircraft Wraith, adds +1 to Anti-Infantry. Automated Upgrade $10, upgrades the Automated Plasma Cannons to have much more stopping power, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/22/7/7.
•Type-29 Shadow $30: The T-29 Shadow is primarily used as transport for the Covenant's vast army. Armed with a single Medium Plasma Cannon, 10/10/10/10.
•Type-26 Assault Gun Carriage $50: Better known as the Wraith, this Covenant main battle tank can easily double as artillery with its killing power and range. Has the Ability to attack beyond a single territory. Armed with a Plasma Mortar and a Type-52 Directed Energy Support Weapon Ring Mount, 15/15/15/15. Upgrades available include: Fuel Rod Cannon $2, replaces the Type-52 Directed Energy Support Weapon with a Class-2 Projectile Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, gives Heavy Armor to all Wraiths, adds +1 to Armor. Shield Generator $6, gives each Wraith a Shield Generator, adds +1 to Armor. Medium Plasma Mortars $8, equips all Wraiths with two Class-2 Medium Plasma Mortars, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Superior Firepower and Shields $10, upgrades all the weapons on every Wraith to fire faster, have more stopping power, and use less ammunition in addition to increasing the Energy Shields strength by 50%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•Type-47 Ultra Heavy Assault Platform $200: Better known as the Scarab, this monster of a vehicle is piloted by thousands of Lekgalo worms/eels and is widely regarded as the deadliest land vehicle in the Covenant Army. Has the ability to boost all stats by +1 if the player allows an Infantry Squad to stay on the inside of the Scarab (Combines stats of Infantry Squad and Scarab together and +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor).Armed with one Focus Cannon, one Anti-Aircraft Turret, and three Type-52 Directed Energy Support Weapons, 50/50/50/50. Upgrades available include: Fuel Rod Cannons $2, equips all Scarabs with two Class-2 Projectile Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Needle Cannons $4, equips each Scarab with two Heavy Needle Cannons, adds +1 to Anti-Aircraft. Fuel Rod Shades $6, equips all Scarabs with two Fuel Rod Type-26 Anti-Infantry Stationary Guns, adds +1 to Anti-Vehicle. Shades $8, equips every Scarab with three Type-55 Anti-Infantry Stationary Guns, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Scarab with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
===Air Pad Units===
•Type-26 Ground Support Aircraft $30: Better known as the Banshee, when the Covenant invade a world it’s these aircraft that fill the sky. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying only one structure and does not count as an attack (Can only be used once per unit). Armed with two Class-2 Directed Energy Cannons and two Class-2 Projectile Cannons, 13/13/13/12. Upgrades available include: Heavy Plasma Cannons $2, replaces the Class-2 Directed Energy Cannons on each Banshee with two Heavy Plasma Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fuel Rod Cannon $4, equips every Banshee with two more Class-2 Projectile Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, equips each Banshee with heavy armor, adds +1 to Armor. Shield Generator $8, equips each Banshee with a shield generator, adds +1 to Armor. Modernization $10, turns all Banshees into Type-27 Exoatmospheric Multirole Fighters, also known as the Space Banshee, Banshee Fighter, and Banshee Interceptor, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 16/16/16/15.
•Type-25 Troop Carrier $35: Better known as the DX-class Dropship to Covenant or the Spirit to UNSC Servicemen, it is an older but reliable troop transport that gets the job done. Has the ability to transport two infantry squads, two Ghosts or Choppers, or one Locust, Anti-Aircraft Wraith, or Wraith, and the ability to drop off a Huragok, more commonly known as an Engineer, to fix a single destroyed Aircraft or Land Vehicle (Friendly or Enemy) for the player’s use. Armed with a single Heavy Plasma Cannon, 12/12/12/13. Upgrades available include: Plasma Cannons $2, equips all Spirits with two bow-mounted, Type-42 Directed Energy Support Weapons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, equips each Spirits with heavy armor, adds +1 to Armor. Shield Generator $6, equips all Spirits with Shield Generators, adds +1 to Armor. Better Plasma Cannons $8, replaces the Type-42 Directed Energy Support Weapons with Type-52 Directed Energy Support Weapons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fuel Rod Cannons $10, equips all Spirits with a Class-2 Projectile Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 15/15/15/16. 
•Type-52 Troop Carrier $50: Better known as the Phantom, it is a newer much more deadly gunship transport. Has the ability to transport two infantry squads, two Ghosts or Choppers, or one Locust, Anti-Aircraft Wraith, or Wraith. Armed with a single Heavy Plasma Cannon, 15/15/15/15. Upgrades available include: Plasma Cannons $2, equips all Phantoms with two internally-side mounted Type-52 Directed Energy Support Weapons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Active Camouflage $4, equips each Phantom with an Active Camouflage module, adds +1 to Armor. Shield Generator $6, equips all Phantoms with Shield Generators, adds +1 to Armor. Plasma Auto-Cannons $8, equips all Phantoms with two Heavy Plasma Auto-Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Modernization $10, turns all Phantoms into Phantom Gunboats, adds four side-mounted plasma turrets and one aft-mounted plasma turret, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•Type-29 Close Support Fighter $75: Better known as the Vampire, it is a thorn in the side of UNSC Pilots everywhere. Has the Ability to destroy aircraft instantly that are on a bombing run. Armed with one Heavy Needle Cannon, two Class-2 Directed Energy Cannons, and one Stasis Cannon, 20/20/20/20. Upgrades available include: Heavy Armor $2, equips heavy armor to all Vampires, adds +1 to Armor. Shield Generator $4, equips all Vampires with shield generators, adds +1 to Armor. Glassing Beam $6, equips all Vampires with one Energy Projector, adds +2 to Anti-Infantry and Anti-Vehicle. Fuel Rod Cannon $8, equips a Class-3 Fuel Rod to all Vampires, adds +2 to Anti-Aircraft and Anti-Vehicle. Superior Firepower $10, upgrades all weapons on each Vampire to shoot faster, have better stopping power, and use less ammunition, adds +1 to Anti-Infantry and Anti-Vehicle and +2 to Anti-Aircraft. Fully Upgraded Stats: 23/24/25/22.
•Type-31 Exoatmospheric Multirole Fighter $100: Better known as the Seraph, it is the primary Starfighter of the Covenant Empire. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying all three and does not count as an attack (Can only be used once per unit). Armed with a single Heavy Plasma Cannon, Pulse Laser, and Plasma Charges, 20/20/20/20. Upgrades available include: Fuel Rod Cannons $2, equips each Seraph with two Class-2 Projectile Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Plasma Cannon $4, equips all Seraphs with another Heavy Plasma Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Pulse Laser $6, equips all Seraphs with a second Pulse Laser, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Plasma Torpedo $8, equips a Plasma Turret to all Seraphs, adds +2 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Active Camouflage, Superior Shields, and Heavy Armor $10, equips every Seraph with a vehicle sized Active Camouflage module, better shields, and better armor, adds +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
•Deployment Platform T-56 Ground Support/Ultra Heavy $200: Better known as the Lich, it is the largest Covenant gunship to ever be fielded. Has the ability to produce any Infantry, other types of Aircraft, and Land Vehicles. Armed with a single Primary Plasma Auto-Cannon and four side-mounted Type-52 Directed Energy Support Weapons, 50/50/50/50. Upgrades available include: Shades $2, equips each Lich with four Type-55 Anti-Infantry Stationary Guns, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Needle Cannons $4, equips all Lich with two Heavy Needle Cannons, adds +1 to Anti-Aircraft. Plasma Mortars $6, equips all Lich with two Plasma Mortars, adds +1 to Anti-Vehicle. Automated Plasma Cannons $8, equips eight Automated Plasma Cannons to every Lich, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Lich with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
==Grand Army of the Republic Faction==
===Barracks Units===
•Clone troopers $1: Clones of the legendary Bounty Hunter and Mandalore Jango Fett, these troopers eat, sleep, fight, and die for the Galactic Republic. Armed with DC-15S Blasters and DC-17 Hand Blasters, 1/1/1/0. DC-15A $2, equips each Clone trooper with a DC-15A Blaster Rifle, adds +1 to Anti-Infantry. Rocket Launcher $4, gives a RPS-6 rocket launcher to each Clone trooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Phase-II $6, gives all Clone troopers Phase-II Clone trooper Armor, adds +1 to Armor. Jetpack $8, grants a JT-12 Jetpack to every Clone trooper allowing the units to move more than one territory at a time and not be effected by destroyed bridges. Energy Shield $10, gives each Clone trooper an Energy Shield, adds +1 to Armor. Fully Upgraded Stats: 3/2/2/2.
•Clone Snipers $2: Every Clone trooper has the same accuracy, these Clones were given additional flash training to become the Galaxy’s best snipers. Have the ability to attack beyond one territory. Armed with DC-15X Sniper Rifles and DC-15s Side Arm Blasters, 3/1/2/0. Upgrades available include: DC-15S $2, gives each Clone Sniper a DC-15S Blaster, adds +1 to Anti-Infantry. Thermal Detonator $4, gives a Thermal Detonator to every Clone Sniper Team, adds +1 to Anti-Infantry and Anti-Vehicle. Phase-II $6, gives all Clone Snipers Phase-II Clone trooper Armor, adds +1 to armor. Energy Shield $8, gives each Clone Sniper an Energy Shield, adds +1 to Armor. Rocket Launcher $10, gives a RPS-6 rocket launcher to each Clone Sniper Team, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 6/2/3/2. 
•Clone heavy troopers $3: Clone troopers that have a special gift for making things go boom. Have the ability to delay an attacking enemy land unit(s) by blowing up bridges that connect territories. Armed with PLX-1 Portable Missile Launchers, DC-15S Blasters, and DC-17 Hand Blasters, 1/3/3/0. Upgrades available include: Rocket Launcher $2, gives a RPS-6 rocket launcher to every Clone heavy trooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Thermal Detonator $4, gives a Thermal Detonator to every Clone heavy trooper Squad, adds +1 to Anti-Infantry and Anti-Vehicle. Z-6 $6, grants a Z-6 Rotary Cannon to every Clone heavy trooper Squad, adds +1 to Anti-Infantry. Missile Launcher $8, grants a PLX-2M portable missile launcher to every Clone heavy trooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. EMP Launcher, gives each Clone heavy trooper Squad access to an Electro Magnetic Pulse Launcher, adds +1 to Anti-Vehicle. Fully Upgraded Stats: 5/5/7/0.
•Clone Commandos $20: No other group of soldiers work as well together as the Clone Commandos, when they’re given a mission they see it through to the end. Have the ability to retreat from a lost battle instead of being killed (Can only be used once per unit). Armed with DC-17m Interchangeable Weapon Systems and DC-15s Side Arm Blasters, 10/10/10/10. Upgrades available include: DC-15A $2, gives a DC-15A Blaster Rifle to every Clone Commando, adds +1 to Anti-Infantry. Missile Launcher $4, gives a PLX-2M portable missile launcher to every Clone Commando Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Mark III $6, equips each Clone Commando with the Mark III Katarn-class Commando Armor, adds a +1 to Armor. Z-6 $8, grants a Z-6 Rotary Cannon to every Clone Commando Squad, adds +1 to Anti-Infantry. Wrist Rockets $10, grants each Clone Commando access to MM9 Rocket Systems, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 14/12/12/11.
•Advanced Recon Commandos $50: Better known as ARC Troopers, these Clones were trained by Jango Fett himself and are often considered the best soldiers in the Galaxy. Have the ability to train other units to give them a stat boost of +1 to all stats (can only be used once on a unit and once per turn). Armed with WESTAR-M5 Blaster Rifles and DC-17 Hand Blasters, 15/15/15/15. Upgrades available include: Z-6 $2, gives a Z-6 Rotary Cannon to every ARC Trooper Squad, adds +1 to Anti-Infantry. Rocket Launcher $4, gives a PLX-1 Portable Missile Launcher to every ARC Trooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Phase-II $6, gives every ARC Trooper Phase-II ARC Trooper Armor, adds +1 to Armor. Missile Launcher $8, gives a PLX-2M portable missile launcher to every ARC Trooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Wrist Rockets $10, grants each ARC Trooper access to MM9 Rocket Systems, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 19/18/18/16. 
•Jedi Generals $100: The Jedi are the guardians of peace and justice in the Republic, the only thing that the Separatists fear more than Republic Clone troopers are the Jedi Generals that lead them. Have the ability to either commandeer a friendly vehicle or hijack an enemy one (Combines the two’s stats and adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single lightsaber, 20/20/20/20. Upgrades available include: DL-44 $2, equips each Jedi General with a DL-44 Heavy Blaster Pistol, adds +1 to Infantry. Mind Trick $4, gives each Jedi General the ability to do Jedi Mind Tricks, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Force Absorption $6, gives each Jedi General the ability to Absorb Energy, adds +1 to Armor. Second Lightsaber $8, teaches the lightsaber fighting style known as Jar’Kai to all Jedi Generals, equips each Jedi General with a second Lightsaber, adds +2 to Anti-Infantry, +1 to Anti-Aircraft, and +1 to Anti-Vehicle. Force Lightning and Armor $10, gives each Jedi General the ability to use Force Lightning and Clone trooper Armor, adds +1 to Anti-Infantry, +3 to Anti-Aircraft, +2 to Anti-Vehicle, and +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
===Vehicle Factory Units===
•All Terrain Recon Transport $10: Better known as the AT-RT, it is one of the fastest, light-weight walkers in the Republic Military. Has the ability to jump over destroyed bridges. Armed with a single Laser Cannon and Mortar Launcher, 5/5/5/5. Upgrades available include: Double-Barrels $2, adds a second laser cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Concussion Missile Launcher $4, equips all AT-RTs with a single Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, gives all AT-RTs Heavy Armor, adds +1 to Armor. Shield Generator $8, equips all AT-RTs with Shield Generators, adds +1 to Armor. Heavy Laser Cannon $10, replaces the Laser Cannon with a Heavy Laser Cannon on all AT-RTs, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/8/8/7.
•All Terrain Scout Transport $12: Better known as the AT-ST or Chicken Walker, its considerable firepower and armor make it great for supporting friendly infantry. Has the ability to fix a single destroyed Aircraft or Land Vehicle (Friendly or Enemy) for the player’s use. Armed with one MS-4 Twin Blaster Cannon, one Light E-web Twin Blaster Cannon, and DW-3 Concussion Grenade Launcher, 6/0/5/6. Upgrades available include: Shield Generator $2, gives all AT-STs a Shield Generator, adds +1 to Armor. Chaingun $4, equips each AT-ST with a Chaingun, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Missile Launcher $6, equips each AT-ST with an additional missile launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Laser Cannon $8, equips each AT-ST with a Heavy Laser Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $10, gives each AT-ST Heavy Armor, adds +1 to Armor. Fully Upgraded Stats: 9/3/8/8.
•AV-7 Antivehicle Cannon $25: Also known as the Clone Artillery Cannon, this piece of artillery boasts enough firepower to take down Separatist vehicles and the battle droids around them in a single shot. Has the Ability to attack beyond a single territory. Armed with a single Turbolaser and twelve Antipersonnel Blasters, 5/0/20/10. Upgrades available include: Heavy Armor $2, equips all AV-7s with heavy armor, adds +1 to Armor. Shield Generator $4, equips all AV-7s with a Shield Generator, adds +1 to Armor. Heavy Blaster Cannons $6, equips each AV-7 with two Heavy Blaster Cannons, adds +1 to Anti-Aircraft and Anti-Vehicle. Double Barrel $8, equips each AV-7 with a second barrel, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flak $10, equips a small flak gun to all AV-7s, adds +1 to Anti-Aircraft. Fully Upgraded Stats: 6/3/22/12.
•TX-130 Saber-class Fighter Tank $25: Also known as Republic Fighter Tanks, these fast, agile tanks are great at supporting infantry and destroying vehicles. Has the Ability to destroy aircraft instantly that are on a bombing run. Armed with dual-heavy laser cannons, one beam cannon turret, and dual-concussion missile launchers, 5/20/5/5. Upgrades available include: Heavy Armor $2, equips all Fighter Tanks with heavier armor, adds +1 to Armor. Superior Shields $4, increases the shield strength on all Fighter Tanks by 50%, adds +1 to Armor. Superior Firepower $6, upgrades all weapons on every Fighter Tank to have a faster fire rate, more stopping power, and use less ammunition, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flamethrower $8, equips a Flamethrower to each Fighter Tank, adds +1 to Anti-Infantry. Heavy Laser Cannons $10, adds another pair of heavy laser cannons to each Fighter Tank, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/22/7/7.
•All Terrain Experimental Transport $30: Also known as the AT-XT, this walker served as the basis for all subsequent bipedal walkers. Armed with a double laser cannon and twin photon mortar launchers, 10/10/10/10. 
•All Terrain Tactical Enforcer $50: Better known as the AT-TE, nothing gives a Clone trooper more morale than seeing an AT-TE being dropped off onto the battlefield. Has the ability to boost all stats by +1 if the player allows an Infantry Squad to sit on the AT-TE’s top armor (Combines stats of Infantry Squad and AT-TE together and +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single Mass Driver Cannon and six Anti-personnel laser cannons, 15/15/15/15. Upgrades available include: Anti-personnel Laser Cannons $2, equips each AT-TE with four additional Anti-personnel laser cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, gives Heavy Armor to all AT-TEs, adds +1 to Armor. Shield Generator $6, gives each AT-TE a Shield Generator, adds +1 to Armor. Heavy Laser Cannons $8, replaces the four Anti-personnel laser cannons near the cockpit on all AT-TEs with four Heavy Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Double-Barrel and Superior Shields $10, adds an additional Mass Driver Cannon and increases shield strength by 50%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•Heavy Assault Vehicle/wheeled A6 Juggernaut $200: Also known as the Clone Turbo Tank, it is the largest and most powerful tank in the Republic Military dwarfing both the AT-TE and AT-AT. Has the ability to build Infantry, AT-RTs, and AT-STs. Armed with a single heavy laser cannon turret, one Rapid Repeating Laser Cannon, two Medium Anti-Personnel Laser Cannons, two Twin Blaster Cannons, and two rocket launchers, 50/50/50/50. Upgrades available include: Mass Driver Cannons $2, equips each Juggernaut Tank with two Mass Driver Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flak $4, equips all Juggernaut Tanks with two Anti-Aircraft Laser Cannons, adds +1 to Anti-Aircraft. Plasma Cannons $6, equips all Juggernaut Tanks with two Pulse Cannons, adds +1 to Anti-Vehicle. Anti-personnel Blaster Cannons $8, equips twelve Anti-personnel Blaster Cannons to every Juggernaut Tank, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Juggernaut Tank with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
===Air Pad Units===
•Alpha-3 Nimbus-class V-wing Starfighter $30: Commonly known just as the V-wing, this speedy agile little starfighter is the most mass produced ship in the Republic Navy. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying only one structure and does not count as an attack (Can only be used once per unit). Armed with two twin Laser Cannons, 13/13/13/12. Upgrades available include: Heavy Laser Cannons $2, replaces the two Twin Laser Cannons on each V-wing with two Heavy Twin Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Proton Torpedo Launcher $4, equips every V-wing with one Proton Torpedo Launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, equips each V-wing with heavy armor, adds +1 to Armor. Superior Shields $8, increases each V-wing’s shield strength by 50%, adds +1 to Armor. Concussion Missile Launcher and Heavy Shields $10, equips all V-wings with a Concussion Missile Launcher and increases the shield strength by 100%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 16/16/16/15.
•Clone Z-95 Starfighter $35: A special variant of the popular Z-95 Headhunter built specifically for Clone trooper pilots is known for its well-rounded attributes. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying only one structure and does not count as an attack (Can only be used once per unit). Armed with two wingtip-mounted laser cannons and recessed proton torpedo launchers, 12/12/12/13. Upgrades available include: Heavy Laser Cannons $2, equips all Z-95s with two Heavy Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, equips each Z-95 with heavy armor, adds +1 to Armor. Superior Shields $6, increases shield strength on all Z-95s by 50%, adds +1 to Armor. Concussion Missile Launchers $8, equips each Z-95 with two Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Mass Driver Cannons $10, replaces the Wingtip-laser cannons with Wingtip-Mass Driver Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 15/15/15/16.
•Low Altitude Assault Transport/infantry $50: Also known as the Republic Gunship or Larty, it is one of the best ships in the Grand Army of the Republic’s arsenal. Has the ability to transport two Infantry squads and a Land vehicle (except the SPHA-T or Juggernaut Tank) to any territory. Armed with three Anti-personnel Laser Turrets, four Composite-beam Laser Turrets, two Mass Driver Missile Launchers, and eight air-to-air missiles, 15/15/15/15. Upgrades available include: Heavy Laser Cannons $2, replaces all Anti-personnel laser turrets with Heavy Laser Cannon turrets, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, equips each Larty with Heavy Armor, adds +1 to Armor. Superior Shields $6, increases shield strength on all Larties by 50%, adds +1 to Armor. Concussion Missile Launchers $8, equips all Larties with two Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Proton Torpedo Launcher and Heavy Shields $10, equips each Larty with a Proton Torpedo Launcher and increases shield strength by 100%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•BTL-B Y-wing Starfighter $75: Commonly known just as the Y-wing, this bomber is fully capable of taking out ground targets and enemy capital ships. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying all three and does not count as an attack (Can only be used once per unit). Armed with Medium Laser Cannons, Double Light Ion Cannons, one MG7 Proton Torpedo Launcher, and multiple proton bombs, 20/20/20/20. Upgrades available include: Heavy Armor $2, equips heavy armor to all Y-wings, adds +1 to Armor. Superior Shields $4, increases shield strength on all Y-wings by 50%, adds +1 to Armor. Proton Bombs $6, equips all Y-wings with double their original Proton Bomb capacity, adds +2 to Anti-Infantry and Anti-Vehicle. Concussion Missile Launcher $8, equips a Concussion Missile Launcher to all Y-wings, adds +2 to Anti-Aircraft and Anti-Vehicle. Superior Firepower $10, upgrades all weapons on each Y-wing to shoot faster, have better stopping power, and use less ammunition, adds +1 to Anti-Infantry and Anti-Vehicle and +2 to Anti-Aircraft. Fully Upgraded Stats: 23/24/25/22.
•Aggressive ReConnaissance-170 Starfighter $100: Also known as the ARC-170 Starfighter, it is a capable fighter and bomber being able to handle its own in most situations. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying all three and does not count as an attack (Can only be used once per unit). Armed with two forward-mounted Medium Laser Cannons, two rear-mounted Laser Cannons, and a Proton Torpedo Launcher, 20/20/20/20. Upgrades available include: Concussion Missile Launchers $2, equips each ARC-170 with two Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Laser Cannons $4, replaces the medium laser cannons with heavy laser cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Mass Driver Cannons $6, equips every ARC-170 with two Mass Driver Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Proton Torpedoes $8, increases the amount of proton torpedoes an ARC-170 can hold by twelve, adds +2 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Superior Shields $10, increases every ARC-170’s shield strength by 50%, adds +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
•Consular-class Cruiser $200: After going through the Charger c70 retrofit this once diplomatic shuttle now serves as a frigate in the Republic Navy. Has the ability to enter Hyperspace right into enemy territory if they lose a battle, subsequently destroying itself (destroys every unit and structure in Territory, both friendly and hostile). Armed with five twin Turbolaser cannons, and two point-defense medium laser cannons, 50/50/50/50. Upgrades available include: Proton Torpedo Launchers $2, equips each Consular-class Cruiser with two Proton Torpedo Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Concussion Missile Launchers $4, equips all Consular-class Cruisers with two Concussion Missile Launchers, adds +1 to Anti-Aircraft. Ion Cannons $6, equips all Consular-class Cruisers with two Iron Cannons, adds +1 to Anti-Vehicle. Automated Laser Cannons $8, equips eight Automated Laser Cannons to every Consular-class Cruiser, adds +1 to Anti-Infantry. Superior Shields $10, increases the shield strength of all Consular-class Cruisers by 50%, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
==Separatist Droid Army Faction==
===Barracks Units===
•B2 Super Battle Droids $1: Heavily armored and heavily armed, these battle droids don’t rely on a signal from a Droid Control Ship. Armed with a dual built-in Laser Cannon and Wrist Rockets, 1/1/1/0. Wrist Blaster $2, gives each Super Battle Droid an extra wrist blaster, adds +1 to Anti-Infantry. Cannon $4, gives a cannon arm to each Super Battle Droid, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, grants all heavy armor, adds +1 to Armor. Jetpack $8, grants a Jetpack to every Super Battle Droid allowing the units to move more than one territory at a time and not be effected by destroyed bridges. Energy Shield $10, gives each Super Battle Droid a deflector shield, adds +1 to Armor. Fully Upgraded Stats: 3/2/2/2.
•IG-86 Sentinel Droids $2: Very capable assassins, these IG-86s are far superior both physically and mentally to the standard battle droid. Have the ability to attack beyond one territory. Armed with E-5s Sniper Rifles and E-5 Blaster Rifles, 3/1/2/0. Upgrades available include: Flamethrower $2, gives each IG-86 a wrist-mounted flamethrower, adds +1 to Anti-Infantry. Thermal Detonator $4, gives a Thermal Detonator to every IG-86 Team, adds +1 to Anti-Infantry and Anti-Vehicle. Heavy Armor $6, gives all IG-86s heavy Armor, adds +1 to armor. Energy Shield $8, gives each IG-86 an Energy Shield, adds +1 to Armor. Rocket Launcher $10, gives a RPS-6 rocket launcher to each IG-86 Team, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 6/2/3/2.
•IG-100 MagnaGuards $3: Infamous for also being General Grievous’s personal bodyguards, these droids can handle an electrostaff just as well as they can handle a rocket launcher. Have the ability to delay an attacking enemy land unit(s) by blowing up bridges that connect territories. Armed with E-60R Missile Launchers, Electrostaffs, and SE-14 Blaster Pistols, 1/3/3/0. Upgrades available include: Rocket Launcher $2, gives a RPS-6 rocket launcher to every MagnaGuard Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Thermal Detonator $4, gives a Thermal Detonator to every MagnaGuard Squad, adds +1 to Anti-Infantry and Anti-Vehicle. ACP Repeater Gun $6, grants an Accelerated Charged Particle Repeater Gun to every MagnaGuard, adds +1 to Anti-Infantry. Wrist Rockets $8, grants Wrist Rockets to every MagnaGuard, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Ion Cannon, gives each MagnaGuard Squad access to a hand-held Ion Cannon, adds +1 to Anti-Vehicle. Fully Upgraded Stats: 5/5/7/0.
•Droidekas $20: Also known as Destroyers, these battle droids are among the most deadly due to their built in deflector shields. Have the ability to retreat from a lost battle instead of being killed (Can only be used once per unit). Armed with twin built-in Blaster Cannons, 10/10/10/10. Upgrades available include: Flamethrower $2, gives a flamethrower to every Droideka, adds +1 to Anti-Infantry. Laser Cannons $4, replaces the build-in Blaster Cannons with Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Superior Shields $6, increases the shield strength of all Droidekas by 50%, adds +1 to Armor. Sniper Rifle $8, gives a heavy blaster rifle to every Droideka, adds +1 to Anti-Infantry. Modernization $10, transforms all Droidekas into Droideka Mark IIs, adds a triple built-in blaster cannon and twin Ion Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 14/12/12/11.
•Mandalorian Mercenaries $50: Former members of the Mandalorian splinter-faction known as Death Watch, they know roam the Galaxy for anyone’s hire. Have the ability to rally allies in a territory for an attack (Can only be used once per unit, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor, and is only active for one attack, as soon as the player’s turn is over the stats of all units effected return to normal). Armed with WESTAR-35 Blaster Carbines and WESTAR-35 Blaster Pistols, 15/15/15/15. Upgrades available include: Flamethrower $2, gives a Wrist-mounted Flamethrower to every Mandalorian, adds +1 to Anti-Infantry. Jetpack $4, gives a JT-12 Jetpack armed with a Z-6 Rocket to every Mandalorian, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle and grants the ability to move more than one territory per turn. Mandalorian Iron $6, gives every Mandalorian a suit of Mandalorian Armor made out of Mandalorian Iron, adds +1 to Armor. Rocket Launcher $8, gives a RPS-6 rocket launcher to every Mandalorian Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Wrist Rockets $10, grants each Mandalorian access to MM9 Rocket Systems, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 19/18/18/16.
•Dark Acolytes $100: Dark Jedi that now serve Count Dooku, they are one of the few things in the Galaxy that can make a Jedi General truly nervous. Have the ability to either commandeer a friendly vehicle or hijack an enemy one (Combines the two’s stats and adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single lightsaber, 20/20/20/20. Upgrades available include: Force Choke $2, gives each Dark Acolyte the ability to perform Force Choke, adds +1 to Infantry. Mind Trick $4, gives each Dark Acolyte the ability to do Jedi Mind Tricks, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Force Absorption $6, gives each Dark Acolyte the ability to Absorb Energy, adds +1 to Armor. Double-Bladed Lightsaber $8, equips each Dark Acolyte with a Double-Bladed Lightsaber, adds +2 to Anti-Infantry, +1 to Anti-Aircraft, and +1 to Anti-Vehicle. Force Lightning and Energy Shields $10, gives each Dark Acolyte the ability to use Force Lightning and an Energy Shield, adds +1 to Anti-Infantry, +3 to Anti-Aircraft, +2 to Anti-Vehicle, and +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
===Vehicle Factory Units===
•DSD1 Dwarf Spider Droid $10: These Dwarf Spider Droids are surprisingly quite deadly, just when a Clone trooper squad thinks they’ve won a firefight, one of these show up. Has the ability to climb over or under destroyed bridges. Armed with a Heavy Blaster Cannon, 5/5/5/5. Upgrades available include: Blaster Cannon $2, equips all Dwarf Spider Droids with an Anti-Personnel Blaster Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Concussion Missile Launcher $4, gives a Concussion Missile Launcher to all Dwarf Spider Droids, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, gives all Dwarf Spider Droids Heavy Armor, adds +1 to Armor. Shield Generator $8, equips all Dwarf Spider Droids with a shield generator, adds +1 to Armor. Modernization $10, turns all DSD1 Dwarf Spider Droids into A-DSD Advanced Dwarf Spider Droids, adds two fire-linked missile launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/8/8/7.
•OG-9 Homing Spider Droid $12: Much bigger and deadlier than the DSD1 Dwarf Spider Droid, the Homing Spider Droid boasts a threat to Infantry, Aircraft, and Vehicles. Has the ability to fix a single destroyed Aircraft or Land Vehicle (Friendly or Enemy) for the player’s use. Armed with one Mounted Laser Emplacement, one Anti-Personnel Laser, and one retractable Ion Cannon, 6/0/5/6. Upgrades available include: Shield Generator $2, gives all Spider Droids a Shield Generator, adds +1 to Armor. Heavy Laser Cannon $4, equips each Spider Droid with a Heavy Laser Cannon, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Concussion Missile Launcher $6, equips each Spider Droid with a concussion missile launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Dual Heavy Laser Cannons $8, replaces the heavy laser cannon on each Spider Droid with Dual-Heavy Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $10, gives each Spider Droid Heavy Armor, adds +1 to Armor. Fully Upgraded Stats: 9/3/8/8.
•Heavy Artillery Gun $25: Better known as the HAG, it uses an incredibly powerful primary cannon to destroy enemy vehicles and infantry from afar. Has the Ability to attack beyond a single territory. Armed with a single heavy energy projectile cannon and two point defense laser cannons, 5/0/20/10. Upgrades available include: Shield Generator $2, equips all HAGs with a shield generator, adds +1 to Armor. Superior Shields $4, increases the strength of all HAGs’ Energy Shields by 50%, adds +1 to Armor. Heavy Plasma Cannon $6, equips each HAG with a single Heavy Plasma Cannon, adds +1 to Anti-Aircraft and Anti-Vehicle. Laser Cannons $8, equips each HAG with a pair of Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flak $10, equips a single Flak Cannon to all HAGs, adds +1 to Anti-Aircraft. Fully Upgraded Stats: 6/3/22/12.
•IG-227 Hailfire-class Droid Tank $25: The Hailfire Droid packs a deadly array of missiles that can destroy an AT-TE in a single, well placed hit. Has the Ability to destroy aircraft instantly that are on a bombing run. Armed with a retractable laser cannon and dual-concussion missile launchers, 5/20/5/5. Upgrades available include: Heavy Armor $2, equips all Hailfire Droids with heavier armor, adds +1 to Armor. Superior Shields $4, increases the shield strength on all Hailfire Droids by 50%, adds +1 to Armor. Superior Firepower $6, upgrades all weapons on every Hailfire Droid to have a faster fire rate, more stopping power, and use less ammunition, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flamethrower $8, equips a Flamethrower to each Hailfire Droid, adds +1 to Anti-Infantry. Heavy Laser Cannons $10, adds another pair of heavy laser cannons to each Hailfire Droid, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/22/7/7.
•Geonosian super tank $30: The super tank's ray shields make this vehicle almost unstoppable. Armed with twin blaster cannons, turreted twin laser cannons, and concealed twin warhead launcher, 10/10/10/10.
•Armored Assault Tank $50: Better known as the AAT, these Tanks have been in use since the Battle of Naboo. Has the ability to boost all stats by +1 if the player allows an Infantry Squad to sit on the AAT’s external handholds (Combines stats of Infantry Squad and AAT together and +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single Heavy Laser Cannon, two laser blasters, two Anti-personnel blasters, and six chain-fed energized projectile launchers, 15/15/15/15. Upgrades available include: Anti-personnel Laser Cannons $2, equips each AAT with two additional Anti-personnel laser cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, gives Heavy Armor to all AATs, adds +1 to Armor. Shield Generator $6, gives each AATs a Shield Generator, adds +1 to Armor. Heavy Laser Cannons $8, replaces the two laser blasters on all AATs with two Heavy Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Double-Barrel and Superior Shields $10, adds an additional Heavy Laser Cannon and increases shield strength by 50%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•Protodeka $200: The largest Droid in the Separatist Droid Army, these immensely powerful behemoths are capable of leveling entire armies. Has the special ability to last long enough in a battle against the enemy for reinforcements to arrive (If the enemy attacks a territory where the Protodeka is it essentially makes there turn automatically end). Mass Driver Cannons $2, equips each Protodeka with two Mass Driver Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flak $4, equips all Protodeka with two Anti-Aircraft Laser Cannons, adds +1 to Anti-Aircraft. Plasma Cannons $6, equips all Protodekas with two Pulse Cannons, adds +1 to Anti-Vehicle. Anti-personnel Blaster Cannons $8, equips twelve Anti-personnel Blaster Cannons to every Protodeka Tank, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Protodeka with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
===Air Pad Units===
•Nantex-class Territorial Defense Starfighter $30: Commonly known as the Geonosian Starfighter, it is a swift fighter not meant for Human hands. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying only one structure and does not count as an attack (Can only be used once per unit). Armed with a laser turret and warhead launcher, 13/13/13/12. Upgrades available include: Heavy Laser Cannons $2, equips two Heavy Twin Laser Cannons to each Geonosian Starfighter, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Proton Torpedo Launcher $4, equips every Geonosian Starfighter with one Proton Torpedo Launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, equips each Geonosian Starfighter with heavy armor, adds +1 to Armor. Superior Shields $8, increases each Geonosian Starfighter’s shield strength by 50%, adds +1 to Armor. Concussion Missile Launcher and Heavy Shields $10, equips all Geonosian Starfighters with a Concussion Missile Launcher and increases the shield strength by 100%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 16/16/16/15.
•Mechanized Assault Flyer $35: Otherwise known as the MAF, this multi-purpose gunship could reach speeds of 820 kilometers per hour. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying only one structure and does not count as an attack (Can only be used once per unit). Armed with a turreted laser cannon, two side pod laser cannons, two beam cannons, and one missile launcher, 12/12/12/13. Upgrades available include: Heavy Laser Cannons $2, equips all MAFs with two Heavy Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, equips each MAF with heavy armor, adds +1 to Armor. Superior Shields $6, increases shield strength on all MAF by 50%, adds +1 to Armor. Concussion Missile Launchers $8, equips each MAF with two Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Mass Driver Cannons $10, equips Mass Driver Cannons to every MAF, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 15/15/15/16.
•Heavy Missile Platform Droid Gunship $50: Also known as the HMP, this ominous droid is heavily shielded and boasts an extensive arsenal. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying all three and does not count as an attack (Can only be used once per unit). Armed with two turreted twin laser cannons, one medium laser cannon, two light laser cannons, and two missile launchers, 15/15/15/15. Upgrades available include: Heavy Laser Cannons $2, equips two Heavy Laser Cannons to every HMP, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $4, equips each HMP with Heavy Armor, adds +1 to Armor. Superior Shields $6, increases shield strength on all HMPs by 50%, adds +1 to Armor. Concussion Missile Launchers $8, equips all HMPs with two Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Proton Torpedo Launcher and Heavy Shields $10, equips each HMP with a Proton Torpedo Launcher and increases shield strength by 100%, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor. Fully Upgraded Stats: 18/18/18/18.
•Droid tri-fighter $75: Fast and packed with a deadly arsenal, the Tri-fighter is perhaps the most fearsome fighter in the Separatist Navy. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying only one structure and does not count as an attack (Can only be used once per unit). Armed with one Medium Laser Cannon, three Light Laser Cannons, and six Buzz droid discord missiles, 20/20/20/20. Upgrades available include: Heavy Armor $2, equips heavy armor to all Tri-fighters, adds +1 to Armor. Superior Shields $4, increases shield strength on all Tri-fighters by 50%, adds +1 to Armor. Buzz Droids $6, equips all Tri-Fighters with double their original Buzz Droid discord missile capacity, adds +2 to Anti-Infantry and Anti-Vehicle. Concussion Missile Launcher $8, equips a Concussion Missile Launcher to all Tri-fighters, adds +2 to Anti-Aircraft and Anti-Vehicle. Superior Firepower $10, upgrades all weapons on each Tri-fighters to shoot faster, have better stopping power, and use less ammunition, adds +1 to Anti-Infantry and Anti-Vehicle and +2 to Anti-Aircraft. Fully Upgraded Stats: 23/24/25/22.
•Variable Geometry Self-Propelled Battle Droid, Mark I $100: Better known as Vulture Droids, these Droid Starfighters make up the bulk of the Separatist Navy. Has the ability to do a bombing run against an enemy’s structures in any territory, destroying all three and does not count as an attack (Can only be used once per unit). Armed with six blaster cannons and two Energy Torpedo Launchers, 20/20/20/20. Upgrades available include: Concussion Missile Launchers $2, equips each Vulture Droid with two Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Laser Cannons $4, replaces the blaster cannons with heavy laser cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Mass Driver Cannons $6, equips every Vulture Droid with two Mass Driver Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Buzz Droids $8, equips six Buzz Droid Discord Missiles to every Vulture Droid, adds +2 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Superior Shields $10, increases every Vulture Droid’s shield strength by 50%, adds +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
•Trident-class Assault Ship $200: Also known as the Trident Drill, these droid gunships were used mostly for underwater assaults. Has the ability to enter Hyperspace right into enemy territory if they lose a battle, subsequently destroying itself (destroys every unit and structure in Territory, both friendly and hostile). Armed with eight laser cannons, mechanical arms, and a Drill Spike, 50/50/50/50. Upgrades available include: Proton Torpedo Launchers $2, equips each Trident Drill with two Proton Torpedo Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Concussion Missile Launchers $4, equips all Trident Drills with two Concussion Missile Launchers, adds +1 to Anti-Aircraft. Ion Cannons $6, equips all Trident Drills with two Iron Cannons, adds +1 to Anti-Vehicle. Automated Laser Cannons $8, equips eight Automated Laser Cannons to every Trident Drill, adds +1 to Anti-Infantry. Superior Shields $10, increases the shield strength of all Trident Drills by 50%, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
==Imperial Stormtrooper Corps Faction==
===Barracks Units===
•Stormtroopers $1: The few, the proud, the expendable. Armed with E-11 Blaster Rifles and SE-14r Light Repeating Blasters, 1/1/1/0. T-21 $2, equips each Stormtrooper with a T-21 Light Repeating Blaster, adds +1 to Anti-Infantry. Missile Launcher $4, gives a MiniMag PTL Missile Launcher to each Stormtrooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Energy Shield $6, gives all Stormtroopers energy shields, adds +1 to Armor. Jetpack $8, grants a JT-12 Jetpack to every Stormtrooper allowing the units to move more than one territory at a time and not be effected by destroyed bridges. Superior Shields $10, increases energy shield strength by 50% for all Stormtroopers, adds +1 to Armor. Fully Upgraded Stats: 3/2/2/2.
•Scout troopers $2: These troopers are quite proficient in scouting and sniping, just don’t put them on a Speeder Bike. Have the ability to attack beyond one territory. Armed with E-11s Sniper Rifles and Scout Trooper Blaster Pistols, 3/1/2/0. Upgrades available include: E-11 $2, gives each Scout trooper with an E-11 Blaster Rifle, adds +1 to Anti-Infantry. Thermal Detonator $4, gives a Thermal Detonator to every Scout trooper Team, adds +1 to Anti-Infantry and Anti-Vehicle. Heavy Armor $6, gives all Scout Troopers Heavy Armor, adds +1 to armor. Energy Shield $8, gives each Scout trooper an Energy Shield, adds +1 to Armor. Missile Launcher $10, gives a MiniMag PTL Missile Launcher to each Scout trooper Team, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 6/2/3/2.
•Imperial Shock Troopers $3: The heavy weapons experts of the Stormtrooper Corps, Rebel vehicles don’t survive for very long in a battle against these troopers. Have the ability to delay an attacking enemy land unit(s) by blowing up bridges that connect territories. Armed with MiniMag PTL Missile Launchers, E-11 Blaster Rifles, and DC-17 Hand Blasters, 1/3/3/0. Upgrades available include: Wrist Rockets $2, gives a Wrist Rocket to every Shock Trooper, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Thermal Detonator $4, gives a Thermal Detonator to every Shock Trooper Squad, adds +1 to Anti-Infantry and Anti-Vehicle. T-21 $6, grants a T-21 Light Repeating Blaster to every Shock trooper Squad, adds +1 to Anti-Infantry. Missile Launcher $8, grants a PLX-2M portable missile launcher to every Shock trooper Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Ion Cannon, gives each Shock trooper Squad access to Ion Cannon, adds +1 to Anti-Vehicle. Fully Upgraded Stats: 5/5/7/0. 
•Dark troopers $20: Clone trooper veterans from the Clone Wars that are now over 70% cybernetics, these terrifying troopers make quick work of the Galactic Empire’s enemies. Have the ability to retreat from a lost battle instead of being killed (Can only be used once per unit). Armed with E-11 Blaster Rifles and SE-14r Light Repeating Blasters, 10/10/10/10. Upgrades available include: Flamethrower $2, gives a wrist-mounted flamethrower to every Dark trooper, adds +1 to Anti-Infantry. Wrist Blaster $4, equips each Dark trooper with a wrist blasters, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Energy Shields $6, equips all Dark troopers with Energy Shields, adds +1 to Armor. DC-15A $8, gives a DC-15A Blaster Rifle to every Dark trooper, adds +1 to Anti-Infantry. Missile Launcher $10, gives each Dark trooper squad a PLX-2M portable missile launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 14/12/12/11.
•Storm Commandos $50: The best of the best within the Imperial Stormtrooper Corps, considered the successors to Clone Commandos. Have the ability to rally allies in a territory for an attack (Can only be used once per unit, adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor, and is only active for one attack, as soon as the player’s turn is over the stats of all units effected return to normal). Armed with E-11 Blaster Rifles and SE-14r Light Repeating Blasters, 15/15/15/15. Upgrades available include: T-21 $2, gives a T-21 Light Repeating Blaster to every Storm Commando Squad, adds +1 to Anti-Infantry. Rocket Launcher $4, gives a MiniMag PTL Missile Launchers to every Storm Commando Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, gives every Storm Commando Heavy Armor, adds +1 to Armor. Missile Launcher $8, gives a PLX-2M portable missile launcher to every Storm Commando Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Wrist Rockets $10, grants each Storm Commando access to MM9 Rocket Systems, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 19/18/18/16.
•Emperor’s Shadow Guards $100: Emperor Palpatine’s personal group of force-sensitive commandos, they receive their orders from Emperor Palpatine directly. Have the ability to either commandeer a friendly vehicle or hijack an enemy one (Combines the two’s stats and adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single lightsaber pike, 20/20/20/20. Upgrades available include: Force Choke $2, gives each Shadow Guard the ability to perform Force Choke, adds +1 to Infantry. Mind Trick $4, gives each Shadow Guard the ability to do Jedi Mind Tricks, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Force Absorption $6, gives each Shadow Guard the ability to Absorb Energy, adds +1 to Armor. Double-Bladed Lightsaber $8, equips each Shadow Guard with a Double-Bladed Lightsaber, adds +2 to Anti-Infantry, +1 to Anti-Aircraft, and +1 to Anti-Vehicle. Force Lightning and Energy Shields $10, gives each Shadow Guard the ability to use Force Lightning and an energy shield, adds +1 to Anti-Infantry, +3 to Anti-Aircraft, +2 to Anti-Vehicle, and +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
===Vehicle Factory Units===
•TIE ap-1 $10: Better known as the TIE Mauler, it is a swift, lightly armored vehicle meant primarily for scouting. Has the ability to jump over destroyed bridges. Armed with Triple Medium Blaster Cannons, 5/5/5/5. Upgrades available include: Laser Cannons $2, replaces the Medium Blaster Cannons with Medium Laser Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Concussion Missile Launcher $4, equips all TIE Maulers with a single Concussion Missile Launchers, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Heavy Armor $6, gives all TIE Maulers Heavy Armor, adds +1 to Armor. Shield Generator $8, equips all TIE Maulers with Shield Generators, adds +1 to Armor. Modernization $10, turns all TIE Maulers into Century Tanks, otherwise known as TIE Crawlers, replaces the Medium Laser Cannons with a light Turbolaser and adds two Medium Blaster Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 8/8/8/7.
•All Terrain Missile Platform $12: Better known as the AT-MP, this little walker specializes in long range attacks. Armed with eight missile launchers and a rotary chaingun, 6/0/5/6.
•Self-Propelled Medium Artillery $25: Better known as the SPMA-T, it is considered the Imperial successor to the much larger Republic SPHA-T. 
•All Terrain Anti-Aircraft $25: Better known as the AT-AA, this swift little walker is the Imperial Army’s primary Anti-Aircraft vehicle.
•All Terrain Defense Pod $30: Better known as the AT-DP, this bipedal walker is primarily used by the Imperial Army with occupational forces. Armed with a single Kyuzo Maad-38 heavy laser cannon, 10/10/10/10.
•HAVt B5 Juggernaut $50: The Imperial B5 Juggernaut is an armored transport that is capable of shooting down enemy missiles with its point-defense gun.
•All Terrain Armored Transport $200: Better known as the AT-AT, it is a symbol of dominance for the Galactic Empire, this walker alone is responsible for the many victories the Galactic Empire had in the Galactic Civil War.
===Air Pad Units===
•Lancet Aerial Artillery $30: These atmospheric air vehicles are derived both from the TIE and Lambda-class Shuttle series.
•Imperial Dropship Transport $35: Though simple in both design and armament this little dropship is often the greatest thing a tired Stormtrooper will ever see.
•Sentinel-class landing craft $50: This heavily armed transport is the primary ship to carry troops, vehicles, and supplies within the Imperial Military.
•TIE/LN Starfighter $75: Better known simply as the TIE Fighter, it is the most mass produced Starfighter in the Imperial Navy.
•TIE/D Defender $100: Better known as the TIE Defender, it is by far the deadliest Starfighter in the Imperial Navy, its powerful shields and lightning speed make it a terrifying sight for Rebel Pilots.
•Tartan-class Patrol Cruiser $200: This small ship is primarily used by the Imperial Navy against Starfighters.
==Alliance Army Faction==
===Barracks Units===
•Rebel troopers $1: Volunteers from around the Galaxy that have been fed up with the tyranny of the Galactic Empire for far too long. 
•Rebel Marksmen $2: The Rebel Alliance often resorts to guerilla tactics, these Snipers are crucial to those strategies. 
•Rebel Vanguards $3: Part of the Alliance Special Forces, if there’s an Imperial Vehicle causing trouble, they’ve got it covered.
•Wookiee Commandos $20: Enslaved by the Galactic Empire, this species is renowned for ripping the arms off of enemies. Have the ability to retreat from a lost battle instead of being killed (Can only be used once per unit). Armed with a Wookiee Bowcaster, 10/10/10/10. Upgrades available include: Flamethrower $2, gives a wrist-mounted flamethrower to every Wookiee, adds +1 to Anti-Infantry. Wrist Rockets $4, gives each Wookiee access to Wrist Rockets, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Energy Shields $6, gives each Wookiee an energy shield, adds +1 to Armor. Sniper Rifle $8, gives an E-17d Sniper Rifle to every Wookiee Squad, adds +1 to Anti-Infantry. Rocket Launcher $10, equips each Wookiee Squad with a Rocket Launcher, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 14/12/12/11.
•Mandalorian Protectors $50: Known as both Jedi and Sith killers, this organization of clan-based warriors are legendary for their efficiency in battle no matter the enemy. Have the ability to train other units to give them a stat boost of +1 to all stats (can only be used once on a unit and once per turn). Armed with EE-3 Carbines and WESTAR-34 Blaster Pistols, 15/15/15/15. Upgrades available include: Flamethrower $2, gives a Wrist-mounted Flamethrower to every Mandalorian, adds +1 to Anti-Infantry. Jetpack $4, gives a Z-6 Jetpack armed with an Anti-Vehicle Rocket to every Mandalorian, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle and grants the ability to move more than one territory per turn. Mandalorian Iron $6, gives every Mandalorian a suit of Mandalorian Armor made out of Mandalorian Iron, adds +1 to Armor. Rocket Launcher $8, gives a HH-15 Projectile Launcher to every Mandalorian Squad, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Wrist Rockets $10, grants each Mandalorian access to MM9 Rocket Systems, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Fully Upgraded Stats: 19/18/18/16.
•Jedi Masters $100: The Jedi survivors of Order 66 and the Great Jedi Purge were quick to once again lead troops into battle against the evil forces of the Sith when the Rebel Alliance called upon them. Have the ability to either commandeer a friendly vehicle or hijack an enemy one (Combines the two’s stats and adds +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single lightsaber, 20/20/20/20. Upgrades available include: DL-44 $2, equips each Jedi Master with a DL-44 Heavy Blaster Pistol, adds +1 to Infantry. Mind Trick $4, gives each Jedi Master the ability to do Jedi Mind Tricks, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Force Absorption $6, gives each Jedi Master the ability to Absorb Energy, adds +1 to Armor. Second Lightsaber $8, teaches the lightsaber fighting style known as Jar’Kai to all Jedi Masters, equips each Jedi Master with a second Lightsaber, adds +2 to Anti-Infantry, +1 to Anti-Aircraft, and +1 to Anti-Vehicle. Force Lightning and Armor $10, gives each Jedi Master the ability to use Force Lightning and Mandalorian Armor, adds +1 to Anti-Infantry, +3 to Anti-Aircraft, +2 to Anti-Vehicle, and +1 to Armor. Fully Upgraded Stats: 25/25/25/23.
===Vehicle Factory Units===
•T2-B Repulsor Tank $10: Considered a Light Tank by most, it is best used against the Imperial Stormtroopers who can’t even land a shot on it.
•All Terrain Attack Pod $12: Also known as the AT-AP, it is an old piece of artillery from the Grand Army of the Republic that shares a lot of pieces with the larger AT-TE.
•Mobile Proton Torpedo Launcher-2a $25: A devastating piece of artillery, it is capable of a range of over 20 kilometers.
•AAC-1 Hovertank $25: Although this agile but heavily armored speeder is impressive its designs were actually obtained for the Rebel Alliance by winning a game of Sabacc.
•T3-B heavy attack tank $30: The T3-B is used against larger targets due to its impressive weaponry. Armed with two heavy blaster cannons and three proton missile launchers, 10/10/10/10.
•T-4B Heavy Tank $50: One of the Rebel Alliance’s most destructive vehicles, it is capable of holding back even Imperial AT-ATs when in a group.
•Heavy Assault Vehicle/wheeled A6 Juggernaut $200: Primarily serving on outer rim worlds in the Imperial Army, it would be a shame if the Rebel Alliance used these great war machines against its creators. Has the ability to boost all stats by +1 if the player allows an Infantry Squad to sit on the top of the Juggernaut Tank (Combines stats of Infantry Squad and Juggernaut Tank together and +1 to Anti-Infantry, Anti-Aircraft, Anti-Vehicle, and Armor). Armed with a single heavy laser cannon turret, one Rapid Repeating Laser Cannon, two Medium Anti-Personnel Laser Cannons, two Twin Blaster Cannons, and two rocket launchers, 50/50/50/50. Upgrades available include: Mass Driver Cannons $2, equips each Juggernaut Tank with two Mass Driver Cannons, adds +1 to Anti-Infantry, Anti-Aircraft, and Anti-Vehicle. Flak $4, equips all Juggernaut Tanks with two Anti-Aircraft Laser Cannons, adds +1 to Anti-Aircraft. Plasma Cannons $6, equips all Juggernaut Tanks with two Pulse Cannons, adds +1 to Anti-Vehicle. Anti-personnel Blaster Cannons $8, equips twelve Anti-personnel Blaster Cannons to every Juggernaut Tank, adds +1 to Anti-Infantry. Frigate Shield Generator $10, equips every Juggernaut Tank with a Shield Generator meant for a Frigate, adds +2 to Armor. Fully Upgraded Stats: 52/52/52/52.
===Air Pad Units===
•T-47 Airspeeder $30: Also known as the Snow Speeder, Rebel ingenuity made this simple Airspeeder a menace to Imperial AT-ATs.
•RZ-1 A-wing Interceptor $35: The A-wing is known for one thing, it’s speed.
•RM-09 Alliance Shuttle $50: Also known as the Alliance Assault Shuttle, this starship is one of the most crucial assets of the Alliance Navy.
•B-wing Starfighter $75: The B-wing is one of the most heavily armored starships in the Alliance Starfighter Corps, it makes short work of both TIE Fighters and Capital Ships.
•T-65 X-wing Starfighter $100: The famous T-65 X-wing, best known as the Starfighter used by Luke Skywalker to destroy the first Death Star.
•CR90 Corvette $200: Better known as the Rebel Blockade Runner or Corellian Corvette, this Starship types has been in service for over half a century.