Galactic Empire

**Galactic Empire** is a playable faction in *Star Wars: Warfront.* It was the New Order built by the Sith Lord Darth Sidious from the Galactic Republic and, rather than offering people newfound hope, the Empire instead became a tyrannical regime presided over by a shadowy and detached despot steeped in the Dark Side of the Force. Personal liberties were crushed by the governance of everyday affairs was pulled from the Senate and were instead given to unscrupulous regional governors. Accompanying the growth of the Empire was an unprecedented military buildup. The many shipyards in the Emperor's domain churned out immense fleets of Star Destroyers and TIE Fighters. The Imperial starfleet maintained order in the galaxy, a role previously undertaken by the Jedi Knights, an august order of protectors who were wiped out during the Emperor's ascent. The Empire ruled through fear and its power-hungry lieutenants and technocrats developed greater and stronger instruments of destruction to crush a rebellious populance. The philosophy culminated in the creation of the Death Star, a mobile space station with a prime weapon to destroy an entire planet once fully charged.

## Units

### Infantry

* **Stormtrooper:** The core infantry of the Empire that come in squads of five Stormtroopers and each individually have 65 health (overall squad health is 325). They are armed with E-11 Blaster Rifles, and are strong at long-range but are vulnerable to vehicles in the early-game though they can be upgraded to become all-around good units against all types of units. They can build small defensive covers to provide directional heavy cover and they serve as potent frontline infantry for the Empire. Their special ability is to throw Thermal Detonators for extra damage against ground targets.
	+ **Base Upgrades**
	+ **Veterancy Bonuses**
		- **Level 1 Veterancy:** Bonus 25% damage and 20% damage reduction.
		- **Level 2 Veterancy:** Bonus 10% damage, 25% speed and 15% damage reduction.
		- **Level 3 Veterancy:** Bonus 20% damage and 50% damage reduction.
* **Shock Trooper:** Anti-vehicle that is a five-man heavy unit fielded by the Empire and the strength of this unit comes primarily from its equipment: it carries two MiniMag shoulder-launched Proton Torpedo Launchers while the other three troopers wield DLT-19 Heavy Blaster Rifles, and each shock trooper individually has 120 (squad health overall is 600). It is one of the Empire's most effective infantrymen - owing mostly to their superior equipment and terrific defensive bonuses. They are very dangerous to enemy vehicles and tanks, especially at close range. Thanks to their versatility, survivability and self-sufficiency, Shock Troopers are quite capable of holding their own in most one-on-one combat situations. In large groups, however, these units are nigh unstoppable by anything except high explosive munitions or specialized anti-infantry weapons. Shock Troopers also work well with their allied vehicles, preferring to flank the hostile target while another unit keeps it busy, and then going in for a rapid kill.
	+ **Base Upgrades**
	+ **Veterancy Bonuses**
		- **Level 1 Veterancy:** Bonus 15% damage and 15% damage reduction.
		- **Level 2 Veterancy:** Bonus 33% fire rate, 25% damage reduction and 10% damage.
		- **Level 3 Veterancy:** Bonus 20% damage reduction and 50% damage.
* **Scout Trooper:** Anti-infantry one-man stormtroopers that are stealthy and surgical, sporting 115 health and they excel at shooting enemy infantry over long ranges when supported by other units such as infantry or anti-vehicle weapons, equipped with their E-11s Sniper Rifles. Scout Troopers can kill almost every unit on the battlefield with one shot which makes them perfect for killing enemy infantry teams and other snipers, however they are less used in infantry-only battles against troopers. Scout Troopers can shoot infantrymen from such a far distance without taking any return fire. Scout Troopers in buildings can be quite tricky to deal with, since they will instantly shoot back at units outside of a structure.
	+ **Base Upgrades**
	+ **Veterancy Bonuses**
		- **Level 1 Veterancy:** Bonus 20% sight-range and 20% damage.
		- **Level 2 Veterancy:** Bonus 10% reduced detection range, 25% damage and 15% damage reduction.
		- **Level 3 Veterancy:** Bonus 15% sight-range, 50% damage and 30% speed.
* **Imperial Engineer:** Four-man engineering units tasked for construction and repair, wielding E-11e Blaster Rifles and individually have 40 health (overall squad health is 160). They are aggressive-oriented medium infantry that can hold their own against most enemy infantry or devastate them at close range, and are good at early capturing. They can be equipped with a V-6D Mortar Launchers for anti-vehicle duties however they are very expensive. While Imperial Engineers have amazing killing capabilities, their durability is lacking, and are forced to do many different jobs from close-quarters combat to bomb sweeping, repairing, anti-vehicle duties and clearing buildings. Engineers are capable of laying down mines and traps which set off by enemy ground units, crippling them.
	+ **Base Upgrades**
	+ **Veterancy Bonuses**
		- **Level 1 Veterancy:** Bonus 15% damage and 25% damage reduction.
		- **Level 2 Veterancy:** Bonus 33% construction rate, 15% damage reduction and 25% damage.
		- **Level 3 Veterancy:** Bonus 20% speed and 50% damage.
* **Death Trooper:** Elite infantry that form a four-man squad and each individually have 200 health (overall squad health is 800). They are armed with DLT-19 Heavy Blasters and are devastating against other infantry at long range as well as being capable of holding their own against vehicles and aircraft. They are fairly resistant against damage as well. Their special ability is to throw a bundle of grenades that deals good damage to ground units and can significantly slow their movement.
	+ **Base Upgrades**
	+ **Veterancy Bonuses**
		- **Level 1 Veterancy:** Bonus 15% damage and 20% damage reduction.
		- **Level 2 Veterancy:** Bonus 35% fire rate, 25% damage and 15% damage reduction.
		- **Level 3 Veterancy:** Bonus 20% speed and 50% damage.
* **Imperial Officer:** A single-man infantry unit that has 100 health and wields RK-3 Blaster Pistols. While relatively a poor combat unit alone, the officer is an excellent support unit that can passively boost his allied units' damage output. Their special ability weakens enemy units caught in the radius which slows them and causes them to take more damage.
* **Jump Trooper:** Two-man teams of jetpack-equipped stormtroopers that have 75 health each (overall team health is 150), being armed with RT-97C Heavy Blaster Rifles. They are very mobile airborne infantry that can give the Emperor an advantage in various ways to their assaults and sieges, with the Jump Troopers being able to scatter around in the sky while directly attacking enemy fortifications and dodging blaster fire, and they can perform aerial drops intended on attacking otherwise nearly-untouchable enemy positions. Their special ability is to use missile launchers to fire rockets at enemies for more damage, especially against enemy structures.
* **Shadow Trooper:** Elite stealth infantry that come in squads of five and each stormtrooper has 60 health (overall squad health is 300). Their strength is in surprise attacks, being equipped with E-11 Blaster Rifles and their special ability is to camouflage themselves completely with their cloaking device. They serve as powerful anti-building infiltrators with good anti-infantry capabilities thrown in, being able to sneak behind enemy lines and sabotage hostile fortifications and weapon emplacements to soften up their defenses for their fellow soldiers. When they need to, the Stealth Troopers are prepared for direct combat against most infantry in infantry-engagement range. The squad relies on its combat abilities.
* **Probe Droid:** A fast recon droid that has 30 health and they are equipped with twin blasters. They are extremely mobile very cheap to build, having the special ability to lock down in a position and scan the area for targets.
* **Royal Guard:**
* **Stormsurgeon:**

### Vehicles

* **AT-ST:** The core combat walker of the Empire and it has 850 health. It boasts incredible armor, being capable of soaking up large amounts of damage while dishing out their own. It is armed with chin-mounted twin blaster cannons and has good range. Their special ability is to fire anti-vehicle missiles which can wreak havoc on even the heaviest armor and anything around it.
	+ **Base Upgrades**
	+ **Veterancy Bonuses:**
		- **Level 1 Veterancy:** Bonus 25% speed.
		- **Level 2 Veterancy:** Bonus 50% damage reduction.
		- **Level 3 Veterancy:** Bonus 25% damage.
* **Z-47 Speeder Bike:** A light scout vehicle with 185 health and it has very weak armor and is armed with a light blaster cannon. Unlike most vehicles, the bikes have the innate ability to capture territories just like infantry. Capturing points is its specialty and they capture faster than the regular rate, they are generally not suited for combat against most units. It is primarily used for scouting and raiding undefended territory points and potentially cutting off supply lines.
* **AT-AA:** Anti-air quick-moving, combat walkers that is armed with an anti-aircraft flak pod for the purpose of effectively shooting down enemy aircraft. However, they are much weaker against enemy ground targets with 500 health and it is only equipped with blaster rifle mounts.
* **SPMA-T Walker:** An artillery walker fitted with a long-range, variable trajectory turbolaser cannon for heavy siege assaults from a good distance. It also has antipersonnel blaster cannons for some protection at close-range albeit poor. Its special ability is to lock down in a defensive stationary position to make full use of its siege weapon.
* **HAVT B5 Juggernaut:** A massive, ten-wheeled combat vehicle that is very mobile and is equipped with a point-defense cannon that is capable of shooting down enemy missiles, making them valuable support vehicles in Imperial armored columns. It has 820 health and it is equipped with anti-infantry laser cannons to fend off enemy attackers. It can carry one squad of infantry as well.
* **AT-AT:** The Empire's ultimate unit and it is their most armored four-legged combat walker, sporting powerful heavy laser cannons and boasting an impressive large health of 6500. While it is a slow walker, the AT-AT can traverse through all terrain and is capable of crushing enemy armies and structures however are relatively vulnerable to enemy aircraft. It has the special ability to fire a devastating orbital strike that can heavily damage any buildings, ground units or aircraft caught in the powerful blast radius.

### Air

* **TIE Fighter:** The core aircraft of the Empire that has 250 health and are armed with twin laser cannons and ion torpedo launchers. It has high mobility and is a balanced air unit in both offense and defense, being incredibly deadly in groups and is a good all-around starfighter.
* **TIE Bomber:** The bomber starfighter of the Empire that has 400 health and are armed with twin laser cannons and proton torpedo launchers. It is a slower but more sturdy and tanky aircraft that is excellent against ground targets. Its special ability is to drop orbital mines onto the ground to devastate armies and cover large areas on the ground.
* **TIE Interceptor:** The interceptor starfighter of the Empire that has 125 health and is armed with quadruple laser cannons. It boasts extremely high firepower and speed, excelling in dispatching enemy aircraft in aerial combat. Its special ability is to gain a speed and fire rate boost.

### Ships

* **Executor-class Star Dreadnought:** The capital ship of the Imperial fleet in space engagements.
* **Imperial Star Destroyer:** The main battleships of the Imperial fleet in space engagements.
* **Victory II-class Frigate:** The sub-main battleships of the Imperial fleet in space engagements.

### Heroes

* **Emperor Palpatine:** The hero unit for Emperor Palpatine himself and he has 700 base health. The Emperor's mastery of the dark side allows him to wield terrifying powers against the forces of the good, with his main lightning attack providing constant, high-damaging pressure on the enemy and he is quite mobile with his dodges allowing him to rapidly outmaneuver his opponents. The Emperor's lightning can also drain the stamina of enemy hero units and he is at his most powerful when engaging with a group of enemies, possessing a high amount of area-of-effect damage. He has two special abilities: Dark Aura which has the Emperor charge himself with Force dark energy and weakens enemies caught in his radius as well as deal damage-over-time and the Chain Lightning which causes the Emperor's lightning to strike a target and then spread to hit other nearby enemies, damaging and immobilizing them.
	+ **Prime Electrocution:** Increases the Emperor's health from 700 to 725 and it increases the damage and range of his lightning attacks. Each targets hit by Chain Lightning will reduce its cooldown.
	+ **Show No Mercy:** Increases the Emperor's health from 725 to 750 and it increases the damage and range of his lightning attacks. Palpatine's lightning attack deals bonus damage to enemies that have been electrocuted with Chain Lightning.
	+ **Growing Darkness:** Increases the Emperor's health from 750 to 800 and it increases the damage and range of his lightning attacks. Dark Aura has a larger radius and each target affected increases the damage of the aura.
	+ **The Rule of Two:** Increases the Emperor's health from 800 to 900 and it increases the damage and range of his lightning attacks and it drains more enemies' stamina. Palpatine gains health back from damaging his enemies.
	+ **In Full Control:** Increases the Emperor's health is 900 to 1050 and it increases the damage and range of his lightning attacks. Palpatine's Dark Aura has a larger radius and will stun enemies for a few seconds when first caught in the radius as well as briefly boost the Emperor's speed.
* **Darth Vader:** The hero unit for Darth Vader himself and he has 800 base health. Vader is a tank and his lightsaber deals a considerable amount of damage, and he can passively sustain himself with his melee strikes and defenses even longer by temporarily gaining bonus health and slowing stamina depletion by killing enemy heroes. He has two special abilities: his Force Choke allows him to choke a cluster of enemies with the Force in front of him which deals high damage-over-time and has incredible crowd control, and his Saber Throw has Vader throws his lightsaber to cut through and deal damage to any enemies in the way.
	+ **Furious Resilience:** Increases Vader's health from 800 to 850 and it increases the damage and stamina of his lightsaber attacks. He receives less damage while Force Choke is active and his passive stacking is increased.
	+ **There Is No Escape:** Increases Vader's health from 850 to 900 and it increases the damage and stamina of his lightsaber attacks as well as movement speed. The distance and damage of his Saber Throw is increased.
	+ **Surrounded by Fear:** Increases Vader's health from 900 to 1000 and it increases the damage and stamina of his lightsaber attacks. His passive bonuses is increased and Vader can deal more damage with his Force Choke for every enemy.
	+ **Last Grasp:** Increases Vader's health from 1000 to 1250 and it increases the damage and stamina of his lightsaber attacks as well as movement speed. The damage of Vader's Saber Throw is increased for each enemy hit by it and they are stunned upon being struck.
	+ **Fueling the Rage:** Increases Vader's health from 1250 to 1500 and it increases the damage and stamina of his lightsaber attacks. The bonuses from Vader's passive is increased, lasts longer and his passive stacking is increased and he gains a bonus shield that reflects a percentage of damage.
* **Boba Fett:** The hero unit for Boba Fett himself and he has 600 base health. Boba is the Empire's most mobile hero, capable of traversing the map quickly with his jetpack and he can attack at high speeds wielding his EE-3 Blaster Rifle. Boba is effective and high damaging from a distance, reaching heights no other hero can. He has two special abilities: his Rocket Barrage has Boba launch a hail of small rockets from his wrist to deal very high damage and he has For the Hunt which temporarily increases Boba's line-sight and reveals any enemies within the radius to his allies as well as during which Boba becomes camouflaged and gains a mobility boost with his jetpack.
	+ **Born to Fly:** Increases Boba's health from 600 to 625 and it increases his damage and fire rate as well as his jetpack mobility. It increases the damage and area-of-effect of his Rocket Barrage.
	+ **Fuel Efficiency:** Increases Boba's health from 625 to 675 and it increases his damage and fire rate as well as the fuel burn is slower. Boba's abilities' cooldown is decreased while he is flying in the air.
	+ **Intense Barrage:** Increases Boba's health from 675 to 700 and it increases his damage and jetpack mobility as well as the fuel burn is slower. The damage of his Rocket Barrage is increased and it burns targets to deal damage-over-time.
	+ **Death from Above:** Increases Boba's health from 700 to 800 and it increases his damage and jetpack mobility. Boba takes less damage while For the Hunt is active and his mobility boost is increased.
	+ **Focalize:** Increases Boba's health from 800 to 850 and it increases his damage, fire rate and jetpack mobility as well as his fuel burn being slower. The radius of his Rocket Barrage is increased, gains a damage boost while For the Hunt is active and its range is greatly increased.
* **Bossk:** The hero unit for Wilhuff Tarkin and he has 600 base health. He is one of the most versatile and sustainable heroes on the battlefield, with his passive allowing him to regenerate his health back to full when he is not taking damage. His abilities and his Relby V-10 can complement both long range and close-quarters combat. He has two special abilities: Dioxis Grenade which is a thrown explosive that releases a potent of dioxis gas that will do damage-over-time for enemies caught in the area and his camouflaged Proximity Mines which has Bossk deploy three sticky mines that detonate when an enemy comes in contact to deal high damage.
	+ **Name Your Position:** Increases Bossk's health from 600 to 650 and it increases his damage range. Bossk will regenerate health while he is within Dioxis Grenade toxic clouds as well as increasing the thickness and radius of the gas.
	+ **Sniper Expert:** Increases Bossk's health from 650 to 700 and it increases his damage, range and movement speed. Shots from Bossk's rifle will briefly paint his targets and increase his passive health regeneration.
	+ **Unrelenting Presence:** Increases Bossk's health from 700 to 750 and it increases his damage and range. The damage of his Dioxis Grenade is increased and he takes less damage while inside the gas clouds.
	+ **Spreading the Disease:** Increases Bossk's health from 750 to 800 and it increases his range, damage and movement speed. The damage of his Proximity Mines is increased and he can throw out two additional mines.
	+ **Ultimate Predator:** Increases Bossk's health from 800 to 850 and it increases his damage, range and fire rate. Dioxis Grenade poison gas will last longer, his passive health regeneration is increased and Bossk gains a temporary damage boost for every enemy he kills.
* **Orson Krennic:**The hero unit for Orson Krennic himself and he has 600 health. He is primarily a defensive hero who wields a high-damage DT-29 Blaster Pistol and he is a very support-focused hero who passively provides a damage and mobility boost to his allied units. The more allied units within his vicinity, the stronger the passive becomes. He has two special abilities: his C2-B5 Astromech has Krennic deploy an astromech droid that scans the area for enemies and deploys a defensive shield for his allied units and his Wrath of the Empire where his allied units within his range gain temporary bonus health.
	+ **Crush the Rebellion:** Increases Krennic's health from 600 to 625 and it increases his damage, range and fire rate. Krennic's passive bonus is boosted and its range is increased.
	+ **The Empire's Glory:** Increases Krennic's health from 625 to 675 and it increases his damage, range and movement speed. Krennic's droid can deploy another shield and the passive bonus range is increased.
	+ **Armor Breaker:** Increases Krennic's health from 675 to 750 and it increases his damage and range. Allied units taking damage will decrease Krennic's ability cooldowns.
	+ **Death Star:** Increases Krennic's health from 750 to 800 and it increases his damage, range and fire rate. Krennic's bonus health ability will last longer and increase their damage reduction.
	+ **Emperor's Closest Confidant:** Increases Krennic's health from 800 to 850 and it increases his damage, range and movement speed. Krennic's shield defense is increased and his allied units gain increased bonuses from his support passive as well as a range increase.
* **IG-88:** The hero unit for Fleet Admiral Thrawn and he has 650 base health. It is a deadly bounty hunter that is very lethal on the field, equipped with a DLT-20A Blaster Rifle which is very effective at all ranges and it makes IG-88 a very versatile hero. IG-88 will passively repair nearby allied ground vehicles, structures and aircraft. It has two special abilities: it has Personal Shield which projects a shield around IG-88 to make it temporarily invulnerable until the shield is taken down and it has Ion Cannon which is charged and fires a shot that will temporarily disable and stun enemy vehicles and aircraft.
	+ **Droid Hunter:** Increases IG-88's health from 650 to 700 and it increases its damage and range. Enemies that is affected by Ion Cannon take more damage.
	+ **Acquiring Targets:** Increases IG-88's health from 700 to 725 and it increases its damage, range and movement speed. Personal Shield has more health.
	+ **Lethal Weakness:** Increases IG-88's health from 725 to 780 and it increases its damage, range and fire rate. IG-88's cooldowns' abilities are decreased when it deals and takes damage.
	+ **At Your Service:** Increases IG-88's health from 780 to 825 and it increases its damage and range. The shield has more health and will last longer.
	+ **Master of Combat:** Increases IG-88's health from 825 to 900 and it increases its damage, range and movement speed. IG-88's Ion Shot will chain between enemy units and its shield will heal IG-88 and reflects some damage back.