A Real-Time Strategy game set in the Star Wars universe. Developed by LucasArts with the aim of eliminating the bad name Star Wars RTS games had acquired.Empire at War (2006) is set between Episode III and Episode IV covering how the Alliance acquired their resources and the Empire's response, ending with either the destruction of the Death Star I or the Emperor congratulating Vader on the capture of five possible Alliance bases, respectively.
Forces of Corruption (2006) is an expansion to Empire at War set between the events of the destruction of the first and second Death Star following the story of the intergalactic crime lord, Tyber Zann, and his organization, the Zann Consortium.
Empire At War contains examples of the following tropes:
Breaking the Fourth Wall: In a possible goof on the part of the developers, the Aggressor-class destroyer will sometimes respond to being clicked by saying "Responds to being called?"
Beam Spam: Imperial Tartan-class Patrol Cruisers, Acclamator II-class Cruisers, and Victory-class Star Destroyers have a special ability that lets them do this. Other units with similar abilities are AT-STs, Colonel Veers' custom AT-AT Blizzard 1; in the expansion, the Admonitor and TIE Defenders can also do it.
BFG: Tyber Zann wields a shotgun that is capable of flattening entire squads with one shot.
Boring but Practical: The Y-wing and MPTL-2A Artillery, which are both early-game, cheap units, but the Y-Wing is the Rebels' only way to take large capital ships down and the MPTL-2A, while squishy, has its uses both in offence and defence.
Bounty Hunter: Boba Fett, Bossk, and IG-88 all show up, and have the ability to temporarily remove enemy heroes from play.
Bilingual Bonus: There's text by the developers on one of the menu screens in Aurebesh.
Black and Gray Morality: Playing as the Rebel Alliance you will need to "liberate" planets whose citizens wish to remain with the Empire.
Break Out the Museum Piece: Various Clone Wars-era vehicles, such as ISPs (called 'Swamp Speeders' in-game), AT-APs ('Pod Walkers'), Alpha-3Nimbus-class "V-Wing" Starfighters, and Venator and Acclamator-class Star Destroyers are still used, whether by the Rebels, the Empire, or bands of pirates, decades after their development and initial deployment.
Captain Obvious: Several minutes into a pitched space battle, the computer will announce "Our space station is under attack!"
Car Fu: It is generally more efficient to run infantry over with tracked vehicles or walkers rather than let them shoot at each other.
Charm Person: Silri, as a Dathomiri witch, can do this. Urai comments about it, noting that her Force influence is slowly affecting Tyber, leading to the latter to authorize him to kill her when their goals are completed.
The Chick: Mon Mothma for the Rebel Alliance. Compared to all the other rebels with speaking roles, she is the most logical and quiet one.
Chunky Salsa Rule: Its possible to instantly kill troops by running them over with vehicles. In fact, there are two "levels" of these crushers, with the largest vehicles able to instantly kill other, smaller vehicles, which themselves may be able to crush troops.
The sensor ping ability of MPTL-2A Artillery Spotter Droids and TIE Scouts.
In Forces of Corruption, Yoda can do a map-wide version of this.
Death from Above: If you have bombers in orbit, they can be sent on a bombing run to support ground troops. In Forces of Corruption, you can call in an orbital strike by capital ships. The trope is also reversed during space battles, as if you have the proper buildings you can fire an ion cannon or ground-to-orbit mass driver at enemy ships.
It is well-known that tying up an AT-AT's legs with the Airspeeder's tow cable is a quick and easy way to destroy the big walkers by causing them to trip. But if the AT-AT stops moving while it's legs are being tied up, it won't trip and thus won't be destroyed. Eventually the tow cable will come loose and the AT-AT will be able to freely move again.
If by any chance Darth Vader and Obi-Wan attack each other, they will both be locked on, unselectable, and engage in unique animations for their lightsaber duel as they whittle each other's health down until one of them is defeated. Furthermore, no unit from either side interfere with their saber duel, mimicking the watching stormtroopers from A New Hope.
Dummied Out: The Alpha-3Nimbus-class "V-Wing" Starfighter and Venator-class Star Destroyer (though the Venator was included in FoC, it's only available in Skirmish Mode as a bonus ship you can purchase from a Pirate Asteroid Base or Merchant Space Dock).
Enemy Mine: Tyber Zann briefly allied himself with the Alliance to Restore the Republic ostensibly to take out the Eclipse. Unfortunately for the Alliance, Zann had other plans as soon as he got the Eclipse.
One early mission in the Rebel campaign had you escorting some pilots to steal the prototype X-wing fighters under the Empire's nose. While they have to survive for you to win, thankfully you can control them and keep them sandwiched between your other units.
In another Rebel mission, you have to guard a group of transports from an ever-increasing amount of Imperial ships as a group of troopers searches a space station for information.
The artillery units for both the Empire and the Alliance pack a lot of firepower and if used correctly, can turn the entire tide of the battle. However, they're barely mobile (the Imperial SPMA-T artillery piece in particular) and don't have much armour or protection.
The Aggressor, a tier 5 capital shipnote the same technology tier as Mon Calamari Cruisers and Super Star Destroyers, so a late-game unit used by the Zann Consortium, deserves a special mention here. Shot for shot, Aggressors are the most powerful non-hero ship by at least an order of magnitude. They wield two 'special weapons' that fire plasma balls larger than most non-capital ships. Each shot has excellent range and can destroy unshielded ship hardpoints in a single hit. These guns can also fire once every few seconds. One Aggressor can take out a level 5 space station by itself. Only kept from being a complete Game Breaker because:
a) These guns can only fire directly forward, and the ship takes about a minute to turn around.
b) If the main guns are taken out, they have only two weak laser cannons for defense, putting them on par offensively with a Tartan Patrol Cruiser (a tier 1 unit).
c) The Aggressor has a pathetically low six hardpointsnote For context, a Star Destroyer (which is one tier lower) has ten. and can't target small ships, making it very easy to take out with bombers.
TIE bombers. They're pathetically slow and die very easily but just a few squads can annihilate most weapon hardpoints on capital ships and stations in a single strafing run. Y-wings are somewhat better as they have ion cannons to stun their target with prior to strafing it.
Honour Before Reason: Grand Moff Tarkin considers retreat a coward's option, and a fleet cannot use the 'retreat' command if he's with them.
Hopeless Boss Fight: The Death Star is completely unbeatable unless you have a particular hero unit in your fleet, Red Squadron.
Invisibility Cloak: Tyber Zann, Urai Fen, Luke Skywalker, Noghri Death Commandos and F9-TZ Transports have this ability.
Jedi Mind Trick: Tyber Zann is strong-minded enough to resist a mind trick from Silri to free her, although he knows his potential vulnerability against it exhorts Urai to kill her if she attempts it again.
The Rebel Alliance. Also, depending on the planet, the local civilians will take up arms and side with either the Rebels or the Empire. This is really useful for the Rebels when combined with their special raid ability. Generally, alien races will fight alongside the Rebels (Notable exceptions being the Noghri, who fight for the Empire; the Twi'leks, who fight alongside the Consortium; the Tusken Raiders; and the Hutts, Mandalorians, Pyn'gani and Mustafarians, who oppose all three major factions).
Tyber Zann is relatively cool and collected... unless he's on the battlefield. When he's on the ground, he takes part in Chewing the Scenery. When he's in space, he acts like a calm James Bond villain.
Silri, on the other hand, acts like this all the time.
Long Lived: As member of an extremely long-lived race, Urai Fen is old enough to have lived through one of the Sith Wars.
The AT-ATs, for some strange reason, never run out of Stormtroopers to deploy. There's a cap of two squads maximum for any single AT-AT, but the moment a squad gets wiped out, it's possible to send out a fresh batch to replace them. Justified for the Executor, which is canonically so big that it can literally house thousands of TIE Fighters. Its cap is ten squadrons at a time, and it's entirely possible to win a battle with Executor alone by tucking her in a distant corner of a map and sending wave after wave of fighters to wear down the enemy.
In space, his TIE cannot even be damaged until all his wingmen are dead, which means his special ability (instantly replacing all lost wingmen) renders him an awesome turbolaser shield. On top of that, he does bomber levels of damage to subsystems. Oh, and in the expansion, he's not in a fighter anymore: he's in the Executor.
On the ground, he takes absolutely ridiculous amounts of damage to be put down — not to mention his lightsaber all but immunizing him of blaster shots from a large angle in front of him, seemingly healing him with every deflection; units like swamp speeders run a very good chance at killing themselves attacking him. The only thing that can give him pause is massed artillery or several anti-infantry turrets clustered together — but even that can't kill him without casualties. On top of all this, bacta heals him even faster than any other infantry unit.
Darth Vader. Aside from having Nigh-Invulnerability, his lightsaber destroys enemy vehicles faster than dedicated anti-vehicle weapons, he can insta-kill all enemy infantry near him and completely disables turrets while destroying them.
In the FOC expansion, Obi-Wan Kenobi has constantly recharging health, the ability to make himself invulnerable for a short period of time, he can make all units in the vicinity flee from him, and on top of all that, he can disable and destroy enemy turrets from a distance. Provided the Rebel player is sensible enough to know when to retreat and heal, he can easily take over an entire planet with an Obi-Wan raid. The only real threats to the lone Obi-Wan are enemy hero characters, AT-A Ts, and multiple turrets which protect each other.
Urai Fen is capable of much the same thing, except he trades in the ability to stun turrets while damaging them for a personal cloaking device and the ability to stun infantry. Pair him with Zann, who also has a personal cloaking device as well as the ability to bribe units to fight for him as long as you have the bankroll, and you can win almost any ground engagement.
Penal Colony: Kessel, a dangerous prison world and spice mine that uses enslaved prisoners. It will generate extra income for the faction that controls it due to the spice running operations.
Planetville: Conquer the small map on the planet, conquer the planet.
Tyber Zann, shortly after pulling what amounts to a cyber-theft of every single resource in the Emperor's treasury, left the Eclipse behind despite initially wanting to take it. His reason? He realized that the ship would be big enough of a target for even the Rebel Alliance to locate, and he already enraged them with his earlier betrayal in the middle of the battle. He also let the Rebel Alliance form their New Republic afterwards, since he saw it as an opportunity to "own a senator," in his words.
Similar to the entry above in Pragmatic Hero, a Consortium player with enough money can land Zann and Urai on a planet, construct lots of missile turrets all over the map, use their cloaking devices to evade enemy fire, and bribe enemy units one by one until they can crush the enemy base while Urai destroys enemy turrets.
Reflecting Laser: AT-STs, AT-AAs, and TIE Maulers if Endor is controlled by the Empire in Galactic Conquest modes. In Skirmish, the Empire can get upgrades that give a few of their units reflective armour.
The Revolution Will Not Be Civilized: As per the La Résistance trope, the civilian population of some planets are strong supporters of the Empire, meaning that the Alliance will be forced to gun down crowds of civilians and burn down their buildings when 'liberating' those worlds.
Massive Battleships can be built in just a day or two.
Oddly, some ground units take longer to construct than Spaceships which are hundreds of times larger in size, and considerably more expensive. For instance, three Rebel TB-4 tanks (length: 10 meters) take the same length of time to construct as a Mon Calamari Star Cruiser (length: 1,200 meters).
Running Gag: Han Solo can't keep his hand out of Rebel Alliance.
Self-Destruct Mechanism: TIE Maulers, Vengeance-class Frigates, and Aggressor-class Destroyers have the "Core Overload" ability.
Firstly, all units look identical to units of the same type.
Secondly, the AI has a curious habit of building fleets almost exclusively formed of one unit. An Empire AI tends to spam attack the enemy with fleet after fleet of Interdictors. Conversely, the Rebel AI, usually unable to occupy the planets which allow them to build Mon Calamari Cruisers, enjoys creating dozens of MC-Gunships.
Space Clouds: Nebula fields disable special abilities when you send a ship into them. Ion storms (which look almost the same, but with Space Lightning) do exactly the same thing, in addition to disabling a ship's Deflector Shields.
Spell My Name with an "S": Urai Fen. The game manual misspells his name "Urai Fenn", but the official website and in-game description proves Urai Fen is the correct spelling.
To Star Wars: Rebellion. Both are grand strategy games that loosely follow the events of the movies.
To both Force Commander and Galactic Battlegrounds. The former game was a poorly-received 3D RTS, while the latter game was better-received, but used a rather dated 2D sprite graphics engine at a time when nearly every other RTS series had gone 3D.
Stealth in Space: Imperial TIE Phantoms and Consortium Vengeance-class Frigates have this ability, as does Tyber's flagship, the Merciless.
Rebel CR90 Corvettes, DP20 Frigates, and the Sundered Heart can divert power to their engines at the cost of firepower.
Han Solo, Chewbacca, Kyle Katarn, and Mara Jade have the "Sprint" ability.
Teeth-Clenched Teamwork: Urai Fen and Silri hate each other, but they are obligated to team in order to get their goals.
Time Bomb: Rebel Infiltrators, Imperial Scout Troopers, Kyle Katarn and Mara Jade have Thermal Detonators, which go off after a delay.
Vampiric Draining: The Dathomiri Witches can drain the life force out of their enemies and use it to heal themselves and their rancors.
Aggressor-class Destroyer: Need a really big gun?
Weather of War: Every planet has its own weather conditions which can affect the range or accuracy of your ground units. The negative effects can be ignored if you have purchased the survival training upgrade from the barracks.
We Have Reserves: A legitimate tactic for the attacking team (see Zerg Rush), especially for the Empire.note AT-ATs have unlimited supplies of stormtroopers, and capital ships replenish their stock of fighters and bombers after each battle; both of these abilities cost nothing. The way battles work: You send your army to a planet, then choose a subset of that army to attack with using a point buy system.note Land battles start with a small pool of points, and capturing control points on the map increases this total. Space battles always have maximum points. At any time your unit total is less than your point total, whether from unit losses or capturing more control points, you can call in reinforcements from your main army to any point on the map you control. It is important to note is that this trope is not in effect for the defending side. They are limited to whatever forces they had garrisoned on the planet before you attacked,note Land battles use a 10-slot system instead of point buy, so an AT-AT takes up the same amount of space as the soldiers it can summon with bonus troops granted periodically from the unit production buildings on the map (land) or from the hanger hardpoint of the space station (space). However, in land battles this remains a valid tactic up until the point the opposing side unlocks artillery. A small group of artillery deployed just out of retaliation range of a landing zone will destroy any arriving force not comprised of heavy vehicles before they get a single shot off. Your only hope to get out of this kind of situation is orbital bombardment.
Darth Vader does this to an Imperial officer after the Imperial attack on Thyferra in the first mission of the Empire campaign.
It's implied he does this to the player's 'character' if you fail to capture Leia.
Also implied (with those exact words) that he does that to an Imperial officer in the Rebellion ending to the Galactic Conquest mode, although it doesn't achieve much as the Star Destroyer he's on explodes a few seconds later.
If you have enough credits, you can win any battle by just throwing more ships/troops at it. Pirates are especially prone to this, since their ships have fewer weapons and weaker shields.
The Consortium has the ability to "corrupt" certain planets and forcibly conscript their populations as troops (this namely applies to planets with unique and distinctive populations, like Kashyyk's Wookiees and Genosis' Genosians). Such troops are far less expensive than their regular infantry.
On top of this, if a faction controls Kamino, they can train any infantry on the planet, including the enslaved groups mentioned above, for just one credit. Not such a big deal for the Rebels or Imperials, with their relatively cheap units, but the Consortium will save tens of thousands on training. With the power of Consortium troops, there is little reason to train anything else and there also isn't any reason to bother with commanding a land battle, unless it's a story mission.