Rebel ships. Spaceships in Star Wars: Dysfunctional and Impractical. In one long, long ago campaign

If you remember, about a week before the premiere of the first spin-off, a TV commercial appeared on the network in which attentive fans examined the Ghost ship from the Star Wars Rebels series.

If you don’t remember, here is this shot.

Portal io9 in a new interview with the filmmakers, he said the appearance was more than just an "Easter egg."

"You see the movie and I think it's a kind of corporate interaction" - told Hal Hickel, head of animation at Rogue One ... "But really, it's just casual and friendly contact between people at Lucasfilm who work on different aspects of the Star Wars universe."

As it turns out, the Ghost ship appeared in Rogue One even earlier than we thought. This is how he looks in the animated series.


Here's a shot of the Rebel Alliance base on the planet Yavin 4 in the movie. Pay attention to the upper left corner.


"I spoke to Dave Filoni" says producer John Knoll. "How would you feel if Ghost appeared somewhere in Rogue One? They were thrilled!"

The "ghost" was not the only one. Those who are not indifferent to Rebels remember how Princess Leia stole several Hammerhead-class cruisers in the series, one of which, in the movie, "rammed" the Star Destroyer.


But producer John Knoll did not know this. As it turned out, he needed a variety of ships for the space battle, and he did not know which ones to use. To solve this problem, he turned to story group Lucasfilm. They told him:

"Well, they could have used the Hammerhead cruiser and they showed me some images from Rebels. And that prompted me to take this model and make my own version of the cruiser in the movie ... At some point, I needed a ship who can act as a tug, and I thought, "Well, let's use the Hammerhead." So he kind of got one of the main roles. "- said John Knoll.

Again, disorder on the borders of the Empire. And it’s not “far, far away, you cannot see from here,” but right next to you. We have to again form squadrons and send them to mortal combat with the restless rebels. Eh, where is my favorite Star Destroyer? And the rebels have the same

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Again, disorder on the borders of the Empire. And it’s not “far, far away, you cannot see from here,” but right next to you. We have to form squadrons again and send them to mortal combat with the restless rebels. Eh, where is my favorite Star Destroyer?

And the rebels have the same problems. They are very concerned about the Imperial stormtroopers on their home planets. Although no, they don't care anymore - they kicked out. But enemy cruisers naturally obscure the sun. It's time to lift squadrons of wing'ov into space and show the presumptuous enemies who is the boss here.

Thus, good and evil clashed again in this world. Not the dark and light side of power - there is no place for such trifles now. No one will notice the sporadic Jedi and Sith. Armies and squadrons go into battle. Your word, gentlemen generals!

Many games have such phenomena as ground and space combat. Of course, they are "different from each other", and interstellar battleships will never descend on sinful earth for the dubious pleasure of shooting at enemy infantry. It is the same here, although some space bombers sometimes go down to blow up those who already live on the earth covered with craters. But the complexity and some intricacy of the game still require a separate consideration of war in space and on the ground in the campaign and single missions. What we are going to do now.

Space as power ...

Let's start with it and look at it from the point of view of single-player missions, leaving the sweet campaign in a separate chapter.

The enemy's losses are very high.

The backbone of any squadron is a space station. Its meaning is that it produces resources in moderation and defends itself. Of course, it will not resist against several cruisers-destroyers, but it is quite capable of repelling the attack of insolent fighters. With an increase in levels (5 in total), the station can produce everything best views troops. And here the game differs in that despite the 20 "places" for the units, you have the opportunity to create them "in reserve" and get them as needed. To some extent, this looks like a vile joke, since reinforcements arrive at the scene of hostilities almost instantly, and such "spare" ones can be made in unlimited quantities, funds would allow. The station also makes all sorts of improvements to ships, speeding them up, enhancing armor, increasing attack.

The economy of war in space is not based on what the station modestly allows you to do. Scattered in different parts of the map are "ownerless" asteroids that can be built up. I created a mining station - money began to flow faster. He built the second - the brook became even wider. There is still a little money - I raised the level of my mines (the maximum can be the third), and all at once. Often, after enemy attacks, asteroids are destroyed, but after a while they are safely restored in a neutral state. It is then that they need to be built up, creating an influx of money for themselves.

Asteroids aren't the only thing hanging out in space. Space stations are also amenable to building, they will not allow the enemy to calmly stagger past your positions. You can rebuild them into laser or missile systems. I would recommend the former, as it will get rid of the fighters that will flock past your positions. Missiles are more useful against powerful ships, but they will instantly erase fragile battle stations into powder. I would like to note that the stations, like asteroids, are located at predetermined locations and are restored after destruction. There are also pirate bases, which are not destroyed, but passed from hand to hand. They can buy neutral ships, although the meaning of this is not available to me.

It is very difficult to talk about who is who in these places without understanding what who can. And this is determined by the type of weapon. There are several types of lasers, ion cannons, missiles and proton torpedoes. Lasers are represented by light, rapid-fire models that differ in accuracy, and heavy turbolasers, more suitable for hunting large objects. Ion cannons are similar to turbolasers, but produce by-effect in the form of affecting the electronics of enemy ships, reducing their accuracy (and even firing far away).

Missiles are ideal against heavy, hulking ships, as they are not subject to the resistance of force shields. Proton torpedoes are much more powerful than missiles, but they are very heavy and slow. Therefore, any enemy frigate will easily dodge a torpedo attack. But if it hits ... All this is especially interesting for all ships larger than the fighter.

The fact is that they can carry a lot of different weapons, and this will put you in front of the need to think about how best to deal with this ship. Also, all these guns look like separate key points a cruiser or frigate, so all of them must be “extinguished” to destroy it. From non-combat "points" on ships, there can be an engine (when destroyed, the speed drops sharply, which will allow you to get into the ship more often), a force field generator (restores it) and a hangar (some ships can carry fighters).

Further, the ships are divided into classes: fighters, bombers, corvettes, frigates and "capital ships". The first two are the simplest single-seater vehicles fighting in whole squadrons. Only fighters are armed with lasers, and bombers are armed with proton torpedoes. Corvettes are fast, mobile ships, hung with light lasers and have good shielding fields. Frigates are hung with weapons, and some even carry hordes of fighters and bombers in their hangars.

There is big choice, and different machines of this class are designed to solve different problems. Finally, capital ships are very "beefy" frigates that can only be built on certain planets in the campaign. There are also heroes, but they are so specific comrades that they defy any classification.

It is interesting: the difference between the types of ships is also that a squadron of fighters or bombers costs only 1 point, a corvette - 2, a cruiser - 3, a capital ship - all 4. And for everything you have only 20 points (for rebels 25).

The meaning of the above classification is as follows: here everything obeys the rules of the well-known game "rock-paper-scissors". Fighters perfectly deal with bombers, bombers brutally shoot sluggish frigates, corvettes easily deal with any trifle, and frigates smash combat stations and, without straining, crush corvettes in batches. Just? But you create your correct squadron and then you will understand that this is not so ...

Empire

So, a list of the imperial space forces.

Probe Droid. Scout, usable only in the campaign. It is needed in order to find out what the enemy has collected in some system. It is instantly destroyed, but information from him still comes in for some time.

Tie Fighter. Fighter from the empire. Seven in the squad. It is armed with a light laser and is mainly used against enemy bombers and old rebel fighters. Very afraid of enemy corvettes.

Tie Bomber. The squadron has 4 bombers armed with proton torpedoes. Vulnerable to fighters and corvettes, but it can very much harm all large ships. In the campaign, they can descend to the surface and bomb the enemy's battle formations.

Tie Scout. These ships are modified fighters. They have better armor, more range of vision and good weapons. They can even briefly "highlight" the battlefield, revealing the hiding enemy troops. Because of this, they are afraid only of enemy fighters. But ... There are only 3 of them, so they won't fight a lot. Requires a second level station.

Tartan Patrol Cruiser. Imperial corvette. Fast, agile, armed with 4 lasers and has a force shield. However, its lasers are not "registered", so it is enough to simply destroy it. Designed to fight enemy fighters and bombers, but he himself is very afraid of enemy frigates.

Acclamator-class Cruiser... The first Imperial frigate, produced at the second level of the development of the space station. A kind of small aircraft carrier, as it carries 4 squadrons of fighters and 2 bombers. But at the same time only 1 squadron of each type is in the air. However, as soon as one of them dies, a replacement will appear from the hangars. He himself is well armed, having on board 2 laser batteries, 2 turbolasers, one missile and one proton torpedo launcher.

What's nice is that he has a built-in power generator, which allows him to keep the force field until his very death. Its ability makes it possible for a short time to pump the energy of force shields into weapons, increasing the striking power, which is useful in situations where the enemy must be urgently finished off. Please note that if the shields are at zero, then you will not get more benefits from such a pumping.

So, we have before us - a fairly cheap wagon for low levels of development. The Acclamator can easily fight any enemy ships, clearly second only to heavier counterparts such as capital ships. Recommend...

Interdictor Cruiser. Specialized frigate, spawns at level 3 of the station. Armed with 4 lasers. As a "makeweight" - a force field generator that can be destroyed. There are 2 abilities - a shield from enemy missiles (not only for yourself, but in a certain radius) and the ability to prevent the enemy from going into hyperspace. Because of this, it is usually only suitable for conditions where the disappearance of the enemy from the battlefield is critical. For example, for a campaign. For at a reasonable price, it is very much inferior to the Acclamator.

Broadside cruiser... An Imperial Rocket Corvette that unlocks the list of ships at level 4. It has a large list of shortcomings - poor maneuverability and armor, low accuracy. It shoots very powerful rockets, and its main advantage is that the range of its shots is very high - it can hit right across the entire map.

The missiles use the effect of a volumetric explosion, damaging everyone who is nearby - enemy fighters simply die. There is a special property that allows you to fire at some point on the map, while releasing a lot of missiles. Works best against a crowd of ships. Can use tactics against the space station, when the generator of the protective field is "cleaned off" beforehand. Then 3 such corvettes begin to fire at it as a point on the map, damaging all critical points at once. It is better not to let him out into an open fight - he will be knocked down.

The prison will now be destroyed.

Victory cruiser... The cruiser, which became a further development of the Acclamator. Carries 6 squadrons of fighters and 3 bombers on board, launching them into space in a ratio of 2-1. The weapons seem to be smaller, but the quality is better - 2 improved turbolaser batteries and one ion cannon. So he takes his own, knocking down the enemy's electronics. The ability is the same - to enhance the volley at the expense of shields. In addition, he has a lot of life and good energy shields, which allows him to be afraid only of the capital ship and rebel bombers.

Star Destroyer. And here is the capital ship. The most gigantic aircraft carrier has 10 fighters and 5 bombers in its hangars, again in a 2: 1 ratio. Armament includes 4 turbolaser batteries and 2 ion cannons. Ability - braking the enemy ship. If any monster can still escape, then the small ones will be doomed to become a target and die. What else is there to talk about - the most powerful ship in the fleet ...

Boba Fett. The first hero of the empire, appears on the second level. He flies on a high-speed boat, brutally shoots enemy fighters and bombers from high-speed lasers. Has a bomb on board that, when used correctly, destroys enemy fighters with whole squadrons.

Darth Vader. He flies his own fighter, accompanied by regular ones. Can invite pilots from other squadrons to join his team. But they knock him down too easily.

Captain Piett. It flies on a regular "Star Destroyer", which has been gifted with the property of a proton strike when a large damage is inflicted on an enemy ship. Usually, braking of the opponent is applied first, and then this blow is carried out.

In space (more precisely, on earth, but it acts only in space battles) there is a weapon Hypervelocity gun... It simply, at your command, shoots at enemy ships, while bypassing the force field. Even the most powerful enemy ships cannot survive three shots.

In the campaign, you can also see Death Star... She herself only deals with the destruction of planets, but is accompanied by a pair of frigates (Acclamator or Victory) and a pair of corvettes.

Insurgents

And here is the list of rebel forces.

X-Wing. Fighters in the amount of 5 pieces. But they are more powerful than the imperial ones and have fields, so they live longer. In battles with each other, only corvettes are won and are afraid of in equal numbers. They know how to fold their wings, thereby increasing the flight speed. In the campaign, you can sometimes find the Z-95, but these are frankly outdated and wretched devices.

Y-Wing. Bombers, and again with proton torpedoes. In addition, they carry an ion cannon, which must first be activated. So these bombers can resist fighters too. The squadron has three aircraft.

Corellian Corvette. Powerful anti-fighter corvette with 8 lasers. The imperial counterpart outnumbers the head, and enemy fighters usually fall in its vicinity in whole flocks. Knows how to strengthen a volley, weakening shields for a while.

A-Wing. This improved fighter unlocks the second level of the station development. There are 5 of them in the squad. Less powerful, but faster and more agile. Ability - performing aerobatics. In this case, the enemy cannot hit your flyers, but he aims at them very diligently.

Nebulon-B Frigate. Thunderstorm of enemy corvettes. It contains 2 turbolaser batteries and 2 laser batteries. It is difficult to get into it, but large ships will still be able to beat it. It can transfer all energy to restore shields, while it shoots much less often. But it is necessary that the shield be at least somewhat charged.

It is interesting: in the campaign, you can hire officers to increase the firing range. The Nebulonian frigate is their favorite ship. If he is in the fleet, all command will sit on one of them.

Corellian gunship... A frigate carrying 2 laser and 4 rocket batteries. Spawns at level 3 of the space station. Works well against enemy frigates, but due to the fact that the missiles are flying close, should be somewhere immediately behind the first line of ships. He also knows how to pump the energy of shields to increase damage, but specifically for him it is useless due to the small number of lasers.

Marauder Missile Cruiser. The fourth level is unlocked by the rebel missile corvette. Fully corresponds to the imperial counterpart. And it is applied in exactly the same way.

Alliance Assault Frigate. A heavy frigate with good armor. Has 2 turbolaser batteries and 2 lasers. Actively beats enemy Acclamators, deals with corvettes. For him, only bombers and capital ships are terrible.

Mon-Calamari Cruiser... Has 4 turbolaser batteries, 2 ion cannons. There is a powerful defense with the ability to restore the force field by reducing the power of fire. On an equal footing with the enemy capital ships, the rest is superior. Of course, he is afraid of bombers. But you won't leave him alone, will you?

Han Solo / Chewie... Hero of the rebels, flies on a light corvette, scattering laser beams in all directions. It flies with great speed, and it is very difficult to get into it. The main enemy of enemy fighters. He knows how to turn on invisibility and thereby, as befits a hero, is saved from hopeless situations.

Sundered Heart. Especially for this hero, the Corellian Corvette was covered with armor and better cannons were installed on him. The application is appropriate. In addition to the ability to increase damage due to shields, it is able to weaken the enemy's damage in a certain territory. Let it be not for long, but during this time everything can be solved.

Red Squadron. This is a squad of 6 X-Wings, led by Luke Skywalker himself. Of course, they were armed with a much better version of fighters than those on which ordinary pilots fly. In addition, this unit is able to make a successful shot, causing more damage to those it hits. Knows how to destroy the Death Star.

Home One. And this figure flies on the flagship of Admiral Akbar. it best ship games - 4 turbolasers and 4 ion guns. Not only does he know how to pump the energy of weapons into strengthening the shields, he also loves to declare some enemy as his personal enemy, and then all the rebel ships focus their fire on the unfortunate victim.

Rebel cannon Ion cannon, more original imperial. It completely destroys the force field and damages the electronics (the enemy ship does not move and does not fire for a while). However, ships of the Star Destroyer class are quite successful in bypassing the consequences of damage to the electronics. But it affects the enemy's space station, which can be decisive in a single game or multiplayer.

Space combat technique

The landing is in progress.

The general technique is simple - capture as many asteroids as possible to speed up production. It is also a good idea to reinforce nearby space stations so that the enemy cannot slip too easily with a squad of two fighters in order to destroy your production facilities. It makes sense to protect them with something like a corvette. It's just that when using large fleets, you won't have enough for everything, and from the arrival of a squadron with 3-4 frigates, a fleet of a pair of frigates and a pair of corvettes will most likely not save you. Here it is only necessary to drive away the fighters, so as not to become impudent.

Have you mastered it? We begin to use the main features of the parties. As we remember, the empire has many aircraft carriers with a large number of fighters on board. Therefore, we are waiting for at least ships of the Victoria class (better Star Destroyer, they have more fighters) and set off to attack the enemy. In this case, the fighters will act as a distraction for the enemy, and the bombers will try to throw several torpedoes on the sly at critical points for the enemy. Together with the launch of the first wave, aircraft carriers will also move from positions, which must deal with the direct destruction of the enemy space station and its defenders. At this point, the enemy will not have time for trifles, which on the sly can do a lot of things. It is worth including a couple of corvettes in the fleet (someone will have to calm down enemy bombers), and put 2-3 rocket ships in the rear - they will very well join in a general concert when the enemy's power protection of the station is destroyed. If the enemy is very fond of missiles, the Imperials will be helped by the Interdictor, who is able to deflect them.

It is important: be sure to get officers - the ability to shoot farther than the enemy has not hurt anyone yet.

It's a little more difficult to play for the rebels - they are not supposed to have aircraft carriers. Therefore, their fleet must have 4-5 corvettes to fight enemy fighters and bombers. They usually do not produce fighters themselves, but bombers use 4-5 squadrons at once in order to get at least some effect from them. In the foreground in this battle are powerful frigates, again, capital ships. Only one thing helps - the ability to quickly restore protection using the ability. You just need to use it correctly, immediately after turning on the affected ship from the front line to the rear until the ability is restored. Of course, this does not matter for missiles and torpedoes, but after all, frigates are not armed with them. Therefore, the battle for the rebels is the constant maneuvers of frigates in order to keep them longer.

The earth is at your feet

The war on earth has become a direct continuation of the space war. But if in space everything looked quite acceptable, then here it became a little absurd. However - about everything in order.

Each of the opponents gets a ready-made base at their disposal, you don't have to build anything. The set is quite typical - a couple of factories for equipment, barracks for infantry, a force field generator and power plant, an academy for officers that produces heroes. The empire has a research station as unique buildings, and the rebels have a terrorist academy.

Indeed, why bother acquiring knowledge if it can be stolen from the enemy? And on a free territory, you can train comrades who will petty dirty tricks on the enemy. So you won't have any problems with the main premises - they are already there. But having lost them, it is very difficult to restore them back, because it is very expensive. And sometimes it is worth putting an army down to the last soldier, but not destroying the factory, from where the many-legged ones climb.

But this is me about what is built. But you can create something else yourself. Let's start with the economy. It is exactly the same as in the vastness of space. That is, for the lazy, there is always a "pre-agreed percentage" of the base itself. Those who are concerned about development will look for points from which grace comes in the form of accelerating the flow of resources. In addition to them, there are points of gun turrets, landing points and neutral structures on the map.

The points of the gun turrets are for you to build your defenses on them. There are two types. On the first, you get the opportunity to restore the tower, which is great at dealing with tanks. Everything would be fine, but her infantry is somehow not very good. Another problem is that, having understood what the matter is, the infantry often comes to the foot of the tower, to its dead zone, and from there destroys it with impunity. At points of the second type, there is a choice between anti-personnel, anti-tank, anti-aircraft turrets and repair and medical centers.

You can also create a scout droid in this place, but he does not sit on the spot and immediately runs away according to his direct duties. The disadvantage of all towers is that they can be built not where we ourselves want, but where the creators of the map thought to put an end to them. Therefore, it is often possible to watch with anguish as the infantrymen busily deal with another defenseless anti-tank tower, standing "on the outskirts".

Landing points are a feature of the land game. There are quite a few of them on the map, and by controlling them, you can land reinforcements on them (did you forget about limiting the number of troops?). Why dump the leisurely multi-legged in your camp when they can be sent straight to the enemy base? Usually around these points other neutral structures and points of gun turrets spawn. Only most of them are not visible due to the fog of war, so you need to explore the space around these points in order to identify useful houses.

Neutral structures can be expressed in the form of power shield generators and all kinds of factories. A few combat vehicles (albeit weak ones) that do not pass by any standards will not interfere with you at all.

It is with these considerations that you have to begin to study what both sides have.

Empire

Even in the rain, AT-ATs go on the attack.

Stormtroopers. Infantry. Just cannon fodder. 2 squads of 9 people. The main application is to capture control points and wait for the approach of more decent troops. Fortunately, the troops, whose main duty is not to beat up the infantry, suffer with them for a long time. They are afraid of howitzers and enemy infiltrators. But they are good at destroying enemy grenade launchers. They can bombard the territory from grenade launchers, but this perversion of the developers' imagination did not inspire me to think about how to use it.

Scout Bike. A pair of cunning motorcycles designed to counter enemy artillery. To deal with it, they use explosives, and fearlessness in this matter is explained by the fact that our riders have time to slip past artillery salvoes. But she does not have time to leave the mine laying site as quickly. However, they are vulnerable to any tanks, which makes their need questionable. After being knocked off a motorcycle, he becomes an ordinary infantryman.

AT-ST. Ordinary two-legs, produced in quantities of four per unit. They fight equally mediocrely against both infantry and tanks. There is only one advantage - they are quickly produced. However, they are often included in the garrisons, so they will still find their place in your troops. They know how to strike at a specified point with missiles, but this is a rather exotic ability.

Tie Mauler. An anti-personnel tank that destroys infantry in a whole bunch of ways - it shoots from lasers, rolls it with tracks, uses the explosion ability, having previously driven into the crowd of advancing infantry. Often the latter is the only way to do something - the thin armor hurts too much. There are 5 in the squad.

2-M Repulsor Tank. Hovercraft and force field tank. It copes well with any enemy tanks, as it is intended for this. Can amplify a shot due to the force field. If the enemy tortured you with their light tanks, call this fantastic four.

SPMA-T. Howitzer moves slowly and only works well when unfolded. Then she shoots far and painfully - the infantry dies out in whole detachments, and the equipment receives great damage. But in this form, a dead zone appears, in which the enemy can do whatever he wants. In the marching version, it shoots from a weak laser. There are only 3 of them in the detachment. For some reason, their own vehicles and infantry do not suffer from its hits.

It is interesting: volleys of howitzers unmask them in the fog of war.

It looks like a missile strike to me ...

AT-AT. Legendary four-legged vehicle armed with 4 lasers. Great for fighting vehicles and buildings. In addition, it carries two nines of infantry in its belly, which it can renew as they die (just like cockroaches breed). He is ready to fight anything, but he treats enemy "flyers" very badly, who have a special attack with entangling legs against him. True, he can adequately answer them - he knows how to shoot at them. He can trample the infantry, but the infantry, which has broken through under his belly, feels just like a fox in a chicken coop.

AT-AA. Antiaircraft gun designed to fight all kinds of enemy flyers. He just drives and shoots (maybe at ground vehicles, albeit worse).

Mara jade... The first hero of the empire very successfully exterminates the enemy infantry from his machine gun. She also has explosives that she can throw into vehicles. In addition, she knows how to talk away enemy troops (infantry), transferring them under the control of the empire. So - the girl is prominent and interesting, I recommend her for use.

Boba Fett. Not as convincing on earth as in space. If necessary, it sprinkles enemies with a flamethrower and knows how to move long distances with the help of its jetpack. Otherwise, it is not very different from the usual infantry.

Darth Vader. Despite the fact that it looks like an ordinary infantryman, it is very difficult to destroy this hero. Infantry weapons hardly take him. But he himself knows how to scatter the infantry to the sides or destroy the enemy vehicles chosen by him for this. A very powerful and useful hero.

The Emperor. Palpatine is an even more powerful fighter who not only knows how to stand up for himself, but can also severely defeat enemy infantry with lightning or convince any enemy troops to join his army.

Colonel Maximilian Veers. This is primarily a business executive. The production of AT-AT and AT-ST robots with its presence is 25% cheaper. And his personal AT-AT can deliver a powerful blow to the enemy, which he, most likely, will not remember (he will die, poor thing).

Insurgents

Rebel Trooper. Again, regular infantry. They differ from the Imperials only in that they have not nines, but fives. And although there are three fives, they are weaker due to the total number .. Otherwise, the same thing.

PLEX Trooper. Grenade launchers, thunderstorm of enemy tanks and buildings. Very mischievous comrades, especially considering that tanks are very poor at shooting at infantry. Come out in 2 detachments of three fighters. They also know how to shoot at some point.

T2-B Hovertank. Light tank with multiple lasers. A fast and maneuverable vehicle, the task of which is to destroy enemy light armored vehicles, it shoots off enemy infantry quite well. He himself is afraid of heavy imperial machines such as AT-AT. The unit has 5 tanks. There is an ability, when turned on, the tank goes in search of adventure, shooting off all oncoming opponents.

MPTL-2A. Rocket launcher. Strikes the area in one gulp. When hit, it does less damage than an Imperial howitzer, but this is compensated by the fact that it covers a large area with its fire. To start shooting, you must stop and decompose. The detachment has 2 howitzers, 2 reconnaissance robots are attached to them to increase the field of view of the howitzers.

T4-B Tank. Heavy tank insurgents, designed to combat similar enemy vehicles. Although AT-AT is still inferior. It fights well with any kind of enemy troops (it also goes to the infantry). When the ability is used, it starts firing rockets, causing a lot of damage to buildings and cannons. The squad has 3 tanks.

AirSpeeder. Fast flying car. By itself, it usually cannot do anything particularly harmful. But it is also very difficult to get into it. If they are used in a crowd, they will not even notice the enemy anti-aircraft guns. Very useful in alliance with bombers - then they bomb exactly what you need. There is a special ability to entangle the legs of the AT-AT. Often they simply entangle the legs of these giants and prevent them from moving, which is very useful - the machines do nothing, but they take a place in the total number of troops. However, in 10% of cases, they manage to drop the enemy, and he immediately dies. Anyone can shoot at them, but troops that are not anti-aircraft ones must be specially dispatched to this case, indicating the target to them. There are only 3 cars in the squad.

Infiltrator. Fighter with sniper rifle and explosives with a magnetic suction cup. The huge viewing radius is combined with the ability to destroy an enemy soldier with one shot. And the tanks will be in trouble when explosives are attached to them. It does not decide the outcome of the battle, but it can help. There are only 2 fighters in the squad.

R2-D2. This comrade does not fight at all (the first hero of the rebels). He's not worth anything at all. His purpose is that he knows how to take control of enemy guns and in the meantime repair his own.

Han Solo / Chewie. This inseparable couple fights together on the ground. Both of them know how to quickly run away from the enemy (they are not very strong fighters and only cope well with infantry). Chewie also proves to be an excellent hijacker, stealing any technique from the Imperials. And Solo throws an electromagnetic grenade under his feet, which turns off vehicles and towers in a certain radius. The main thing here is not to get lost and quickly destroy everything that stands still. Friends work well together and against enemy equipment: one slows down, the second steals.

Kyle Katarn. But there must be a Jedi too? Here it is. Wields a sniper pistol, knocking down enemy infantry at unimaginable distances. When it starts to smell like fried, it quickly runs away. The second ability is to throw explosives. It works well against technology. Of course, this sniper is best used against infantry.

Obi-Wan Kenobi. No, Katarn is the wrong Jedi after all. But Kenobi ... Fights off laser beams with a sword, heals infantry in a certain radius, gives invulnerability to any unit or tank. Like other owners of the Force, when he attacks the cannon, it stops firing. It needs infantry to be used properly. Only then will he be able to show himself in full splendor.

Ground combat technique

Any ground battle aims to capture the landing points. Therefore, the first is the infantry, which has the ability to clean up these points in their hands. And only then, behind their backs, the technique moves, the purpose of which is to support the attacking infantry. It is often more correct to have most of the equipment in reserve (at the stage of ordering), when you can first see what the enemy will land, and only then answer him in the most correct way.

True, in a situation where the enemy has rocket launchers or howitzers, he can destroy your infantry in one salvo and immediately take away the point, without allowing them to land on it. And the landing process itself is unsafe - it takes a long time, and the enemy troops, who are close to the landing, manage to disfigure him with impunity, while he comes to his senses after landing.

Do you need to create cannons? Necessary. And primarily anti-personnel. And it’s too painful for these little people to interfere with life and further development. The cannons, however, will at least slightly slow down the vigorous breakthroughs of the infantry. Officers are no less helpful. They seem to add just a little to the range of vision, but just this little can be enough to start shooting earlier.

In one campaign long ago ...

Now we’ll get to the campaign. First, it is very different economically. Money comes from planets, it can be increased either by the number of planets, or by building mines on them. Money comes from all planets at once at the end of the day and goes entirely to the general treasury. With this money, you can build all kinds of buildings on the planets (and who will create your fleets and armies?) And create armadas of your troops. Each planet is characterized by how many buildings can be built on it and what the maximum level can be at its orbital station.

This is important because during the defense of the building and the station spawn "garrison troops", which allow you to keep the number of your forces at the same level when the enemy "slows down". After all, the garrisons, no matter how bad they are in themselves, are regularly restored after death. And even ants can overwhelm in this way. Moreover, the peculiarity of the campaign is that the attacker fights with exactly the number of soldiers that he took with him before the attack. Assigned to attack the planet with only two AT-ST units - be prepared for the fact that you will not achieve anything.

It is important: the size of your army is limited by how many planets you have.

In addition to the number of possible buildings (usually they are still built in a certain sequence, so building a factory of heavy weapons ahead of the barracks will not work), the planets are characterized by the level of money production, climate and various improvements to production.

When frigates attack, stations usually die.

The climate is important only during ground battles on planets: rain halves the accuracy of lasers, and a sandstorm worsens the likelihood of missiles hitting by the same amount; snow reduces the range of vision, and volcanoes have a very bad effect on the infantry (it dies, in other words). Improvements can be very different - from increasing the flow of money to reducing the cost of some chosen type of troops.

As you already know, nothing can be produced during battles. But the defenders have garrison troops at their disposal, and the attackers are not limited in the number of troops they can capture for battle on the planet or in space. And although there are still strict restrictions on how many troops can participate in a battle at the same time, no one forbids bringing in more than allowed and from time to time pulling them out of the reserve.

In the campaign, however, there are comrades such as Bountyhunter and Smuggler. The latter are engaged in dragging 50% of the money from the specified planet in your favor. But the former arrive on the target planet and kill enemy officers, robbers, or even their colleagues. Eliminating officers is especially useful, which will give your space and ground forces some advantage in that the enemy is likely to see much closer than you during the battle.

Despite the fact that both ground and space armies can be sent into battle at once, infantry and tanks in space will not be able to do anything useful. Therefore, they must be sent on the second echelon, otherwise the army will be completely uselessly defeated.

It is interesting: there are heroes in the campaign that only affect the economy, making production cheaper. Sometimes it is very useful to drag them from planet to planet in order to get even cheaper troops.

Passing

Only story missions will be listed here. But don't think that the campaign consists only of them. Often, in order to get to a battle lasting five minutes and advance further, you need to capture a dozen planets, plunging hundreds of enemy ships in fierce space battles. But you have to go through this in detail and experience it yourself, and here we will discuss the key points of the game ...

Empire

We suppress the uprisings, we destroy the rebels. How else to restore order in the vast Empire?

Mission 1. Crush. Kill. Destroy.

Led by Darth Vader, we bring order to the rebellious planet. Theoretically, he can be killed, in practice it is possible, if only he breaks away from the rest of the forces and will fight alone. We exterminate the rebels up to the power dome, then we pass a little lower and shoot the energy generator. Now you can return to the place of the former dome and finish off the survivors.

Mission 2. The Pirate Menace

The Empire isn't just cracking down on the rebels. Here's something pirates on Ilyum were naughty - it would be necessary to restore order. We attach a pair of corvettes and frigates to Boba Fett and send the entire squadron to investigate. True, at first only one hero will arrive. And first of all, he must destroy the sensors, of which there are a lot in the system. By correctly throwing bombs, your pilot will be able to destroy not only the sensors, but also the enemy fighters guarding them. After that, he can summon the fleet and destroy the space station. The next on the list will be the leader of the pirates on a large ship. And we finish it off.

Mission 3. Subjugating Geonosis

We strengthen the fleet from the previous mission and send it together with Darth Vader. The enemy's space station is of a low level, which means it will be quickly destroyed. After that, we send troops and land on the planet. From the very beginning, you need to quickly take on the civilians and destroy all 5 buildings. Because they are almost constantly releasing replacements for the fallen. The TIE Mauler is a very good choice here, as they successfully destroy the infantry. After that, it is quite easy to destroy the rebels.

Mission 4. Attack on Mon Calamari

We are faced with the task of capturing the planet Mon Calamari. The station there is not very powerful, the main thing is to destroy its power plant with the help of bombers. Then we destroy the torpedo launchers and get the entire remaining fleet. But to hope that everything will go very simply is not worth it - a little later several capital insurgent ships will arrive, so a large fleet must be brought there. Otherwise, you will not cope.

Mission 5. Trouble on Kashyyyk

Han Solo helps free the Wookiees on their home planet. Let it help, and you take your time, methodically destroy the houses that produce new Wookiees, and do not let the already born destroy prisons. It is also necessary to pour fire on Solo as soon as he appears in the field of view. It is unlikely that you will be able to kill him, but if his affairs are really bad, he will simply disappear from the planet. And without him, the Wookiees will quickly end their resistance, and the mission will end.

Mission 6. A New Weapon Of War

So, a new weapon has appeared in your troops - the AT-AT. Send Veers to test him. The delivery of the hero to the planet will take place without any problems. And the beginning of the tests will not bring any special problems. But then the rebels will appear and will try to destroy the sample of the combat vehicle. However, the many-legged copes with them easily. You just need to add a couple of infantry units to it - and you will not have to worry about what is happening under your feet.

Mission 7. The Rebel Fortress

You need to destroy the rebel fortress. First, there is a space battle in which you will be offered serious resistance. Then there will be a ground battle in which you will have Darth Vader and Veers on your AT-AT. With its inherent powerful blow, this robot is excellent at destroying enemy buildings.

Mission 8. The Traitorous Moff

And the empire has a traitor. Someone Moff Kalast lives in the rebel system, and the empire decided to destroy him. There are many troops there - up to 30 corvettes and frigates, not counting many fighters and bombers. But that's not the trick. The traitor loves to run away from the battlefield. But for this mission in one of the systems you will have a frigate Interdictor. Be sure to take him on a mission, turn on his ability and put him somewhere on the sidelines so that you don't accidentally get hurt. And then our fugitive will not leave.

Mission 9. An Engagement With The Emperor

The emperor decided to punish the disobedient with his own hand. The mission is simple enough. It is only necessary to regularly destroy buildings - it is from this that the emperor restores life. The enemy's infantry simply falls in sheaves from his manifestations of Power.

Mission 10. Capturing A Princess

It's time to capture the rebel leader - Princess Leia. We are forming a fleet, it must include Star Destroyer and Interdictor. The first will be needed directly to capture the princess, the second - so that she does not slip out of the system. Only first you have to destroy the pirates, who are at the same time with the rebels. But is this really a problem?

Mission 11. The Destruction of Alderaan

And here is the first use of the Death Star. We need to lead her to Alderaan and destroy the planet. You only need to wait 75 seconds for it to fully charge. But besides her, you need to bring a large fleet to cope with the protection of the rebels - there will be up to 8 capital ships waiting for you.

Mission 12. End of the Rebellion

You already know how to use the Death Star. And it remains only to destroy 5 rebel planets. True, the resistance on each will be serious, and the ion cannons will shoot from the ground, but you can handle it. You just need to take a bigger fleet.

Insurgents

The time has come for liberation from the imperial troops, universal freedom is coming ...

Mission 1. Shipyard Diversion

Here you have to destroy 6 imperial docks. For this, 4 corvettes and a hero who must definitely survive are allocated. The trick here is that it is not necessary to destroy the docks themselves, but you need to shoot at the warehouses with resources around them. A chain reaction will go and the docks will explode on their own. The enemy's resistance here is very sluggish, and he will not oppose anything special to you.

Mission 2. Interpreting the Network

Friends are thieves. They think what else to steal from the empire ...

R2-D2 should download data from the imperial storage. But at the same time, he also has to survive, which is much more difficult. To ensure this task, we give him escort from 2 tank detachments, 3 grenade launchers and 3 infantrymen. Upon arrival, we clear the landing points from the enemy, divide the remaining troops between them and move our hacker to the data bank. After a while, the enemy will learn about what is happening in the storage facilities, and will send a trooper to deal with this disgrace. But we remember that the landing is a long matter. Therefore, during the landing, all paratroopers will be destroyed. Then we just wait until the end of the data theft and escort the robot to one of the drop-off points.

Mission 3. Theft of the X-Wing

Until now, there was not a single normal fighter in your army. And so the rebels decide to steal the first samples from the empire. For this mission, it is desirable to take a lot of troops, otherwise it will be difficult to cope with the enemy. Bombers in planetary orbit are highly desirable. It is better not to go to turbolasers that are on a short path at all, just blocking the passage with tanks and grenade launchers. The long path is longer, but easier. Thus we pass to the airfield. Along the way, you can destroy turbolaser generators and shoot defenseless cannons. Before taking the pilots to their destination, send one warrior to a place with 4 unoccupied points for cannons - immediately after the pilots arrive, cannons will be built at these points and around the airfield. At the airfield, they will be destroyed by the escort of the pilots, but let the bombers strike at individual four. If at least one pilot survives, then the mission is won, and you become the owner of new fighters.

Mission 4. Kessel Rescue

Here you need to stop 6 shuttles without destroying them. We take several corvettes and 5-6 bombers on the mission. Let the corvettes drive away enemy fighters, and the bombers, having passed the shuttles through their formation, hit them with an ion cannon. It will just stop the ships without destroying them.

Mission 5. Stealing From the Rich

Another theft from the Imperials. We send R2-D2 to one of the planets of the empire and make him steal technologies (the planets have special cells for special operations). In order for the mission to be counted, you need to steal a little, but it is better to do it all the way until the enemy runs out of technology.

Mission 6. Imperial Liberation

Here you have to free the Wookiee planet from the imperial domination. First you need to destroy 5 prisons in which the Wookiees languish. And after the destruction of the next prison, several former prisoners will join you. Here you need to take a full set of troops, including artillery, tanks and bombers - there will be a lot of enemy here too, so you have to work hard. And it is not at all easy to destroy a prison.

Mission 7. Highest Bidder

For this mission, you need to grab more frigates, they will have someone to fight with. Here, the Imperials clashed with the pirate and turned on the Interdictor's abilities to prevent him from escaping. To begin with, we quickly destroy the heavy imperial frigates that headed towards us and immediately fly to the "brakes", which are standing in a dense group in the center. By this time, a pirate should also fly up to them. First, be sure to shoot him and only then the remaining imperial ships. Everything, the way out is free. Corvettes are almost useless here - the enemy has no small ships. But the bombers would not be in the way.

Mission 8. Rescue the Millenium Falcon

Han Solo played out and was captured by the Imperials. Of course, you can arrange a general slaughter, but 5-6 squadrons of bombers are enough. All you have to do is turn off the tractor beam of the Imperial ship, and the Millennium Falcon will safely fly away.

Mission 9. Needle in a Haystack

There are boxes scattered throughout the system, and one of them contains an EMP system. You only have one Millennium Falcon to explore these crates. You need to fly around the box for the scan to be counted. Your boat will cope with enemy fighters, but you have to leave the rest, you won't be able to defeat them. When the item you are looking for is found, the mission will be won.

Mission 10. Borrowed Time

You need to escort 6 transports and try to make sure that at least one of them survived. The fleet on this mission must be large - you will have to fight a lot. All enemy ships are already on the screen, they just gradually "come to life" and creep towards you. You can take bombers and fire at ships that have not yet been activated.

Mission 11. Handle With Care!

Before this mission, it is worth rebuilding the planets on the front line to the maximum possible values, because the Imperials will attack your positions quite often.

On the mission itself, Solo and his comrade must get to the first point where you can build a healing tower. There they will capture a tank and will destroy enemy infantry as long as it blocks the path to the ownerless AT-AT. With its help we blow up the generator supplying the turbolasers, and no one will be able to prevent our heroes from getting to the documents. After that, they leave in the direction of the transport ship.

Mission 12. The Defense of Mon Calamari

If you have prepared to repel enemy attacks and have created quick reaction fleets, then you will have several space battles with imperial squadrons invading your systems. Get ready for heavy bloody battles, but after winning several and preventing the enemy from attacking your capital in Mon Calamari, you will complete this task as well.

Mission 13. The Final Battle

After all this, the Death Star appears. The main thing here is to seize the moment and in time to remove all the troops from the planet on which she will attack. For its first shot goes without warning, and along the way, everyone who had the misfortune to be on the planet or near it is destroyed. Then she will fly and destroy planets. But here you have 2 minutes to destroy all ships accompanying her. And then we just wait for Luke Skywalker and set him on the Star in the next battle. We only watch that he is not destroyed before his skirmish with the Death Star. Here is the long-awaited victory!

1. TIE fighter (aka TIE fighter, aka Dishka)

The main fighter of the Imperial forces, equipped with a twin ion engine (Twin Ion Engine), this is a rather menacing ship, which also emits a characteristic ominous squeak during flight, which can annoy the enemy. The main disadvantage of the LED is the flat panels on the edges of the fighter, which makes it look like an eye dangling between two playing cards. Of course, you can figure out why they are needed (how do we know how these same ion engines work), but from a tactical point of view, these panels make the fighter an too easy target, which has been demonstrated more than once in the films, and also completely block the pilot's view. leaving it less than 50 degrees of visible space. You can fantasize that with the help of a special virtual reality helmet, the pilot of the LED received full overview(by the way, helmets of a radar complex with a distributed aperture, providing a 360-degree view, already exist on F-35 fighters), but when the first trilogy came out, nothing of the kind was out of the question, which means that the pilot of the TIE fighter is practically nothing did not see either behind him, or even from the side.

2. Super class Imperial Star Destroyer.

A huge spaceship with a length of 18 kilometers, the flagship of Darth Vader, carrying on board great amount fighters (as many as 6 squadrons) and ground vehicles... An imposing ship that instills fear in enemies, but for some reason is extremely vulnerable. Why was it even necessary to build such a huge ship? He was much larger than ordinary Star Destroyers, but for some reason was not equipped with more powerful weapons. This is especially evident in the Battle of Endor, when one Rebel fighter crashed aboard the flagship, the huge ship lost control and collided with the second Death Star. When a tiny fighter can shoot down a flagship, and then the main strategically important weapon, someone has big problems with the original project.

3. Fighter "Snowspeeder".

We first saw this small atmospheric fighter in The Empire Strikes Back. In addition to the two laser blasters, the Snowspeeder also has a harpoon that flies out of the ship on a durable and flexible cable. With this harpoon they pierce the hull of the "walkers" (probably the most ridiculous machines in the Empire's armament) and use a cable to entangle their legs, causing the walkers to fall. It should be noted how strange this strategy is, during which the pilot, winding a circle around the walker's leg, can simply lose consciousness or his head can get cloudy, there must be very strong overloads. Plus, if the cable is so strong and so tightly wrapped around the walker's legs, the fighter can easily rip in half before the maneuver is finished. Well, in principle, this is a long operation, it is easily blocked and requires tremendous training from each pilot, which is almost impossible in the conditions shown in the films. By the way, where does such a huge rebel army train?

4. Trade Federation droid control ship.

Many military organizations in the Star Wars universe suffer - in addition to their lousy shooting skills - from dire command and control problems. Take, for example, the droid control ship we saw in The Phantom Menace. He controls ground robotic troops, huge army out of 139,000 droids. When, again, one fighter accidentally flies into this huge ship and starts a chain reaction to destroy it (in general, sometimes it seems that in the local universe they have an extremely vague idea of ​​the concept of compartments), all ground troops simply stop, and the offensive stops. That is, no options in case of an accident, no other control methods. Quite a strange strategy, you can't say otherwise. The ship had exactly one function, and even that it performed poorly.

5. X-Wings, or X-wings.

The famous rebel fighters, which have become a real symbol of "Star Wars", which embodied all the small oddities of the spaceships of this Universe. The control system of local spaceships, including the X-Wings, does not make sense. How, for example, do they slow down? In zero gravity, these fighters would need the engines directed in the opposite direction, or they themselves would have to turn around and direct the engines in the opposite direction - nevertheless, in the films they do neither one nor the other. How do fighters change direction at all? The X-Wing has four engines, but judging by the design, there is simply no means to change the course. Of course, they could change the direction of flight by gradually changing the thrust of individual engines, but then any turn would take a lot of time, and maneuverability could be forgotten. Finally, as with many spaceships in " Star Wars"They are just too small. How did Luke manage to get all the way to another star system on a tiny fighter when he was looking for Master Yoda? How did he not go crazy on the road, sitting in one place, unable not to get up, not move, not lie down? And if the X-Wings have the technology of such a fast teleportation or a FTL engine, then all the massive battles of the films completely lose their meaning.

Specifications:

Manufacturer Corellian Engineering Corporation
Length 150 meters
Crew from 45 to 165 (depending on the modification of the complete set)
Passengers / Troopers up to 600
Speed Air speed 950 km / h
60 MGLT
Class 2 hyperdrive
Autonomy from 3 months to 1 year
Shield 400 SBD
Frame 188 RU (ferro-magnesia armor plating)
Engines Girodyne ter58
Reactor Mason-branger
Shielding field generator Phoah-Kingsmeyer 484-J4e
Weapon kit options: 1) 2 Taim & Bak H9 twin turbolaser cannons and 4 laser cannons
2) 2 Taim & Bak H9 twin turbolaser cannons and 4 launchers
3) 6 Taim & Bak H9 twin turbolaser cannons
Hangar No (on the basic version)
Cargo capacity 3,000 metric tons
Price 3,500,000 new or 1,500,000 used
Note to performance characteristics Above are the performance characteristics of the military model CR-90 in its basic configuration.

Description:

Modularity and versatility have been hallmarks of Corellian's shipbuilding philosophy for over 4,000 years. The prototype of the corvette was its predecessor, the CR-70, from which many design solutions migrated to the CR-90.

The corvette has a modular design and can be rebuilt in a fairly short time with minimal financial and labor costs. This made it possible to create multi-member specialized modifications for military and civil purposes on the basis of the corvette. It is characteristic that the ships were modified not only in the "native" shipyards of Corellia, but also by an almost artisanal method, sometimes modifying the design beyond recognition. Here are just a few such examples - the FarStar corvette has undergone a complete restructuring of the structure, having received voluminous, but almost unprotected hangars; new sensors, electronics and armor were installed. As a result, only the bridge and engines remained from the base model. An even more voluminous hangar received the Night Caller corvette, in which, after its alteration by the rebels, it was possible to compactly (and therefore inconvenient and unreliable - approx.) Accommodate 12 X-wings and 2 TIE Fighters.

During the Galactic Civil War (prior to the Battle of Endor), a significant portion of the CR-90 was produced for the Imperial Navy. These corvettes were armed, had reinforced shields and armor, but did not have the volumetric hold and comfort that on the civilian model. The Rebel Alliance also had a large number of corvettes obtained in a variety of ways - both legal (by acquiring their civilian version) and illegal (by capturing corvettes from an imperial or civilian fleet). There were also rare transitions of the Imperials to the side of the Rebellion. For example, the crew of the Bixby corvette, which was escorting a small transport caravan heading to the Imperial base in the Dellalt system, decided to go over to the side of the rebels. Because of the betrayal of the captain "Bihbi", the rebels shot unarmed ships with impunity (only one transport man managed to escape) and received valuable information about the imperial fleet's impending operation. A few years after the Battle of Endor, corvettes of this type became quite legal for the New Republic fleet at the Corellian shipyards.

In the navies, CR-90 corvettes were used for patrolling, reconnaissance, countering piracy, escorting transport convoys and anti-fighter cover for large ships. In addition, the rebels used their CR-90s for clandestine transportation of goods, as it was extremely difficult for Imperial customs officials to distinguish an appropriately equipped rebel corvette from a civilian corvette. Mon Mothma proposed using the CR-90 for raiding operations on Imperial communications and the delivery / evacuation of special forces groups (corvettes were simultaneously commando operational bases).

While the military versions of the corvette were fairly standardized, the civilian models were distinguished by all sorts of alterations of the internal space aimed at maximizing the satisfaction of the owner's needs - there were transport ships based on the CR-90 for transporting a wide variety of goods, liners and personal yachts. The imagination of the owner of the corvette was limited only by his money. The Senators of the Imperial Senate did not disdain CR-90 and used them as personal transport. One of these was the Tantive IV of the Organa family.

The main drawback of all CR-90s is the lack of a hangar. Instead, the corvette has two wide docking bays in front of the engines. Another drawback of a corvette (even a military model) is its relatively weak security, which does not allow it to be on an equal footing with some other ships of its class. The most vulnerable points of the corvette are its engines and bridge. But the most vulnerable point of the corvette is its main reactor. It can be easily damaged or disabled (for example, an ion cannon - approx.), Which forces all systems of the corvette to be turned off, otherwise an explosion may occur. This vulnerability of the reactor compartment was often exploited by pirates and rebels. To eliminate this disadvantage, some military corvettes had enhanced armor in the area of ​​the reactor compartment. There was one more drawback: due to numerous modifications, it was difficult to repair some CR-90s (especially civil ones). At the same time, the uniqueness of some corvettes was the cause of headaches for the Imperial boarding groups. Soldiers (stormtroopers or naval infantry) could only guess what kind of tangled corridors await them on the next CR-90.

The Star Wars Rebels animated series ends in spring 2018. For four seasons, the starship Ghost team fought the Empire and tried to restore peace to the galaxy. And on February 19, the series returns after a break to show the final episodes.

For old fans, the series is interesting because producer Dave Filoni quietly brought many heroes and stories from the canceled Expanded Universe back to the new Star Wars canon. In this article, we'll show you exactly what Rebels learned from Legends - and how well it did.

Admiral Thrawn (not the same)

Grand Admiral Thrawn first appeared in Timothy Zahn's 1991 Heir to the Empire and quickly became a fan favorite. The blue-skinned admiral was an excellent tactician and strategist and came closest to all the imperial military leaders to defeat New Republic... Plus, unlike most high-ranking Imperials, Thrawn was not prone to aimless brutality. He cared about his subordinates, was not afraid to admit his mistakes and did not strive for personal glory, but for the good of the Empire.

In the Expanded Universe, Thrawn's finest hour came five years after the Battle of Endor. In the new canon, this part of "Legends" did not have a single chance to survive - it was canceled, making room for the backstory of new films. But the admiral found a place in an earlier era - in the days of the "Rebels".

The cartoon Thrawn has inherited a number of traits from the "legendary" original: he loves art and flies on a ship called "Chimera"

Unfortunately, the creators of the animated series, while retaining the name, appearance and demeanor of Thrawn, showed us a completely different character that we know from books. And it's not even about the rewritten biography. Rebels' Thrawn is unexpectedly brutal, and often without much sense, and considers successful operations that turned out to be unnecessary casualties. He is not able to effectively delegate authority and cannot even really control his closest subordinates. Finally, in two seasons, Thrawn's trademark military genius has never really emerged. It looks like u new version the grand admiral is simply not there.

In the fourth season, Thrawn has a personal bounty hunter - Rukh from the Noghri race. In the Expanded Universe, Rukh served as the bodyguard of the Grand Admiral.

Resurrected Darth Maul

Darth Maul was resurrected in Filoni's previous series, The Clone Wars. The short-lived Zabrak, who spoiled the heroes of the saga a lot of blood in The Phantom Menace, returned from the afterlife, although the lower half of his body remained rotting in a mine on Naboo. After the injury, Maul went a little sanity, but retained enough intelligence to intervene in the confrontation between his former teacher and the Jedi, seize power on Mandalore and survive the Clone Wars and the Dark Times that followed.

In Rebels, Maul appears to have lived almost to the days of the Original Trilogy. He tried to seduce Ezra Bridger to the dark side, and then went to Tatooine to settle scores with Obi-Wan.

Darth Maul survived the halving

A similar story has already occurred in the Star Wars comics. In the non-canon storyline Old Wounds, an aged Ben Kenobi likewise confronts the surviving Darth Maul on Tatooine, where he tries to kill the young Luke Skywalker. Dave Filoni made no secret of the fact that he drew inspiration for Maul's character from this comic. This is noticeable in the appearance of the character, and the episode "Twin Suns" contains a direct reference to the original source.

Nobody expected the imperial inquisition ...

She's been catching surviving Jedi since the late 1980s.

In 1989, writers at West End Games, a Star Wars role-playing game publisher, had the idea that the Empire should have a secret service of Force-sensitive individuals. Indeed, with the destruction of the Order, the number of "gifted" in the galaxy has not diminished, and it would be foolish of the Emperor not to use their talents. The main task of the inquisitors was to find the Jedi who survived after Order 66. But as the number of surviving Jedi reached almost zero over the years, the inquisitors began to participate in the fight against ordinary rebels.

In the old Expanded Universe, inquisitors were rarely in the forefront. They only appeared in a series of books by Jude Watson "The Last of the Jedi" and in the third part of "Nights of Coruscant" by Michael Reeves. But in "Rebels" the Inquisitors appeared in all their glory - they represented the main threat to the Ghost team for the first two seasons.

Imperial SB

The Imperial Inquisition isn't West End Games' only contribution to the Star Wars galaxy. In 1992, the publisher's scriptwriters introduced fans to the Imperial Security Service, another government organization that fought internal threats to the Empire. In Legends, HMB fiercely competed with Imperial intelligence, but in the new canon it began to play a leading role.

Agent Kallus turned out to be one of the most prominent HMB employees. In the early seasons of Rebels, he fiercely resisted the Ghost team's attempts to shatter Imperial influence on Lothal.

Agent Kallus has long seemed to be one of the most adequate Imperials.

Part of Mandalorian culture

The Clone Wars and Rebels have completely erased the culture of Mandalorian society, carefully constructed by author Karen Travis in the Republic Commandos and Legacy of the Force book series. From an aggressive race of conquerors, the Mandalorians turned into pacifists and adherents of democracy, who forgot about the covenants of their ancestors. It is all the more surprising that several elements of the old canon, such as, for example, the holographic game of cubicad revered by true Mando'ade, migrated to the "Insurgents".

Sabin and Fenn Rau consumed by Cubicad

Hired Defenders have also returned from Mandalorian culture. In Legends, the Defenders were venerated law enforcers from the planet Concord Dawn. At various times, their ranks included such significant characters for the Expanded Universe as Boba Fett and Jaster Merrill. The Rebels brought the Defenders back to canon, but completely changed their essence. They became the bodyguards of the Mandalorian sovereign, and after the Empire took over peaceful Mandalore, they emigrated to Concord Dawn.

By the beginning of the fourth season, only the leader of the group, Fenn Rau, remained of the Defenders.

Sith Holocrons

The Jedi Holocrons have been part of the new canon for a long time, but that the Sith store information in a similar way was only revealed in the Rebels season 2 finale. And in the Expanded Universe, the Sith holocrons appeared in the mid-1990s - in the comic series "Tales of the Jedi."

In the animated series, the Sith holocrons retain the shape of the pyramids familiar to "Legends"

Starships

In the second season of Rebels, Leia Organa flashed through. The Princess of Alderaan brought Phoenix Squadron reinforcements - three Hammerhead-class battlecruisers, who later made significant contributions to the fight against the Empire. Other ships of the same class were spotted at the Battle of Scarif in the movie Rogue One.

In theory, the appearance of "Hammerheads" should have caused a storm of delight among longtime fans, because the design of the ships was exactly borrowed from "Legends". Only in the Expanded Universe, Hammerheads were used four thousand years before the events of the Rebels, during the time of Revan, Malak and the Mandalorian Wars. And although everyone has long been accustomed to the fact that technical thought in a distant galaxy is developing at a snail's pace, the appearance of the Molatoglavs during the Uprising is a clear overkill.

The creators came up with the following explanation: "Hammerheads" from the time of the "Rebels" - this is a new model, named after the old one. But the design is still almost identical

In the mid-1990s, Lucasfilm released the Shadows of the Empire multimedia project. One of the protagonists of Shadows was the brave smuggler Dash Rendar, who flew on the Corellian YT-2400 Outlander freighter. Formally, Lucas “recognized” the truck back in the 1990s - the YT-2400 was featured in a special edition of A New Hope. But it just flashed - in all the details the ship was shown only in the third season of "Rebels".

In the same season, the Rebels encountered a new TIE fighter model, the Defender, developed under the personal oversight of Grand Admiral Thrawn. The "Defender" differed from other models by its increased maneuverability and the presence of shields. The model originally appeared in TIE Fighter in 1994.

And at the end of the second season, Rebels also saw the introduction of the Barriers, massive cruisers that block the ability to jump into hyperspace. Such ships have been in the Expanded Universe since the late 1980s.


Hobby Klivian

The brave rebel pilot Hobby Klivian has been known to fans for a long time - he was one of the pilots who went on a suicide attack on Imperial walkers in Episode V. As is often the case, the minor character's story is detailed in the Expanded Universe. We learned from Legends that Hobby had previously studied at the Imperial Academy and only then switched to the side of the Alliance.

The Insurgents confirmed this episode of his biography, but changed its details a lot. In "Legends" Hobby, along with Biggs Darklighter, raised a riot on the ship "Rand Ecliptic", already becoming an officer. And in the animated series, Klivian deserts while still a student at the Academy.

The hobby from the animated series went over to the rebels for the company with Wedge Antilles and under the leadership of Sabin Ren.

Planets

The new canon is extremely active in using the geographical developments of the "Legends". No wonder: without the Expanded Universe worlds, the Star Wars galaxy collapses to a couple of dozen worlds. Therefore, almost all authors of the new canon are actively borrowing long-familiar names. So in the "Rebels" there were such planets as Malachor, Agamar, Concord Dawn and Shantipole.

A Sith temple on the planet Malachor, devastated during the Mandalorian Wars

Remains of the planets Concord Dawn

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The rebels really learned a lot from the old canon. But a full-fledged revival of the Expanded Universe did not work out. The writers of the series each time changed the characters and biographies of the characters, the history of phenomena or organizations - sometimes beyond recognition. And if so, was it worth borrowing them from Legends?