
Galactic Civil War Bases by nebaf
Player GCW Bases
Player bases can be obtained either from factional recruiters, through loot drops or are granted as rewards for completing quests obtained from Darth Vader or Luke Skywalker. The bases can be placed anywhere normal player structures are placed, and do not require lots.
A total of three bases can be placed per character. You will need to be combatant or SF to place a base. Bases will not be vulnerable for the first 4 hours they are placed.
PvE Bases
- Mines and turrets can be added
- Always vulnerable
- Countdown cannot be stopped
- Attackable by SF and combatant players
SF Bases
- Only mines can be added; currently cannot have turrets
- Have specific vulnerability times
- Countdown can be stopped
- Attackable by SF players only.
Vulnerability Timers
SF bases have a vulnerability timer, which is a three hour time period where the bases is vulnerable to destruction.
When a SF base isn't vulnerable, none of the terminals required for base destruction will exist. These terminals appear only when the base is vulnerable.
You can also check to see if a base is vulnerable via the planetary map. Vulnerable SF bases will have a sun icon next to them, and base that is not vulnerable will have a crescent moon next to them.
Note: This applies to SF bases only. PvE bases are always vulnerable and always have a crescent moon icon.
SF bases are vulnerable 3 hours every 2 days.
A base will be vulnerable if the timer is between:
- 3 Days, 21 Hours, 0 Minutes and 3 Days, 23 Hours, 59 Minutes
- 1 Day, 21 Hours, 0 Minutes and 1 Day, 23 Hours, 59 Minutes
Destroying a Base
Professions Needed to Destroy Bases:
- Medic
- Bounty Hunter
- Officer
- Commando
- Smuggler
To destroy a base a series of 5 terminals must be sliced. Once all five terminals are sliced the base will go into a 10 minute countdown. The procedure is as follows:
Jam the Uplink Terminal - You must be a bounty hunter. To jam this terminal you need to select a bandwidth between 1 and 10. As you choose numbers you will be told if you need to go higher or lower. After the correct bandwidth is chosen, you must choose a channel. To find the channel you repeat the same process you used to find the correct bandwidth.*
Slice the Security Terminal - You must be a smuggler to slice this terminal. To slice this terminal summon the radial menu and hit slice.
DNA Sequence the Override Terminal - You must be a medic to use this terminal. This is definitely the most challenging terminal to use. There is a total of 23 letters displayed that need to be matched with letters from the sample string. The letter A needs to be matched with the letter T and vice versa. The letter C needs to be matched with the letter G and vice versa.
Switch Alignment of the Power Regulator - You must be a commando to use this terminal. Your goal is to get all the switches to an off position. To accomplish this you will need to flip the various switches which will in turn flip one or more switches.
Active Overload at the Primary Terminal - You must be an officer to use this terminal. To activate the overload terminal simply select activate overload from the radial menu.
Countdown Initiated - The base will blow up after 10 minutes. If you're destroying a SF base you will need to guard the base from the opposing factional, which has the ability to abort the countdown. If countdown is aborted, the officer will need to activate the overload again.
Aborting the Countdown (SF Bases Only) - Should someone successfully slice all 5 terminals and set a base in countdown, you have 10 minutes to abort the countdown. This can be accomplished by summoning the radial menu on the primary terminal (directly inside the base) and select abort countdown. You will have to stay in front of the terminal for one minute for the countdown to be aborted. You must also have been special for 5 minutes for the countdown to be aborted.
* Note: All terminals must be sliced in order.
** Note: Some bases are occasionally bugged and may be missing one or more terminals. If your base is missing a terminal, don't worry! Just move onto the next terminal.
*** Note: If you are attempting to slice a SF base and none of the terminals are present, then the base is not vulnerable.
Base Defenses
Turrets - Can be donated to PvE bases only
- Dish Turrets (Small and Large)
- Block Turrets (Small, Medium and Large)
- Tower Turrets (Small, Medium and Large)
Mines - Can be donated to both PvE and SF bases.
- DRX-55 Mine
- SR-88 Mine
- XG Mine
* Note: Crafted mines can no longer be donated to factional bases. Neither can the old minefield deeds.
Planetary Base Caps
Each planet has a limit to the number of bases that can be placed on it. This cap is based on the number of both Imperial and Rebel bases. GCW Points per Base:
- Forward Outpost - 200
- SF Forward Outpost - 400
- Field Hospital - 600
- SF Field Hospital - 900
- Tactical Center - 1200
- SF Tactical Center - 1600
- Detachment Headquarters - 2000
- SF Detachment Headquarters - 2400
Static GCW Bases
There are currently three static PvP bases which can be found at the following locations:
- Corellia (4772, -5233)
- Talus (-4938, -3107)
- Naboo (1019, -1508)
The goal is to hold these bases for as long as possible, and/or to prevent the opposing faction from holding one of these bases for too long. Your efforts for defending these static bases are rewarded with powerful stims/buff items. The longer you hold the base, the better the rewards. All rewards are no trade. You can hold only one of each type of each stim/buff item at a time, which have a total of 5 uses.
In order to maintain control of one of these bases, your faction must have at least one of the four terminals in their possession. In order to capture a base, all four terminals must be "flipped".
Static GCW bases are also a great place to earn GCW points should the base be attacked by SF members of the opposing faction.
During the occupation of a static GCW base, it will go through 5 different phase where new rewards will be granted or existing rewards will be improved. The times needed to advance to the next phase are as follows:
- Phase A - None
- Phase B - 4 Hours
- Phase C - 4 Hours
- Phase D - 16 Hours
- Phase E - 48 Hours
The buff/stim items you can get as rewards are as follows:
Military Stimpack
- A - Healing Power: 3500 Health - CL 55 Required
- B - Healing Power: 4000 Health - CL 60 Required
- C - Healing Power: 4500 Health - CL 65 Required
- D - Healing Power: 5000 Health - CL 70 Required
- E - Healing Power: 5500 Health - CL 75 Required
Military Adrenaline Injection
- A - Healing Power: 1750 Action - CL 55 Required
- B - Healing Power: 2000 Action - CL 60 Required
- C - Healing Power: 2250 Action - CL 65 Required
- D - Healing Power: 2500 Action - CL 70 Required
- E - Healing Power: 2750 Action - CL 75 Required
Military Pain Numbing Powder
- A - Increases Energy and Kinetic Protections by 100 - 30 Minutes - CL 55 Required
- B - Increases Energy and Kinetic Protections by 200 - 30 Minutes - CL 60 Required
- C - Increases Energy and Kinetic Protections by 300 - 30 Minutes - CL 65 Required
- D - Increases Energy and Kinetic Protections by 500 - 30 Minutes - CL 70 Required
- E - Increases Energy and Kinetic Protections by 750 - 30 Minutes - CL 75 Required
Military Damage Booster Pack
- A - Increases Damage Done by 50 - 3 Minutes - CL 55 Required
- B - Increases Damage Done by 100 - 3 Minutes - CL 60 Required
- C - Increases Damage Done by 150 - 3 Minutes - CL 65 Required
- D - Increases Damage Done by 200 - 3 Minutes - CL 70 Required
- E - Increases Damage Done by 250 - 3 Minutes - CL 75 Required
Military Personal Reactive Shield
- A - Does 100 Damage to Attacker - 30 Seconds - CL 55 Required
- D - Does 300 Damage to Attacker - 30 Seconds - CL 70 Required
Military Reactive Stim Injector
- A - Healing Power: 120 Health - 10 Seconds - CL 55 Required
- B - Healing Power: 240 Health - 10 Seconds - CL 60 Required
- C - Healing Power: 360 Health - 10 Seconds - CL 65 Required
- D - Healing Power: 480 Health - 10 Seconds - CL 70 Required
- E - Healing Power: 600 Health - 10 Seconds - CL 75 Required
Military Reactive Adrenaline Injector
- A - Healing Power: 60 Action - 10 Seconds - CL 55 Required
- B - Healing Power: 120 Action - 10 Seconds - CL 60 Required
- C - Healing Power: 180 Action - 10 Seconds - CL 65 Required
- D - Healing Power: 240 Action - 10 Seconds - CL 70 Required
- E - Healing Power: 300 Action - 10 Seconds - CL 75 Required
Mi litary Critical Reactive Stim Injector
This is a military grade injector that treats wounds automatically when the user is near death. It's known to malfunction at times and should not be solely relied upon to save the wearer from injury and/or death.
- A - Attempts to heal for 800 Health at time of death and increases defense for a short time - 30 Minutes - CL 55 Required
- B - Attempts to heal for 1600 Health at time of death and increases defense for a short time - 30 Minutes - CL 60 Required
Rallying Banner - (CL 75)
This banner will greatly increase the morale of friendly troopers in its vicinity, increasing their combat ability. Rallying banner gives a buff to your surrounding players depending on your profession. They are placed as banners on the ground and are static for 3 minutes. The banner has 10 uses and can be placed every three minutes. Buffs refresh every time you go near the banner.
- Jedi - Aura of the Force - 100 Strength - 10 Minutes
- Officer - Aura of Command - 100 Precision - 10 Minutes
- Commando - Aura of Destruction - Chance to Fire an Additional Effect - 10 Minutes
- Spy - Aura of the Hidden - 100 Agility - 10 Minutes
- Bounty Hunter - Aura of the Assassin - Critical Hit Change Modified by 5% - 10 Minutes
- Medic - Aura of Health - 100 Constitution - 10 Minutes
- Smuggler - Aura of Luck - 100 Luck - 10 Minutes




