recursal/Fanatic-Fandom huggingface dataset:
Dark Trooper Phase I

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## General Information

### Population Value

Covert Operations, Close-Quarters Combat
1

### Price Cost

4
* 950 Credits (Galactic Conquest)
* 475 Credits (Land Skirmish)

### Build Time

* 64 Seconds (Galactic Conquest)
* 16 Seconds (Land Skirmish)

## Combat Statistics

### Health Points

Droid
100

### Unit Abilities

Rush Down:* Increases unit's movement speed and rate of fire, but lowers defense

## Technical Specifications

### Passive Abilities

Combat Shield:* Unit can block incoming fire

## Lore Description

The **Phase I dark trooper** was the first model in the dark trooper design program. The droid was little more than a skeletal frame, equipped with a vibrosword attached to its right arm and a blast shield on its left, plus basic artificial intelligence.

## Galactic Overview

### [Production Requirements]

**{MINOR HEROES}**

* **General Rom Mohc**

## Combat Information

### [Land Combat]

**UNIT CAPACITY: 1**

**WEAPONS:**

* **x1 Vibrosword**

**COMPLEMENT:**

* **x6 Dark Trooper Phase Is per Company**

**SPECIAL ABILITIES:**

* **SPRINT:**
AT-MP Company

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## General Information

### Population Value

Infantry Fighting Vehicle
1

### Price Cost

* 1300 Credits (Galactic Conquest)
* 600 Credits (Skirmish)

### Build Time

* 87 Seconds (Galactic Conquest)
* 20 Seconds (Galactic Conquest)

## Combat Statistics

### Weapons

* 4x Anti-Infantry Rocket Launcher
* 1x Repeating Blaster, lowers fire rate of hit infantry

### Health Points

Medium Vehicle
150

### Unit Abilities

Full Salvo:* Increases the fire rate of Missles
Etti Cruiser

None

* 44 Seconds (Galactic Conquest)
* 16 Seconds (Skirmish)

4 per second

### Unit Abilities

* TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it.
* TRACTOR BEAM: Places a tractor beam on the targeted ship which slows or halts the movement speed of the target

## Technical Specifications

### Passive Abilities

LIGHT CORVETTE REPAIR: The unit has a small repair crew onboard that repairs any damage taken over time

## Combat Information

### [Player Evaluation]

The Etti Cruiser can be a rather situational ship, but when given the proper circumstances they can truly shine. Etti Cruisers use a combination of lasers and long range light turbolasers, making them very useful for picking off lightly armored frigates and capital ships from a distance, while being able to defend themselves from speedier flights of fighters and bombers. Although range is a massive benefit an Etti's survivability, one cannot take too many hits before going down. Laser Cannons and Missiles are especially deadly.

In terms of strategy, they're best used alongside Munificents, to create a powerful artillery force in your back line, while also being able to defend you're munificent and other artillery ships from bomber attack. Alternatively, a fun strategy for the Etti is to put them inside an asteroid field, while positioning your other ships in front of them. Doing this makes it so that frigates and capital ships can't get close enough to them to deal substantial damage without damaging themselves. They're tractor beam is best saved for gunships or the occasional annoying CR-90, and for easily catching heroes like Han Solo

## Lore Description

The Etti Cruiser was designed and built by the Corporate Sector Authority as a general purpose warship and patrol vessel, and was seen to be in service during the Galactic Civil War. The Etti was a small warship based off of the *Etti*-class Light Transport, and had the ship's interior redesigned to fit better shields, weapons, and engines. The Etti could be further upgraded in other ways, but these were the only modifications that came with the main production model. Although specifically designed for the CSA fleets, the Etti was also sold off to very select buyers. Further research notes that the Etti only required a small crew of 25 to run at full function. The Etti cruiser stayed in service all the way to the New Republic's era, where most of them had become private contract ships with major militaries phasing them out.

## Credit

Special thanks to Sebass, a discord user, for this unit's player evaluation.
Army Support Post

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## Combat Statistics

### Armor Type

2000
Building

### Garrison

* 1/0 HAVw-A6 Juggernaut
* 1/0 AT-AA
* 2/0 AT-ST
* 2/4 AT-PT
* 1/3 Scout Trooper Platoon
* 2/6 Scout Bikes
* 1/3 Heavy Weapons Stormtrooper Platoon
* 1/3 Anti-Armor Stormtrooper Platoon
* 1/3 E-Web
* 2/6 Army Trooper Platoon
* 1/0 TX-225 "Occupier" Tank Company

## Galactic Overview

### [Land Production]

**UPGRADES & DOWNGRADES**

* **Upgrade to Army Headquarters**
* **Downgrade to Outpost**

## Combat Information

### [Land Combat]

* **1/3 Scout Trooper Platoon**
* **2/6 Scout Bikes**
* **1/3** **E-Web Teams**
* **1/3 Heavy Weapons Stormtrooper Platoon**
* **1/3** **Anti-Armor Stormtrooper Platoon**
* **2/4** **AT-PT**
* **2/0** **AT-ST**
* **1/0** **AT-AA**
* **1/0 HAVw-A6 Juggernaut**
* **1/0 TX-225 "Occupier" Tank Company**
* **2/6 Army Trooper Platoon**
Commander Grung

* Ground

## Player evaluation

Commander Grung is an imperial infantry hero with a 10% bonus for all infantry units on the battlefield. He and his troops can be used to bolster your planet's defences against an infiltrator raid or support your offensive against enemy infantry. Grung can handle individual squads of enemy low level or medium level infantry, but will struggle against high level infantry and has no weapons to engage vehicles. As all infantry units he is extremely vulnerable to artillery. Best way how to use him is to defend an important planet from raids with him and additional infantry units boosted by his bonus.

## Lore Description

Commander Grung began his career as a sergeant in an imperial army brigade deployed in the Ryloth system. His mission was to protect a complex of mines and prevent revolts from local slaves mining ore for imperial industry. It was mostly a boring and uneventful assignment.

However, that was until the Ryloth rebel cell led by infamous Cham Syndulla managed to smuggle weapons and his elite infiltration team into the main shaft of the mine. Ryloth’s rebel cell received heavy punishment from Lord Vader, who visited the planet several years ago with the Emperor and almost singlehandedly dismantled the movement. This was their first attack in years. Initially the attack was a success, imperial army troopers guarding the main shaft were killed and the infiltration team with slaves barricaded themselves in the mine shaft. An imperial captain overseeing the mine was killed by a rebel sniper and raiders were harassing mine’s perimeter. The young sergeant Grung bored by constant complains from slaves and angered by the fact, that rebels dared to attack an imperial facility so openly, decided to take the matter into his own hands. He took control of a nearby mining drill and collapsed the main shaft of the mine, burying all the insurgents alive. After that, he issued an order to use the remaining slaves as living shields. Horrified by the imperial officer’s brutality the twilek raiders decided to retreat.

The astonishing victory against all odds secured Grung’s promotion to captain. He continued his campaign against the Ryloth rebel cell, until he managed to capture Cham Syndulla himself at 0 BBY. After ending the rebel threat in the Ryloth system, he was promoted to commander. His promotion was one of the last orders Grand Moff Tarkin signed aboard the Death Star during its voyage from Alderaan to Yavin IV, complimenting the brutality and effectiveness of counter insurgency operation tactics used by the newly promoted commander.

## Trivia

Commander Grung is a character created by AorR developer team solely for the purpose of this mod.
Archon Tank Company

## General Information

### Unit Class

* Fighter
* ROLE: Gunship

### Build Limit

* 2 (Galactic)
* 6 (Tactical)

None

### Build Time

* 1400 Credits (Galactic)
* - Credits (Skirmish)

* - Seconds / - Weeks (Galactic)
* - Seconds (Skirmish)

### Required Structures

* Global Space Tech 1
* Imperial Advanced Fighter Dockyard

## Combat Statistics

### Shield Refresh Rate

60
* Slow Charging Anti-Laser

- per second

### Health Regeneration Rate

100
Heavy Fighter Armor
None

### Max Attack Range

* 1000 (Max)
* 500 (Ideal)

### Unit Hardpoints

Non-Targetable:* x2 Hvy Laser
* x2 Med Laser
* x4 Lt Repeating Laser

### Unit Abilities

* HUNT: This unit will seek and destroy enemy units on its own.
* LASER DEFENSE: Shoots down incoming enemy torpedos and rockets.

## Technical Specifications

### Passive Abilities

* CREW REPAIR
* CO-PILOT ACCURACY BOOST
Auzituck-class Gunship

## Combat Information

### [Player Evaluation]

The Auzituck is not to be used in space combat at any time, the Auzituck, while it does have light anti fighter weapons, should not be used in any combat role in space battles. The Auzituck is an infantry transport that always carries a valuable team of Wookie soldiers for the Rebellion to be used in ground battles, losing it would be a colossal loss of value.

### [Land Combat Evaluation]

The Auzituck is not seen being used as a support ground fighter, simply as a transport with light weapons to deter the enemy from killing troops as they land on the battlefield. The Auzituck is then seen lifting off and not being seen for the rest of the battle.

## Lore Description

The **Auzituck-Class Gunship** was a specially designed ship made by the Wookie corporation Appazanna Engineering Works which is based on the Wookie homeworld of Kashyyyk. The Auzituck was developed and designed specifically to counter slaver operations that were targeting Kashyyyk. The Anti-Slaver ship was specially designed to use the natural resources of Kashyyyk to the fullest potential. The wood is from naturally grown Wroshyr trees, and the glue is the sap from said trees.

The Wookies were subjugated heavily by the Galactic Empire for their raw power and physical strength, many were shipped off their homeworlds. The Trandoshans, the mortal enemies of the Wookies, were given free reign to kidnap whoever they wished from Kashyyyk by the Empire.

This naturally pushed the Wookies into almost immediate affiliation with the Rebellion, with many famous Wookies joining the cause and becoming revered warriors and generals for the Rebellion. The Wookies also provided every ship they could, where they had an abundance of these ships. The ships were mainly used as fire ground support and escorting Wookie ground teams to the ground.
Agent Arliz Hadrassian

* Arliz Hadrassian
* Decimator

* Space

## Lore Description

**Arliz Hadrassian** was a female human who served the Galactic Empire. Initially a TIE fighter pilot flying for the Imperial Starfleet, she later became an officer of the Imperial Security Bureau and helped chase down spicerunners around Kessel and Kerev Doi. Her elder brother also served the Empire as a member of Emperor Palpatine's Royal Guard.

## Galactic Overview

### [Unit Bonuses]

**NON-HERO BONUSES:**

* **STEALTH: This unit can bypass through enemy planets without initiating space battles as well as reveal enemy fleets on a single enemy planet/system.**

**SPECIAL ABILITIES:**

* **ASSASSINATION: This unit can assassinate enemy minor heroes.**

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

**UNIT CAPACITY: N/A**

**SPEED LEVEL:     |=========>|**

**SHIELD LEVEL:    |(  )(  )\_\_\_\_\_\_|**

**ARMOUR LEVEL: |[  ][  ]\_\_\_\_\_\_|**

**SPECIAL ABILITIES:**

* **CLUSTER BOMBS:** **Can deploy Cluster Bombs that can destroy Fighters and Bombers easily.**

## References

* **Arliz Hadrassian's face in her icon in the Awakening of the Rebellion mod portrays Alice Braga.**
AT-PT

**This infobox is missing an image. Please upload an appropriate image and add it to the infobox page. This notice will get removed automatically once an image is added**

## General Information

### Population Value

Infantry Fighting Vehicle
1

### Price Cost

* 1200 Credits (Galactic Conquest)
* 600 Credits (Skirmish)

### Build Time

* 80 Seconds (Galactic Conquest)
* 20 Seconds (Skirmish)

## Combat Statistics

### Weapons

* 1x Repeating Blaster
* 1x Grenade Launcher

### Health Points

Medium Vehicle
140

## Lore Description

The **AT-PT (All Terrain Personal Transport)** was a bipedal walker designed by Rothana Heavy Engineering years before the Clone Wars.

The purpose of the walker was to give one soldier a great weapon platform capable of dealing with light resistance.

Its armor could withstand blaster fire, while its armament was anti-infantry focused: one twin blaster and one concussion grenade launcher.

The Galactic Republic bought many AT-PTs, being most of them stored into the Katana Fleet (which proved fatal when the fleet disappeared due a hyperdrive malfunction).

Besides that, the design served as the predecessor for many other AT designs like the AT-AP, the AT-AT or the AT-ST. The model was still used during the Galactic Empire era as patrol vehicles or in larger numbers against enemy resistance.

## Combat Information

### Player Evaluation

Summary: An cute little pod walker who can absolutely gnaw the face off any poor infantry teams that it encounters, but struggles against armour.

The AT-PT serves as the Empire's early game light armour support for basic anti-infantry work, sporting light repeating blasters and a grenade launcher which allow it to mop up most Tier 1 and 2 infantry (provided they don't have rockets). Apart from that, it's largely forgettable, especially when AT-STs become available, since the sacrifices in punching power for the main weapons make it near useless against anything larger than a Seraph.

Armour-wise, it's nothing special either, possessing the bare minimum of armour necessary to not be called a speeder on legs and so little HP that one or two rockets can take it out the fight entirely. It *does* have the quirk of being able to traverse infantry only paths (not terrain), though again, this is only useful in the early game, as by the late game, the additional firepower it provides is mediocre at best compared to the heavy Tier 3 Infantry it faces.
Action VI Transport

## Player Evaluation

The Action VI Transport is just that, a transport. Clearly, this ship should never be used in combat and should always be retreated ASAP. If, by mistake, you bring this ships in to your space battle somehow, move it to the corner of the map and have a corvette or some fighters guard it in the case of AI incursions.

## Lore

The Action VI transport was designed and manufactured by the Corellian Engineering Corporation during the time of the Galactic Republic. Created for medium level freighter purposes, more unsavory individuals such as the Black Sun used it for much more illegal means then simple freighter work.
Geonosis

* FASTER PRODUCTION: B1 and B2 Battledroids, as well as Droidekas and AATs are produced 20% faster on this planet.
* SHIPYARD PLANET: This planet can build Frigate and Capital Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

* Black Sun Palace
* Ship Refitter
* Tank Dealer
* Droid Factory

## Historical Reference

Geonosis is a ringed and harsh rocky world with a red tinted sky and a surface that is marked by mesas, buttes and barren stretches of parched desert hardpan. Radiation and asteroid storms occasionally blast the surface, driving life forms underground for protection. Geonosian fauna has adapted for such circumstances, and the planet is seemingly devoid of life. The dominant species are Geonosians, sentient insectoids that inhabit towering spire-hives.
CloakShape Fighter

* Black Sun & Pirates
* Rebel, CSA, & Hutts

None

* 19 Seconds (Galactic Conquest)
* 10 Seconds (Skirmish)

.06 per second

### Passive Abilities

ASTROMECH REPAIR: After the starfighter takes hull damage the onboard astromech slowly repairs it overtime

## Combat Information

### [Player Evaluation]

**Universal**: The Cloakshape fighter provides the player with a cheap but effective alpha strike unit that can serve as cannon fodder in a pinch. Meaning, the cloakshape is one of the cheapest fighters for the Black Sun and can prove effective even against much stronger starfighters. While it is not good at dogfighting or taking on anything bigger than a starfighter; the Cloakshape makes up for this with cluster rockets. Cloakshape cluster rockets can completely wipe out formations of lesser craft like the TIE-Fighter while still causing serious damage to more advanced opponents such as the X-Wing. In addition, the Cloakshape is an excellent complement to Supa and Starviper squads. Despite the advantages, the Cloakshape suffers from a slow speed and poor dog fighting capabilities, with the cluster rockets having a minimum range upon which they can be fired. Cloakshapes have lower shields, but increased hitpoints. Regarding these stats, most recommended is a strategy of hit-and-run tactics. Proceed to engage the enemy fighters with cluster rockets and then immediately pull out of combat, letting your more dedicated dogfighters engage or allow hunter killer corvettes to mop the stragglers up. Keep them at minimum range for the cluster rockets, or, if need be direct them to fire on enemy bombers.

## Lore Information

The Cloakshape was originally designed and built by Kuat Drive Yards, decades before the Clone Wars. It proved reasonably successful, although even then it was considered to be slower and less well armed than other craft. By now they are long outdated and easily defeated by other fighters. Indeed, they are only really still in use because of their low cost and exceptionally thick armour.

Organised militaries see no use for Cloakshapes, but other groups are happy to use any equipment they can lay their hands on. This notably includes the Black Sun Syndicate and in its early days the Rebel Alliance, though even the rebels have phased most of them out by now.
Black Sun Outpost

- 1/0 Rocket Skiff- 2/0 Minigun Skiff- 2/0 Skiff* 1/0 Infantry Support Platform
* 2/2 Vornskr
* 1/1 Pirate Rocketeer Squad
* 1/1 Pirate Grenadier Squad
* 1/1 Pirate Gunner Squad
* 1/1 Pirate Soldier Squad

## Lore Description

The Black Sun Outpost is the basic building for pirate forces. It has everything criminals need to be entertained: gambling, drugs and weapons. In the event that an Outpost gets attacked the pirates risk their lives to defend it.
Gangster Platoon

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## Gangster Platoon

* Lieutenant
* Gunner
* Rifleman
* Carbine

## General Information

### Population Value

Front Line Infantry
1

### Price Cost

* 500 Credits (Galactic Conquest)
* 250 Credits (Ground Skirmish)

### Build Time

* 33 Seconds (Galactic Conquest)
* 12 Seconds (Ground Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 8x Gunner
* 8x Rifleman
* 4x Carbine+Glop Grenade
* 17x Carbine
* 2x Swoop Bike

### Unit Abilities

* Stim Pack: Increases fire rate and movement speed temporarily, but causes damage to units. [Empire Black Market Illegal Equipment]
* Spread Out: Spreads out unit to avoid explosives. Reduces movement speed.

## Player Evaluation

The front line assault infantry for the Black Sun, Gangster Platoons will usually be the most common infantry in an invasion force. Their high numbers and decent damage makes them a good counter to most enemy infantry. They also get access to Glop Grenades, which harshly reduces the movement speed of both droids and infantry, making them a versatile unit with many options against enemy infantry.

Their biggest weakness is armor, though their high numbers usually means they can survive a fight against lower armored vehicles. They will still need support against enemy vehicles in an invasion however.

## Lore Description

Petty criminals, debtors, and somewhat loyal thugs make the main concentration of the Black Sun gangster core. Since this type of filth is common in the Galaxy and stored in plentiful supply, the Black Sun uses them as cannon fodder, run of the mill debt collectors, and low level guards for their illegitimate installations. Often recruited voluntary or otherwise from local crime lords, the gangster platoons are the perfect low level soldiers. Sadistic, somewhat intelligent, and a thirst for a gunfight makes them the perfect soldiers. However, there have been some unfortunate cases with a few small rebellions, so a few handpicked Lieutenants and Sergeants are kept with the troops.
Bevel Lemelisk

* Space

* SCIENTIST: When this hero is present on a planet/system, all production is sped up by 20%.

## Player Evaluation

Bevel Lemelisk is a useful support hero for the empire. Not only that he can remove corruption or help you gain experimental warships via prototype mission, he also lowers production time by 20% on the planet he is currently on thanks to his engineering talents. That means he is a key hero, which should be in your main production world (usually Kuat) and allows you to produce Star Destroyers or Dreadnoughts faster. He works well in combination with imperial prison, which also gives you a production time reduction bonus, so if you combine these two you can start producing ships at a much faster rate than before. Like all governors Bevel Lemelisk comes in a Lambda class shuttle both in space and on the ground, which means he is defenseless and has to be protected, in case he gets involved in direct combat.

## Lore Description

Bevel Lemelisk is a top-level engineer and a genius, who designed most of imperial superweapons such as Death Star I, Death Star II or the Eclipse Dreadnought. His career began in service of galactic republic, where he alongside famous engineer Walex Blissex helped design the Victory class Star Destroyer, which turned out to be successful and was used decades after its original introduction into service. Following the success of ship design, he was handpicked by Grandmoff Tarkin to work on Death Star I along with other expert scientists summoned by the grandmoff. Most of his research was performed on secret imperial research installation at Maw under protection of Tarkin’s protege Admiral Daala. Following destruction of Death Star I at battle of Yavin due to the critical design flaw infuriated Emperor executed Lemelisk for his failure, only to resurrect him later and assign him to undo his wrongdoing by improving the original model to perfection, which has become known as Death Star II.

## References

* **Bevel's face in his icon portrays Jack Nicholson.**
Gozanti-class Cruiser

* Fighter Loadout
* Bomber Loadout
* Brute Loadout
* Interceptor Loadout

None

* 33 Seconds (Galactic Conquest)
* 10 Seconds (Space Skirmish)

None

* 66 Seconds (Galactic Conquest)
* 10 Seconds (Space Skirmish)

None

* 66 Seconds (Galactic Conquest)
* 10 Seconds (Space Skirmish)

None

* 66 Seconds (Galactic Conquest)
* 10 Seconds (Space Skirmish)

## Player Evaluation

The Gozanti-class Cruiser is one of, and may be, the only options available to the starting Empire for fighter screening duties. Gozanti Cruisers themselves serve as guards to ships that are ill equipped against fighters, while the fighters they carry may server a different purpose; fighters & interceptors may add on top of the screening duties with the Gozanti, Brutes may screen or target corvettes, and Bombers may target bigger targets - from corvettes to capital ships and space stations. Some may disregard the Gozanti when unlocking fighter tech 2 for more specialized units, others may rely on some gun ships that want a few more fighters. Whatever the case, these units are relatively cheap and can kill many fighters/corvettes/frigates and maybe cruisers if deployed en masse.

~~The Gozanti-class Cruiser is one the best options avaliable to the empire to deal with the factions lack of star fighters and early game anti-fighter abilities. The different loadouts allow the gozanti to remain in service for most a campaign because of its good anti-fighter ability along with the ability to be upgraded to bring TIE-Bombers. These ships are fragile and will die to most hunters like a CR-90 or Hammerhead Corvette in two shots so be careful.~~

## Lore Description

Designed and manufactured by the Corellian Engineering Corporation and Gallofree Yards Incorporated as a collaboration project, the Gozanti cruiser saw use by almost all of the notable factions and groups, weather it was captured Imperial models by Rebels or the Empire themselves. Pirates favored the small cruiser for modifications and the low price tag. First introduced in the year 34 BBY, the Gozanti cruiser was quickly adopted by civilians and the former Galactic Republic military seeing use as freighter and patrol ship alike during the peaceful era. When the Clone Wars broke the Galaxy apart, Gozanti cruisers were primarily used by the Republic, although the Confederacy used them to a limited degree. Following the Imperial era Gozanti cruisers saw a more mainstream role, being the go to freighter for tasks of cargo, from large stores of rations to volatile Kyber Crystals. Seeing service by the Empire and the later Imperial remnants, the few Gozanti ships leftover expanded the ranks of the New Republic navy, providing logistics, support, and small time patrol missions.
Alliance Global Ground Tech

## Infantry

**Tech 1 - 5,000 credits**

* **Alliance Army Support Platoon**
* **Alliance Army Suppression Platoon**
* **Alliance Army Rocketeer Platoon**

**Tech 2 - 7,500 credits**

* **SpecForce Pathfinder Platoon**
* **SpecForce Gunner Platoon**
* **SpecForce Vanguard Platoon**

## Infiltrator

**Tech 1 - 2,500 credits**

* **SpecOps Fireteam Platoon**
* **SpecOps Scout Platoon**

**Tech 2 - 5,000 credits**

* **SpecForce Infiltrator Taskforce Platoon**
* **SpecForce Infiltrator Agents Platoon**

## Vehicles

**Tech 1 - 5,000 credits**

* **T3-H Hovertank**
* **A-F5 Heavy Tramp Shuttle**

**Tech 2 - 7,500 credits**

* **T3-B Heavy Attack Tank**
* **MLC-5 Artillery**
* **AAC-1 Speeder Tank**

## Aircraft

**Tech 1 - 5,000 credits**

* **Z-95 Headhunter**
* **UT-60D U-Wing Starfighter/Support Craft**

**Tech 2 - 7,500 credits**

* **T-65 X-Wing Starfighter**
* **HTT-26 Heavy Troop Transport**

## Vehicles

**Tech 1 - 7,500 credits**

* **Freerunner Company**
* **T2-B Tank Company**

**Tech 2 - 10,000 credits**

* **T4-B Heavy Tank**
* **AAC-3 Speeder Tank**
* **Mobile Proton Torpedo Launcher-2a**

## Aircraft

**Tech 1 - 10,000 credits**

* **V-wing Airspeeder**
Dark Trooper Phase III

**This infobox is missing an image. Please upload an appropriate image and add it to the infobox page. This notice will get removed automatically once an image is added**

## General Information

### Population Value

Covert Operations, Anti-Armor
1

### Price Cost

2
* 2100 Credits (Galactic Conquest)
* 750 Credits (Land Skirmish)

### Build Time

* 140 Seconds (Galactic Conquest)
* 21 Seconds (Land Skirmish)

## Combat Statistics

### Weapons

2x Undeployed Dual BC, 2x2-Burst Deployable Dumb Fire Rkt

### Health Points

Droid
150

### Unit Abilities

Deploy Rocket Launchers;* Deploys the rocket launchers, which fire anti-vehicle dumb fire rockets

Jetpack:

* Activates a Jetpack, that allows a unit to fly to a destination

## Lore Description

The **Phase III dark trooper** was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of Stormtroopers. It was sometimes even classified as a bipedal tank.

## Galactic Overview

### [Production Requirements]

**{MINOR HEROES}**

* **General Rom Mohc**

## Combat Information

### [Land Combat]

**UNIT CAPACITY: 1**

**WEAPONS:**

* x1 Blaster Cannon
* x1 Missile Launcher

**COMPLEMENT:**

* **x3 Dark Trooper Phase IIIs per Company**

**SPECIAL ABILITIES:**

* **JET PACK:**
* **DEPLOY/UNDEPLOY:**
Baron Soontir Fel

* Baron Soontir Fel
* 181st Ton-Falk

* Space

* 8000 Credits (Galactic Conquest)
* 7500 Credits (Space Skirmish)

Galactic Conquest: 1

175

## Player evaluation

The 181st Imperial Fighter Wing is a great support and anti-fighter unit available during mid game. The unit comes in with a Ton Falk carrier and its distinctive repair nearby fighters ability, allowing you to support your other fighters during combat. The hero unit serves as a counter to rebel fighters during the mid game, when the Empire doesn't have access to dedicated anti-fighter corvettes like Lancers. Fel's squadron can easily defeat X-wings or Y-wings in one-on-one combat and if coupled with other fighters they fare well even in large dogfights. The 181st Imperial Fighter Wing is best used as an escort unit to large capital ships, because it can boost and repair their fighter escort.

The unit shouldn't be deployed on its own, because it lacks any weapons against non-fighter targets and the carrier would be destroyed quickly by larger warships. Also, The Ton Falk doesn't give the fighter tactician bonus, only the Squadron Baron Soontir Fel gives the fighter tactician bonus, so try not to get him killed.

## Lore Description

The **181st Imperial Fighter Wing** was an elite TIE unit serving the Galactic Empire and its descendants. At its height under the Empire, it was a three-squadron unit known as the **181st Imperial Fighter Group** and distinguished by the red bloodstripes that marked the wings of its TIE interceptors. Initially the 181st Imperial Fighter Wing of the Galactic Empire, it suffered from an abysmal reputation. Commanded by Colonel Evir Derricote, the 181st had lax discipline and low morale. It enjoyed a tremendous improvement with the arrival of Captain Soontir Fel in 0 BBY. Fel was transferred to this unit as a punishment for defection of his best cadets, while he was serving at elite Prefsbelt Academy. Fel was a determined soldier and excellent pilot, second only to Darth Vader. Fel took command of the second squadron of the wing and quickly whipped it into shape with intense discipline and drilling. The christening of the reformed unit came during battle of Ord Biniir, where Fel's squadron despite being outnumbered destroyed the rebel fighter wing defending the planet. After Ord Binniir the unit returned to Coruscant, where it received a lot of praise and new TIE Interceptors.
Admiral Kendal Ozzel

## Kendal Ozzel

* Space

Non-targetable

* 3x Med 3-Burst TL
* 4x Lt TL
* 6x LC

## Combat Information

### Player Evaluation

While Admiral Ozzel does have an Imperial Star Destroyer under his command, he does not command his crew as well as people would expect. Allowing him to command a fleet is practically a debuff, and is often considered a bad move unless absolutely necessary. However, having Ozzel in your fleet with another, more influential hero in command(such as Darth Vader) will negate Ozzel's bad effects on the other ships and make his own a lot more useful in combat.

Outside of Ozzel's debuff, he still commands a Star Destroyer and spawns in the core at the start of a campaign. His ISD is indispensable early game, as the Empire is still trying to shore up its defenses and stabilize its economy before investing in any other ISD's. Unfortunately, later down the Empire's storyline, Ozzel does end up making quite a fatal mistake right in front of Darth Vader, bringing in a fleet much too close to the Rebel Alliance's secret base on Hoth and revealing their intentions to invade the planet. From there, Admiral Ozzel is entirely removed from the campaign, which can be a good or bad thing depending on your current economy at the time, but also allows the construction of the Executor-class Super Star Destroyer under the command of Piett.

## Lore Description

Admiral Ozzel is a cunning but rash admiral of the Imperial Navy. While he does have a high rank, his reputation for getting soldiers and ships serving under him killed due to his irrational and hasty orders exceeds his position as a fleet admiral. Ozzel was charged with leading Vader's Death Squadron in the search for the headquarters of the Rebel Alliance.
AT-AP

## Lore Description

* 167 Seconds (Galactic Conquest)
* 41 Seconds (Ground Skirmish)

Secondary:

* Medium Long Range Laser Cannon

Tertiary:

* Blaster Cannon

The **AT-AP (All Terrain Attack Pod)** was a self propelled artillery walker developed by Kuat Drive Yards during the Clone Wars.

The basis of the design were the AT-PT and the AT-TE, resulting in a Walker with angular design and 3 legs, being one retractable when moving and employed to give the walker more stability while firing.

The walker was heavy armored for its time and had a great amount or weapons. Its armament consisted of 1 Long Range Mass Driver Cannon, a Medium Laser Cannon on the top and a Heavy Repeating Blaster Cannon. It's advanced targeting systems allowed the tank to fire from great distance with excellent accuracy, thus the AT-AP was nicknamed the Sniper Tank. The Walker saw combat action mostly during the Outer Rim Siege in planets like Felucia. It was also deployed in some Mid Rim planets like Kashyyyk. After the Clone Wars, the Galactic Empire still employed and fabricated the AT-AP, but in minor numbers. The CSA was allowed to produce the tank. A lot of abandoned models from the Clone Wars fell into the hands of smugglers and Tank Dealers. The Rebellion acquired some of them, but Underworld factions like the Black Sun or the Hutt Cartel were it's principal buyers.

## Combat Information

### Player evaluation

The **AT-PT** is one of the more useful units for the Black Sun on the Early Game. Its armor and health points allows the walker to be a frontline tank against infantry and light vehicles. Its Laser Cannons can take out light vehicles (like the T1 series) and walker (like the AT-PT or AT-ST) fast and easily, while still doing good damage to heavier units like the AT-AT or T3 tanks. Its Long Range Laser Cannon is the weapon that has the **longest range in the game**. The repeating blaster cannon can deal with infantry at close range, but this is not recommended. The flaws of the walker are few but significant. Its turn rate is horrible, which makes the AT-AP very weak to flanking tactics. It can be taken out by heavy hitters like the T3 or AT-AT in 1 vs 1 combat, and it can be swarmed by infantry assaults, specially if they include rocket launchers. It`s the second unit **can be taken out by the Tow Cable ability** of the T-47 Airspeeder, so the player should add some anti-air units for its defense if the situation requires it. For this reasons, the role of the AT-AP is the same of the Clone Wars era: A long range anti-tank sniper that stays on the rear of armies, taking out light and medium vehicles or focusing on heavier ones while the infantry and lighter units take care of the infantry.
Automated Repair Droid

**This infobox is missing an image. Please upload an appropriate image and add it to the infobox page. This notice will get removed automatically once an image is added**

## General Information

### Build Time

500 Credits
60 Seconds

### Armor Type

300
Combat Building

## Lore description

The **automated repair droid**, also known as the **vehicle repair station**, was an on-the-spot repair facility for combat situations produced by Loratus Manufacturing. The droid was equipped with a variety of tools to allow repairs of nearly any vehicle. When placed strategically on the battlefield, it provided patch jobs for vehicles that only had time for a quick fix.

## Player Evaluation

The **Automated Repair Droid** is functionally identical to the Field Bacta Tank, but for vehicles. Do note that it is able to repair droids too, but can't repair aircraft.
Elite Barracks

**This infobox is missing an image. Please upload an appropriate image and add it to the infobox page. This notice will get removed automatically once an image is added**

## Combat Statistics

### Armor Type

3000
Building

## Player Evaluation

This structure can only be built on Carida, Anaxes, Corulag, Kamino and Terephon, Kalee, Honoghr, Lok, Mandalore, and Concord Dawn.

## Lore Description

The Elite Barracks can only be built on planets that have everything he Elite Stormtrooper Training requires. Elite Barracks can simulate nearly every combat situation o train the troops for every scenario.

## Galactic Overview

### **Production**

* Shock Trooper Platoon - # Credits
* Anti-Armor Shock Trooper Platoon - # Credits
* Death Trooper Platoon - # Credits
* Storm Commando Unit
* Storm Commando Demolition Platoon
Grassling

Relatives of the humans, mutated by Ujaric enchantments over generations to thrive in the Tallgrass plains of East Thulia. These mutations include: Compact bodies suited for long hunts; Sharp teeth and nails; Yellow eyes with slit pupils; Tough, dark-orange skin; Thick hair that matches the color and texture of the Tallgrass. Grasslings exist in scattered hunting tribes. All females and males ages 18-28 are expected to hunt.

### Role Playing

* +1 DEX
* +1 STR
* +1 CON
* Size: S
* Speed: 35
* Darkvision: 80

———

* *Predatory Sight: +*2 Perception regarding vision.
* *Bite:* Must first grapple target. Damage: 1d6+ STR mod, Piercing
* *Claw:* Add DEX mod to attack bonus. Damage: 1d4+ STR mod, Slashing
* *Carnivore:* Can only eat meat. Advantaged in all STR rolls for 1 hour after filling up on meat.

———

* Weapon Prof: Spears
* Skill Prof: Athletics, Stealth, Religion (Ujar)
Ghorman

### Planetary Bonuses

COMBAT BONUS: All Walkers move 5% faster due to Ghorman's use of special manufacturing processes.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

* Black Market
* Tank Dealer

## Historical Reference

Ghorman came to a sad famousness shortly after the declaration of the first Galactic Empire, when hundreds of peaceful demonstrators were killed by reckless Governor Tarkin. He landed with a shuttle on the landing platform held by the demonstrators and had them killed. This even brought him the rank of admiral. The Alliance later named a ship "Ghormans Honour" to honor the killed demonstrators. During the Galactic Civil War, Imperials tried to build a military base on Ghorman, but its completion was heavily delayed by an Alliance attack on supply convoys.
501st Stormtrooper Team

**This infobox is missing an image. Please upload an appropriate image and add it to the infobox page. This notice will get removed automatically once an image is added**

## General Information

### Population Value

Combat Support
N/A

## Combat Statistics

### Composition

* 2x Sergeant
* 2x Gunner
* 4x Grenadier - Frag Grenade
* 2x Grenadier - Thermal Detonator
* 4x Carbine - Concussion Grenade
* 4x Carbine
* 2x Medic

### Health Points

* Sergeant - 40
* All other troopers - 30

### Unit Abilities

Firing Position: Increase fire rate and defense, but reduces movement speed.

## Technical Specifications

### FOW Reveal

* Sergeant - 300
* All other troopers - 200

## Lore description

The 501st Legion, initially created as the 501st Clone Battalion under the Grand Army of the Republic and later joining the Imperial Army as the 501st Imperial Legion, the 501st Stormtrooper Legion—and nicknamed "Vader's Fist"—was an elite stormtrooper legion under the command of the Dark Lord of the Sith Darth Vader during the Imperial Era. The legion predated the Galactic Empire, with its origins dating back to the Clone Wars of the late Republic Era, when the 501st was an elite military battalion of clone troopers in the Grand Army of the Galactic Republic. The 501st was absorbed into the Imperial Military, becoming a legion of the Stormtrooper Corps, which transitioned to the use of human recruits after the Empire suspended the cloning operation on Kamino. Although the 1st Legion replaced the 501st as Vader's personal legion, the 501st also served under the Dark Lord's command.
Black Sun Heroes

## Major Heroes

* **Prince Xizor**
* **Guri**
* **Zekka Thyne**
* **Vigo Tyber Zann** **& Urai Fen**
* **Bib Fortuna**
* **Boba Fett**
* **IG-88**
* **Niles Ferrier**
* **Durga Besadii Tai**

## Minor Heroes

* **Bossk**
* **Silri**
* **Zuckuss & 4-LOM**
* **Black Krrsantan**
* **Captain Andal Sait**
* **General Kalani**
* **Nym**
* **Talonbane Cobra**
* **Bloodstar**
* **IG-88 B Captor/Assassin Droid**
* **IG-88 C Providence/AAT**
* **IG-88 D Lucrehulk**

## Mercenaries

* **Kihraxz Mercenary**
* **Rihkxyrk Mercenary**
* **Nikto Mercenary**
* **Weequay Mercenary**
* **Duro Mercenary**
* **Geonosian Mercenary**
* **Corporate Sector Authority Mercenary**
* **Sabaoth Mercenary**
* **Mandalorian Mercenary**

**Temporary Arms Dealers**

* **Tank Dealer**
* **Infantry Dealer**
* **Ship Refitter Dealer**
* **Ship Trader Dealer**
General Kalani

* General Kalani
* Final Uprising

* Space

* 32000 Credits (Galactic Conquest
* 16900 Credits (Space Skirmish)

* Mygeeto or Mercenary Recruitment on Mygeeto

* 1

* Average Charging Balanced

* 20 Per Second

* Heavy Armor

* 0.5% Per 10 seconds

* 225

Non-Targetable:

* 2x Dual Heavy CR TL
* 8x Dual Medium CR TL
* 2x Dual Heavy Flak LC
* 4x Dual Heavy LC

## Player Evaluation

General Kalani is an upclose brawler capable of dishing out massive amounts of damage with his heavy proton torpedoes and Heavy Close Range turbolasers and due to his Providence Dreadnaught's armor and Defensive shield ability he can take a beating in return, his biggest weakness is getting him into position to deal maximum damage, his Providence Dreadnaught is slow and cumbersome and he cannot do anything to ships far away making positioning very important. His second Biggest weakness is strike fighters and bombers, with only one shield hardpoint, his shields and Defensive Shield ability can be made meaningless in seconds. Kalani is not a one ship fleet he needs support from other ships to keep fighters off of him and provide additonal fire support, with the proper support however Kalani can demolish other capital ships. It is reccomended to pair Kalani with other Battlecarriers with some support ships sprinkled it.

## Lore Description

General Kalani was a Super Tactical Droid built by Baktoid Combat Automata for the CIS during the Clone Wars, he was deployed to Onderon to put down a Republic backed insurgency in which he was eventually ordered to withdraw his forces to Agumar due to heavy seperatist losses in the fighting, Kalani waiting in orbit over Agumar was attacked by Republic forces and left stranded on the planet, when the order came down to deactivate the droid army, he refused the order believing it was a Republic trick. Years later, Rebel Scavengers came to Agumar in search of munitions for their fight against the Galactic Empire, intitally Kalani captured the rebels but he was soon forced to make a temporary alliance with them as Imperial forces had landed nearby to search for and destroy the rebels, after a short battle the rebels and Kalani with his remaining forces escaped from Agumar in Separatist shuttles, Kalani then went on to sell his services out as a mercenary, eventually being hired by the Black Sun.

## Acquisition

To Acquire General Kalani the player must control Mygeeto or have corrupted the planet with Mercenary Recruitment, after that the player can recruit General Kalani from the Black Sun Palace for 32000 credits provided they have IG Global Space Tech III.
Difficulty Levels

This page explains the exact effects of the different difficulty levels for those who are interested. This includes bonuses received by the AI and AI behaviour on the Galactic Map.

Note that tactical AI is identical on all difficulty levels.

Also note that in addition to the AI bonuses listed below (or lack thereof on Normal), it does always receive cash drops when its treasury gets too low. This is because the AI does not understand the concept of upkeep and would otherwise stagnate if it ever hit negative income. For similar reasons, the AI does not respect population caps. Furthermore, the AI will also receive bonus income if it has too few planets. This is to give it a chance to make a comeback rather than the player snowballing too easily.

### **Normal**

The AI gets no bonuses to income or production. Furthermore, unlike on other difficulties it has a sleep cycle, meaning that after every move it makes, it pauses and gives the player a chance to react.

This difficulty level is recommended for new players or to test new strategies.

### **Hard**

The AI builds things twice as quickly, and receives twice as much income as it normally would.

This difficulty is recommended for players who have become familiar with the mod and are now looking for a greater challenge.

### **Expert**

The AI builds things three times as quickly, and receives three times as much income as it normally would.

This difficulty is recommended for experienced players who are very comfortable with the mod, and who are looking for a true challenge against the full power of AotR's notoriously brutal AI.
Black Sun Space Units

**Also check out the** **Black Sun Tech System Page**

## Special Units

Special units are units that are either only available through mission rewards, are only buildable on certain planets or are only available as starting units in certain galactic conquest campaigns.

### Starfighters

* **N-1 Starfighter**
* **Fang Fighter**
* **Zenuas 33 Umbaran Starfighter**

### Frigates & Cruisers

* ***Pinnance*-class Frigate**
* **Hapan Battle Dragon**
* **Beta Cruiser**
* **Nova-class Cruiser**
* **Bakura-class Destroyer**
* **Corellian Carrier**
* **Corellian Heavy Frigate**
Alliance Global Space Tech

## Small Craft Tech

**Tech 1 - 7,500 credits**

* **U-Wing Squadron**
* **GR-75 Fleet Tender**
* **Marauder class Corvette**

**Tech 2 - 15,000 credits**

* **H-Wing Squadron**
* **DP-20 Frigate**
* **X4 Gunship**

 **Tech 3 - 20,000 credits**

* **MC30C**
* **B-Wing Squadron**
* **RZ-1 A-Wing Interceptor**

## Frigates and Cruisers

**Tech 1 - 10,000 credits**

* **Bulk Cruiser Carrier**
* **Twin Blade Frigate**

**Tech 2 - 15,000 credits**

* **Alliance assault Frigate**
* **MC40A Frigate**

**Tech 3 - 20,000 credits**

* **MC60 Cruiser**
* **CC-7700 Interdictor - not on the wiki yet**

## Mon Cal Warships Tech

**Tech 1 - 10,000 credits**

* **MC-80 Freedom**

**Tech 2 - 12,500 credits**

* **MC80 Liberty**

**Tech 3 - 15,000 credits**

* **MC80 Alliance**
* **MC80 Independence(Only if Mon Cal negotiations are complete)**

## **SoroSub Ship Tech**

**Tech 1 - 15,000 Credits**

* **Cutlass-9 Patrol Fighter**
* **Quasar Fire-class Escort Carrier**

**Tech 2 - 25,000 Credits**

* **Dauntless Class heavy cruiser**
* **Liberator-class Cruiser**

## Small Craft

**Tech 4 - 10,000 credits**

* **E-Wing Starfighter Squadron**
* **K-Wing Assault Starfighter Squadron**

## Frigates and Cruisers

**Tech 4 - 10,000 credits**

* **Corona-class Frigate**
* **Alliance Assault Frigate Mark II**

**Tech 5 - 20,000 credits**

* **MC-70 Barracuda-type Star Cruiser**
* **Bothan Assault Cruiser**

## Warships

**Tech 1 - 10,000 credits**

* **Republic-class Star Destroyer**
* **MC-80B Remonda-type Star Cruiser**

**Tech 2 - 20,000 credits**

* **Nebula-class Star Destroyer**
* **Mediator-class Battlecruiser**