recursal/Fanatic-Fandom huggingface dataset:
Lok

## Historical Reference

Lok is a barren, dusty planet in the Outer Rim. Poisonous lakes, lifeless rivers and gigantic volcanoes are spread all over its surface. Also, Lok is home to the Kimogila creatures. Nyms pirates specialized in ambushing ships that piloted the planet, until Nym declared war to the CIS after they occupied the planet. It took 10 years before the Revenants were able to reclaim Lok.
Honoghr

## Historical Reference

A planet with three moons located in the Outer Rim. During a battle in the Clone Wars, the core of a scientific vessel crashed on Honoghr's surface, setting off catastrophic ground quakes and releasing toxic chemicals into the atmosphere, which devastated the planet and destroyed almost all of its plant and animal life. From space Honoghr appears to be uniformly brown, broken only by the occasional blue lake and the green area known as the Clean Lands. Inhabited by the fierce Noghri, the main city of Nystao is located in the center of the Clean Land and is home to the Common Room of Honoghr within the Grand Dukha. It is the only city with adequate spacecraft repair facilities.
Skirmish Battle

Skirmish mode allows you to fight standalone battles in land or space. Reinforcements still arrive through landing zones and hyperspace respectively, but credits are gained directly in battle and new units can be purchased through structures present on the map. For more detail, see the appropriate page:

* Land Skirmish Battles

* Space Skirmish Battles

Please note that Skirmish is not yet supported by the mod team. Bugs, crashes and desyncs are likely.
MC-60 Medium Cruiser

## MC60 Cruiser

None

* 220 Seconds (Galactic Conquest)
* 51 Seconds (Space Skirmish)

Non-Targetable:

* 4x Dual Lt LR TL
* 3x Dual Lt LR Turbo IC
* 4x LC

### Unit Abilities

Power to Shields:* Boost shield regeneration for a short duration. While shields are boosted, the unit moves and fires slower.

## Technical Specifications

### Player Evaluation

Summary: A Mon-cal frigate that wanted to stop living in the shadow of her older sisters and prove that she was her own person. She picked up some a new look, some exotic weaponry (but didn't move to New York) and now works as a disabler. She's not as thicc as her older sisters though, and can't take nearly as much of a beating.

The MC60 functions as the premier rebel disabler/support cruiser at higher techs, with access to rare Magpulse Missiles which disable enemy firerate. However, the Magpulses are pretty much the only important weapon it brings, since it's supplemental weapons are fairly lackluster. Therefore, bring only 1-3 of these, since their decently expensive in terms of popcap and can heavily cripple your ISD killing potential.

## Lore Description

The MC-60 Star Cruiser is a design created by the Mon Calamari for the Rebellion, Gial Ackbar himself had a large hand in its design. The MC-60 was to perform the role of a heavy support cruiser, which it did quite well. As a side effect the MC-60 was also favored as a missile platform and mobile operations platform for commando operations that were too large for the MC-40a.

The MC-60 took part in many important battles over the war, while it is not featured much it media, the MC-60 was behind the scenes for a large portion of the war. Being a later design in the war, the MC-60 was present in the battle of Endor and the formation of the New Republic, helping to fight and destroy the Imperial Remnants.

## References

* **The MC60 was a Mon Calamari Cruiser design that was based from the *Grey Damsel* that appeared in "Sand Blasted" - Star Wars Tales 4.**
Mediator-class Battlecruiser

3

* 730 Seconds (Galactic Conquest)
* 130 Seconds (Space Skirmish)

Non-Targetable:

* 8x Lt LR Dual TL
* 6x Lt LR Dual Turbo IC
* 6x Hvy LC

### Unit Abilities

Defensive Shield:* Diverts power from engines to shields. Defensive shields absorb more damage, but don't recharge. While defensive shields are active, weapons still fire, making it idea to use when a whip is in range of the target and under fire.

## Technical Specifications

### Passive Abilities

* Bombardment
* Bombing Run

### Player Evaluation

The mediator is an excellent capital ship, it can withstand lots of fire from ships and not losing its shield. Although once the shield is down the ship becomes vulnerable. With only medium armor the ship won't last long with shields down, but this can be prevented by using smaller ships as escorts. The mediator is not very strong against fighters thus prefers to engage enemies over distance.

The mediator is a command ship and performs best when shelling the enemy from afar.

A good strategy while attacking with the mediator is to keep the fleet at a distance of around 4500 range. This enables the Mediator to shoot the enemy station with its medium long range turbolasers and provokes the AI to come to you. This means that the station can't prevent reinforcements from arriving and leaves the enemy without support from the shipyard and healing.

Another advantage is that your fleet doesn’t move and your units are at the exact place you want them to be while the enemy fleet will sometimes arrive in a long wave that makes it easier to clean up enemies closer to you.

If the fleet doesn’t come to you this will mean that you may be able to destroy the enemy station and this will give you a good choice. To either retreat from the battle and come back right after and don’t have deal with the station reinforcements or stay in battle and clean the rest of the enemy fleet up.

If the Mediator comes under too much fire it can activate its defensive shield that absorbs more damage but doesn’t recharge. This is good while the first wave of the enemy comes to you, then you can absorb the damage and deactivate the shield when the worst is over.
Imperial Advanced-Fighter Dockyard

**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 Cap Increase

Repair Yard/Specialized Dockyard
0

### Build Time

* 3000 (Galactic Conquest)

* 100 Seconds (Galactic Conquest)

### Income

50 Credits
None

## Combat Statistics

### Shield Refresh Rate

6000
Avg Charging Balanced
* 13.33 per second

### Health Regeneration Rate

7500
Heavy
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 2x Hvy Dual LC

Non-Targetable:

* 6x Dual Flak LC

## Technical Specifications

### Passive Abilities

* Repair: Can repair fighters, bombers, transports, corvettes and frigates that are close enough to it.
* Speed Up Production: Multiple builds lower the production time. Two lower the time to 50%, three to 33%.

## Player Evaluation

This structure can be built on the following planets: Kuat, Mandalore, Mon Cala, Nimban, Rendili, Rothana, Sluis Van, Sullust, The Maw, Yaga Minor, Hapes, Geonosis, Fondor, Ession, Corellia, Bilbringi, Bakura, Byss, Anaxes, Aridus, Bastion, Bonadan, Bothawui, Corulag, Coruscant, Devaron, Eriadu, Etti IV, Fresia, Ghorman, Hypori, Mustafar, Mygeeto, Nal Hutta, Ord Mantell, Raxus Prime, Saleucami, Umbara, Aargau, Adumar, Carida, Chandrila, Concord Dawn, Dantooine, Felucia, Hoth, Iridonia, Kamino, Kashyyyk, Lok, Malastare, Manaan, Muunilinst, Naboo, Onderon, Roche, Rodia, Ryloth, Taris, Tatooine, The Wheel, Thyferra, Utapau, Yavin IV.

The Imperial Advanced Fighter Dockyard is an upgraded version of the normal Small Dockyard, expanding the variety of ships it can produce, but not upgrading the station in any way. These stations are positioned away from the main shipyard and must be protected to keep its production line active.
MC-80A Alliance-type Star Cruiser

## MC-80A Alliance

None

* 380 Seconds (Galactic Conquest)
* 72 Seconds (Space Skirmish)

Non-Targetable:

* 6x Med LR TL
* 4x LC

Boost shield regeneration for a short duration. While shields are boosted, the unit moves and fires slower.

* Full Salvo:

Increases fire rate of all missiles, rockets and torpedoes, but lowers firerate of other weapon systems.

## Technical Specifications

### Player Evaluation

The MC-80A "Alliance" is a capital ship playing the Artillery role, equipped with Long Range Turbolasers and 2 Diamond Boron Rocket launchers. Despite its Power to Shields ability, shields and armor, the MC-80A is not designed to withstand against dedicated warships such as the Imperial ISD or Tector. It can however hold itself against Cruiser-class ships and Capitals with light armor. Due to having Medium TL's, it may not be recommended to fight against smaller ships such as Frigates.

It is recommended that the MC-80A "Alliance" be paired with either multiple ships to encourage target saturation, or a dedicated ship(s) made for Brawling. It should be noted that Diamond Boron Rocket launchers are tailored for targeting capital ships and bigger. It may hit Cruiser-class ships, but do not expect to hit anything smaller. Being designed to combat Cruisers and bigger, it is also vulnerable to strike fighters and bombers. Its hanger and laser cannons is better than nothing, but it is highly recommended to pair the "Alliance" with fighter screening.

While its Diamond Boron Rockets are heavy damage piercing, its fire rate is slow. The Full Salvo ability will increase the fire rate of rockets, but your Medium TL's fire rate will suffer. The "Power to Shields" ability will also reduce your fire rate overall, so it is not recommended to use these abilities at the same time.
Sabaoth Destroyer

## General Information

###  Role

Sabaoth Shipyards
Ship of the Line

### Build Limit

* Galactic Mode: 8
* Tactical Mode: 32

None

### Build Time

* 13000 Credits (Galactic Conquest)
* 10250 Credits (Space Skirmish

* 260 Seconds (Galactic Conquest)
* 68 Seconds (Space Skirmish)

## Combat Statistics

### Shield Refresh Rate

* 11000

* Average Charging Balanced

* 18.33 Per Second

### Health Regeneration Rate

* 12000

* Medium Armor

* 0.75% Per 10 Seconds

### Max Attack Range

* Max Range: 1750
* Ideal Range: 1750

### Unit Hardpoints

Targetable:* 6x Medium CR Dual TL
* 4x Medium Stun IC
* 2x Shield Generator
* 1x Hangar
* 2x Engines
* 1x Hull

Non-Targetable:

* 4x Light CR TL
* 4x LC

### Ship Complement

* 1/2 Z95 Squadron
* 1/2 R-41 Squadron
Raxus Prime

### Planetary Bonuses

* COMBAT BONUS: Salvage bonus can be generated for all space units destroyed due to Raxus Prime's junkyards.
* CHEAPER PRODUCTION: All Sienar Fleet Systems' Starships, Starfighters, and Loadout Upgrades are 10% cheaper on this planet.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Warship Dockyard
* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Imperial Large Dockyard
* Imperial Advanced-Cruiser Dockyard
* Imperial Advanced-Fighter Dockyard
* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Ship Refitter
* Tank Dealer
* Arms Dealer
* Black Market

## Historical Reference

Raxus Prime, once known as the Circlet of the Tion and Nikato's Shining Gem, was a waste-covered planet in the Raxus system in the Tion Hegemony sector of the Outer Rim Territories. Once a beautiful world of lagoons and islands, over many centuries it became heavily-industrialised, until by the time of the Clone Wars it had become totally covered with toxic debris and had a poisonous surface.
Raider Corvette

None

* 56 Seconds (Galactic Conquest)
* 20 Seconds (Space Skirmish)

### Unit Abilities

Pursuit:* Increases firing rate, damage and speed on cost of shield recharge rate.

## Player Evaluation

The *Raider* class corvette is the late-game Empire's answer to the prolific use of fighters by the Rebellion and Black Sun. Equipped with an array of lasercannons, repeating point defense lasers, ion blasters and concussion missile launchers, the *Raider* can take on a variety targets ranging from the nimblest of fighters to most corvettes. It's complement of ion blasters and concussion missile launchers, however, make it best utilized to take on bombers, corvettes, and gunships, since the player can bring other ships and starfighters to engage enemy fighters. By the time the player unlocks the *Raider* at tech 3 (and Imperial Remnant status on certain GC maps), there are other options for each of it's roles in Lancers, Imperial Escort Frigates and Star Galleons, but none of them can match the firepower and maneuverability of the *Raider,* which has good speed, and high turn rate and acceleration. Additionally, its pursuit ability can temporarily increase its firepower and speed at the cost of shield regeneration, which can be dangerous if the player is in range of corvette killers.

The Lancer is the biggest competitor of the *Raider*, sharing the role of 'Screener' and having a similar low price. The Lancer has a substantial 400 more hull points, far more repeating point defense lasers, and equal shield strength and sensor range. Whereas, the *Raider* possesses far more anti-corvette, gunship and bomber weaponry, greater range, and costs slightly less pop cap. Despite the competing roles, they can have great synergy, with the Lancer being a dedicated anti-fighter/bomber platform, and the *Raider* tackling larger targets like corvettes and gunships. Overall, the *Raider* is one of the most powerful corvettes the Empire possesses.
MLC-5 Artillery

## Lore Description

* 233 Seconds (Galactic Conquest)
* 58 Seconds (Land Skirmish)

Secondary:

* x1 Coaxial Blasters

### Unit Abilities

Deploy/Undeploy: An active ability that allows the MLC-5 to deploy itself, it becomes stationary, but now uses its primary cannon. The user can click the button again to make it mobile.

### Debuffs

* Damage over time on impact (Caused by main cannon's incendiary proton rounds)

## Technical Specifications

### Movement Type

Tracked

The **MLC-5 Artillery** was a heavy Artillery vehicle developed for the New Republic when the collapse of the Empire was obvious. The MLC-5 was first developed and tested by the former Rebel General turned Republic Commander Garm Bel Iblis. Using his experience on customizing his super heavy tank, Garm designed the MLC-5 to fit the role of a heavy support vehicle for the Republic, something they lacked. Many crews commented on the effectiveness, and ground troops often praised its reliability accuracy wise.

The MLC-5 was very modern, but also expensive and time consuming to produce. However, the results in battle were well worth it, being deployed on important battles like the battle of Coruscant and the Core World Sieges after the second Death Star's destruction. After these important events, the MLC-5 saw heavy use in the ground forces of the Republic, and many training courses, manuals, and strategies were designed around the vehicles. Even during the Yuuzhan Vong conflict these vehicles were still in service, although in fairly limited numbers. Pirates tried to obtain them, but limited numbers were seen in their hands, as only the wealthiest could afford to maintain them.

## Combat Information

### Player Evaluation

The MLC-5 is a top tier artillery vehicle for the Rebellion, being able to provide great fire support for the main force. Being very effective against light to medium vehicles, and destroys infantry with ease. The impact location also has a burning over time effect on the ground. The range is impressive, being able to shoot over the hills of most maps, and effective in choke points. The MLC-5 is better used in a group of two, as the reload time is long and one has trouble dealing with heavy resistance. The MLC-5 should be protected as much as possible and held in the backline, as it has no problem with ranged. The main concern is anti vehicle attacks and aircraft. The MLC-5 is expensive, and takes a large amount of time to produce.
Imperial Advanced-Cruiser Dockyard

**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 Cap Increase

Repair Yard/Specialized Dockyard
0

### Build Time

* 5000 (Galactic Conquest)

* 175 Seconds (Galactic Conquest)

### Income

55 Credits
None

## Combat Statistics

### Shield Refresh Rate

8500
Fast Charging Balanaced
* 18.89 per second

### Health Regeneration Rate

12000
Heavy
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 4x Hvy Dual LC

Non-Targetable:

* 12x Dual Flak LC

## Technical Specifications

### Passive Abilities

* Repair: Can repair frigates, cruisers and capital ships close to it. 0.05% per 2 seconds.
* Speed Up Production: Multiple buildings lower the production time. Two lower the time to 50%, three to 33%.

## Player Evaluation

This structure can be built on the following planets: Kuat, Mandalore, Mon Cala, Nimban, Rendili, Rothana, Sluis Van, Sullust, The Maw, Yaga Minor, Hapes, Geonosis, Fondor, Ession, Corellia, Bilbringi, Bakura, Byss, Anaxes, Aridus, Bastion, Bonadan, Bothawui, Corulag, Coruscant, Devaron, Eriadu, Etti IV, Fresia, Ghorman, Hypori, Mustafar, Mygeeto, Nal Hutta, Ord Mantell, Raxus Prime, Saleucami, Umbara.

The Imperial Advanced-Cruiser Dockyard is an upgraded version of the normal Medium Dockyard, expanding the variety of ships it can produce, but not upgrading the station in any way. These stations are positioned away from the main shipyard and must be protected to keep its production line active.
Roget Jiriss

## Combat Description

* Roget Jiriss
* Jiriss's Corvette

* Space

None

1

* TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it

### Bonus

* CORVETTE CAPTAIN: 10% Combat Bonuses for all Corvettes

## Technical Specifications

### Player Evaluation

In the main campaign, Roget Jiriss can be somewhat useful but her worth declines over the course of the campaign. Roget comes in a custom corvette with the added assault ability along with the turbo ability. Seeing as she is not very tanky or strong, her main benefit is giving the combat bonus and providing point defense against fighters. However, despite her low worth, Roget is a cheap corvette hero so the price isn't really an issue in the first place.

## Lore Description

Roget Jiriss is a former smuggler with a definite codex concerning the accurate delivery of wares. She smelled a good bargain if smuggling for the rebels. Yet, after quite some time helping the rebels, their ideals convinced her to take arms against the Empire herself.

## References

* Roget Jiriss's face in her icon in the Awakening of the Rebellion mod portrays Melanie Blocksdorf.
Hapan Battle Dragon

**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

###  Role

Olanji/Charubah
Battleship

### Build Limit

* Galactic Mode: 3
* Tactical Mode: 20

Galactic Conquest: 3

### Build Time

* 12,000 Credits (Galactic Conquest)
* 12,200 Credits (Space Skirmish)

* 200 Seconds (Galactic Conquest)
* 81 Seconds (Space Skirmish)

### Required Structures

Control HapesRebels:

* Alliance Medium Shipyard

Empire:

* Imperial Medium Dockyard

Black Sun:

* Medium Pirate Base

### Faction Affiliation

* Hapes Consortium
* Rebel Alliance/New Republic
* Galactic Empire
* Black Sun Underworld

## Combat Statistics

### Shield Refresh Rate

8000
Ave Charging Anti-TL
17.78 per second

### Health Regeneration Rate

4500
Medium
0.75% every 8 seconds

### Max Attack Range

* Max Range: 4500
* Ideal Range: 2500

### Unit Hardpoints

Non-targetable:* 1x Lt LR Constant Fire TL
* 1x Lt LR Constant Fire Turbo IC
* 1x 16-Burst Hvy Barrage Rocket

### Ship Complement

* 1/2 Sail Figher Squadron
* 1/1 Miy'til Bomber Squadron

### Unit Abilities

Gravity Mines:* When deployed, cluster bombs project outward from the unit.

## Technical Specifications

### Passive Abilities

* Bombardment
* Bombing Run

## Combat Information

* **GRAVITY MINES:** **Stuns nearby enemy units and disables them from retreating.**
SecForce Vehicle Saboteur Platoon

**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

4 (10 Rebel Infiltrators Max)
* 1225 Credits (Galactic Conquest)
* 400 Credits (Skirmish)

### Build Time

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

### Required Structures

* Rebel Camp
* Infiltrator Academy

## Combat Statistics

### Composition

* 1x Sergeant
* 3x Rocketeers
* 2x Carbine + Concussion Grenade
* 3x Carbine

### Shield Refresh Rate

* Infantry

5
0.025 per second

### Unit Abilities

Sprint:* Increases movement speed, but decrease defense

## Combat Information

Compared to their other infiltrator counterparts, these guys are meant to eliminate any base defense vehicles during raids. Their Ionizer Rifles will stun enemy vehicles, and the combo of Concussion Grenades, which lower vehicle armor, and their Dumb Fire Rockets will make short work of lower and mid tier vehicles they come across.

Like all other infiltrators, these guys are not meant for front line combat or raiding heavily defended roles. This platoons biggest weakness is extremely little anti-infantry support. Without support from other infiltrator squads, even with light shields, they will be mowed down by even some low tier infantry.

## Lore Description

Vehicle Saboteurs are trained to deal with most opposing tanks and walkers. They've been trained to work with rocket launchers and concussion grenades they can inflict serious damage to vehicles behind enemy lines.

###
U-Wing Gunship Company

**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

Close Air Support, Disabler
1

### Price Cost

None
* 2800 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

### Required Structures

* Rebel Global Ground Tech: Aircraft I
* Medium Factory

## Combat Statistics

### Weapons

* 1x 2-Burst Lt Air Laser Cannon
* 2x Deployable Repeating Heavy Ion Cannon

### Armor Type

* Air

* 50

* Light Vehicle

## Player Evaluation

The **U-Wing** is a moderately expensive vehicle compared to other options, and comes with an added Z95-Headhunter for added anti-fighter support. The pros outweigh the cons however, as the U-Wing gains access to a vehicle that is able to stun any armored vehicle, including turrets, for a small amount of time. This effect occurs even if the target has only been hit once, leading to a very effective stun role due to the extremely high accuracy and firerate of the Ion cannons. The **U-Wing** can also hold its own against some fighters, with it's shields and ability to lock it's wings, increasing the fire rate of the laser cannons and moving at an improved speed. Of course, the **U-Wing** will have major trouble when facing dedicated anti-air, but can still survive a few hits due to the heavy armor and shields.

## Lore Description

The **U-Wing Starfighter** was a unique design developed and manufactured by the Incom corporation, the same designers of fighter like the T-65B X-Wing Starfighter and ARC-170 Starfighter. The **U-Wing** was favored among the Rebellion as it was easily modifiable and versatile, being able to pass as a smuggling ship or engage in ground combat as support for infantry. The **U-Wing** also sported specialized gunports, so that heavy anti-infantry weapons like the repeating Ion cannons could be added onto the sides. In addition, the **U-Wing** was one of the last ships to be designed before Incom was absorbed and nationalized by the Empire. This caused sympathizers of the Incom corporation to "lose" a batch of **U-Wings** which subsequently found themselves in the hands of the Rebellion. Although the U-Wing was expensive to produce, so the Rebellion could produce few.

The **U-Wing** had taken part in many battles of the Civil War. Being in the famous battle of Scarif, where it was seen being very effective by transporting and supporting troops on the ground. The **U-Wing** also took part in the aftermath of the Battle of Endor, recovering Imperial assets after the second Death Star's destruction.
Heavy Weapons Stormtrooper Platoon

**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

Suppression Infantry
1

### Price Cost

* 1500 Credits (Galactic Conquest)
* 750 Credits (Ground Skirmish)

### Build Time

* 100 Seconds (Galactic Conquest)
* 37 Seconds (Ground Skirmish)

### Required Structures

* Standard Barracks
* Imperial Global Ground Tech - Infantry 1

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 9x Gunner
* 6x Rifleman
* 6x Carbine
* 2x E-Webs

### Unit Abilities

Take Cover: Increase defense but reduces movement speed.

## Combat Information

### Player Evaluation

This stormtrooper platoon is made to pin down enemy infantry. Their Repeating Blaster Rifles will suppress enemy infantry and allow their rifleman and carbines to eliminate them easily. With a good price and decent numbers, these guys make a good addition to any ground force.

Their biggest weakness is armor. They lack anti-armor weapons, as they're built for anti-infantry duty. Anti-Vehicle infantry or armor support is needed to cover this weakness.

This platoon also comes with two EWEB's. These blaster cannons provide constant fire, suppressing enemy infantry and even piercing light armor.
Ring of Kafrene

The Ring of Kafrene is a deep-space trading post and stopover point in the Kafrene asteroid belt of the Thand sector. It was first constructed as a mining colony by nobles of the Galactic Republic, but the belt turned out to have far fewer minerals than they had expected, and the failed venture was gradually converted into a trading station instead.

It was here that Rebel intelligence officer Cassian Andor met with an informant prior to the outbreak of the Galactic Civil War, whilst looking into suspicious imperial shipments of kyber crystals. Cassian learnt of the existence of an imperial ‘planet killer’ – one which would later kill him on Scarif.
Ton-Falk-class Escort Carrier

None

* 124 Seconds (Galactic Conquest)
* 41 Seconds (Space Skirmish)

### Unit Abilities

Supplement Drop:* Supplement drops contain repair drones and ammunition for friendly fighters, bombers, and gunships. Repairs listed unit types and increases their firing rate.

## Player Evaluation

TIE starfighters usually must be deployed in large numbers to function effectively. With a hangar bay carrying over a hundred TIEs, the Ton-Falk Escort carrier is the premier choice to deliver that overwhelming quantity.

The Ton Falk itself is moderately well armed with anti-starfighter weaponry; however the ship's primary weapon is its huge complement of starfighters. The ship also carries repair drones to resupply and repair damaged fighters mid-battle, and has plenty of reserve squadrons to replace losses as necessary.

The Ton Falk is an extremely useful carrier, deploying TIE Fighters, TIE Interceptors, and TIE Bombers, allowing it to supplement the fighters of any imperial ship equally well, with bombing, escort, and superiority fighters in any combination.

The Ton Falk and it's compliment of TIEs are a core element of many Imperial Fleets. The carriers can remain in the back and allow their fighters to do the work, or the carrier itself can move up to provide additional anti-fighter support directly with it's own weapons.

## Lore Description

The ***Ton-Falk*-class escort carrier**, also known as **Imperial escort carrier**, was a transport ship designed to carry Imperial starfighters. Designed and built by Kuat Drive Yards, the *Ton-Falk*-class escort carrier allowed the Imperial Navy to overcome the hyperdrive deficiency of its primary starfighters in the early years of the Galactic Civil War.
Mandalorian Mercenary Platoon

Template:Land Unit Infobox

## Combat Information

### [Land Combat]

**STRENGTHS: Mando Mercenary teams excel with hit and run tactics aswell as being a frontline for an attack force. Their anti-infantry rockets and flamethrowers should have no problem against light and even some medium vehicles.**

**WEAKNESSES: With their reliance on high mobility once they get within range of anything with concussion grenades they will be slowed and possibly unable to retreat from an engagement without massive casualties.**

## References

* **The infantry weapons used by this infantry unit have Mandalorian Rifles.**
Pinnance-class Frigate

**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

###  Role

Huppla Pasa Tisc Shipwrights Collective
Ion Boat

## Combat Statistics

### Shield Refresh Rate

2000
Fast Charging Anti-Turbolaser

### Health Regeneration Rate

1000
Light Armor

### Unit Hardpoints

Non-Targetable6x Lt Turbolaser4x Lt Turbo Ion Cannon2x 2-Burst Plasma Missile

## Lore Description

Known as the Pinnance-class Frigate, the Pinnance is actually a lesser known Separatist cruiser utilized in the early days of the Clone Wars, being seen in the battle of Geonosis in atmosphere against the GAR. Acting as the lesser known brother of the more mainstream warships of the Separatists, the Pinnance was seen on few occasions throughout the war and forgone in favor of cheaper and more cost effective capital ships like the Munificent-class Star Frigate and Providence-class Carrier/Destroyer. Having distinct markings resembling the old Separatist ground vehicles, it is highly likely that the Pinnance was created by the Geonosians for the Separatists. This theory however, can never be confirmed as their is very little known about the designers. Featuring an elongated profile, the Pinnance closely resembles a skinnier and longer Venator. Many Pinnance-class Frigates were scrapped following the end of the Clone Wars, a scarce supply reached the Black Markets, and so few captains could ever obtain such a ship. Fortunately for the Black Sun, their high influence allowed them unique access to rare goods. Geonosians mercenaries recruited by the Black Sun were known for choosing this ship, as the craft had sentimental value among their species.

## Combat Information

### [Space Combat]

**STRENGTHS****:** Packing an incredible amounts of firepower in a small package, the Pinnance is an very effective all-around performer, capable of taking on anything from corvettes to providing heavy fire support for larger capital ships, its very size and odd shape also makes it very hard for bombers and other ships to hit it.

**WEAKNESSES****:** Lacking any kind of anti-fighter capabilities, it should be escorted by even smaller corvettes and gunships that can protect it, its also very slow for its class, as slow as most modern large capital ships, meaning if its in a fight, it cant pull back unless larger capital ships shields it

**UNIT CAPACITY: 4**

**HARDPOINTS:**

* **x5 Dual Turbolaser Batteries**
* **x2 Ion Cannon Batteries**
* **x1 Shield Generator**
* **x1 Engines**

**SPEED LEVEL:     |==>\_\_\_\_\_\_\_|**

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

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

**SPECIAL ABILITIES:**

* **TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it.**
Power Generator

**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

1000
Building

### Passive Abilities

* -20% ground building construction time
* +50% buildable turret damage in battle

## Lore Description

The Power Generator is a Key Building in Terms Of Defence and Support for a Base. And a Step to becoming a Stronghold, Without Power Buildings Such as Turbo Laser Towers, Shutter Shield Generators Will not Function and become a easy Target For Enemy Forces.

The Power Generator Model is From Hoth's Shield Generator However People Commonly Confuse the Words "Power Generator" with "Shield Generator" (This Building Does not Provide Shields By Itself)

## Combat Information

### **Strengths**:

The Power Generator is a Powerful Support Building That Allows the Creation And Powering of Shutter Shields And Turbo Laser Towers. The Power Generator Also Provides The Ability For Landing Platforms To Repair Fighters, a 50% Damage Boost For Buildable Defence Turrets and the Reduction of Building Construction time by 20% for the Planet. the Building Itself is Fairly Strong Against Attacks from Infantry However it is Vulnerable to Attacks from Land Vehicles, Artillery (Such as AT-ATs and SPMA-T Companies) and from both Bombing Runs and Bombardments

### **Weaknesses:**

The Power Generator Has No ability to Defend itself and should be Protected Via a Shutter Shield Or Ground Forces. If the Building is destroyed All Buildings and Bonuses Will be Disabled Meaning Turbo Laser Towers Will be Rendered Useless, Shutter Shields Will Deactivate Allowing Bombing runs and Bombardments to be Able to Strike Your Base's Buildings.
Local Pirate Forces

## Description

Local Pirate Forces represent various independent groups of mercenaries, pirates and freebooters which begin certain campaigns in control of various systems across the galaxy. Since they have no objective beyond retaining control of a given system, this faction does not have any AI on the galactic map. It will not build units or structures or launch attacks on other systems. As such, this faction serves as an early game blocking force, standing in the path of all factions. Note that in randomised galactic conquest campaigns the starting forces of this faction are also randomised.

## Unit Roster

### Space Units

#### Fighters And Bombers

* CloakShape Fighter
* R-41 Starchaser
* Supa Fighter
* R-60 T-Wing Interceptor
* Toscan 8-Q Starfighter
* Z-95-AF4 Headhunter
* Miy'til Starfighter
* BTL-A4 Y-Wing Starfighter
* GAT-12 Skipray Blastboat
* Rihkxyrk Assault Fighter
* Razor-class Starfighter
* ARC-170 Starfighter
* Flarestar-class Attack Shuttle

#### Corvettes & Gunships

* Heavy Corellian Corvette
* DP-20 Frigate
* Marauder-class Corvette
* Etti Light Cruiser
* Arquitens-class Light Cruiser
* GR-75 Repair Ship
* CR-90 Corvette
* HF-901 Modified Freighter
* Braha'tok-class Gunship
* C-ROC Gozanti-class Cruiser
* IPV-1 System Patrol Craft

#### Frigates & Cruisers

* Heavy Corellian Gunboat
* Acclamator-class Assault Ship (Also CSA version as well)
* Dreadnaught-class Heavy Cruiser
* Neutron Star-class Bulk Cruiser
* EF-76 Nebulon-B Escort Frigate
* Corsec Frigate
* Corsec Light Frigate
* Corellian Destroyer
* Munificent-class Star Frigate
* Corona-class Armed Frigate
* Mere Cruiser
* Nova-class Battle Cruiser
* Recusant-class Light Destroyer

#### Capital Ships

* Hapan Battle Dragon
* Venator-class Star Destroyer (Hutts, CSA, and Imperial)
* Victory-class Star Destroyer (CSA)
* Imperial I-class Star Destroyer
* Corellian Battlecruiser
* Kandosii-type Dreadnought
* Bakura-class Destroyer
* Liberator-class Cruiser
* Providence-class Carrier/Destroyer
* Sabaoth Destroyer
MC-70 Barracuda-type Star Cruiser

## MC-70 Barracuda

None

* 280 Seconds (Galactic Conquest)
* 48 Seconds (Space Skirmish)

Non-Targetable:

* 8x Med Dual TL
* 6x Hvy LC

### Unit Abilities

Overcharge Shield:* Diverts power from weapons to shields, overcharging them. Overcharged shields absorb a lot more damage but decay overtime. While shields are overcharged, weapons cannot be fired, but engines are still active, making it ideal for retreats.

## Technical Specifications

### Player Evaluation

The MC-70 Barracuda is a heavily armed star cruiser used to combat large and heavily armoured vessels. With 8 heavy dual turbo lasers and 8 medium dual turbo lasers, it features one of the most threatening assortments of anti capital ship class weaponry available to the New Republic. The cruiser performs best when it fires on large unshielded targets or any large ship not equipped with antiturbo laser class shields. The MC-70 will struggle to hit small maneuverable targets.

The MC-70 is rather undersized for a ship of its caliber meaning that if the ship is out of position it can be targeted and easily destroyed. Once the shields are down the MC-70 has virtually no defence against incoming laser fire. The overcharge shield ability will allow you to tank extra damage although this will severely lower the ships firepower. Use the cruiser's high maneuverability in tandem with the overcharge shield ability to escape dangerous situations and reposition when challenged.

The MC-40A is a good fleet complement to the MC-70 as it can tank damage and strip enemy shields for the MC-70, so that it can deliver its turbo laser fire directly into the hull of enemy capital ships. The MC-70 should be protected from torpedo boats, bombers, missiles or rockets which can easily destroy the cruiser or cripple its intense firepower. The ship comes with a complement of one Y-wing squadron with one in reserve. The bomber complement can be used to destroy shields generators on enemy capital ships to support the offensive role of the MC-70.

## Lore Description

The MC-70 *Barracuda* was designed and manufactured by Mon Calamari designers as a support and strike cruiser. While the *Barracuda* was noticeably smaller then other ships in the MC series, it still packed firepower and was quite fast, being able to outmaneuver Imperial ships. The *Barracuda* was also favored when very large Rebellion commando operations were in play, and ships like the MC-40a and MC-60 were inadequate. The *Barracuda* also had the feature of being able to enter and leave a planet's atmosphere with ease, causing it to be even more preferable for these missions.

The *Barracuda* was a fierce ship that saw action for most of the war starting midway through the conflict. About 2 *Barracudas* were used during the battle of Endor, many saw use after the war as patrol and security vessels for mid to outer rim worlds.

## References

The MC-70 Barracuda made by JM running in the mod was created for the Xwing Alliance but never made it into the game.
Medium Imperial Factory

**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

2000
Building

### Garrison

* 2/0 AT-ST
* 2/4 AT-PT

## Galactic Overview

### **[Land Production****]**

**VEHICLES**

* **AT-ST Company**
* **TX-130T *Saber*-class Fighter Tank Section**
* **AT-AA Section**
* **Century Tank Company (IR)**

**NON COMBAT UNITS**

* **Viper Probe Droid**

**UPGRADES & DOWNGRADES**

* **Upgrade to Large Imperial Factory**
* **Downgrade to Standard Imperial Factory**
Victory II-class Frigate

**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

###  Role

Rothana Heavy Engineering (Rothana)
Picket

### Build Limit

* Galactic Mode: 3
* Tactical Mode: 9

N/A

### Build Time

N/A
N/A

### Faction Affiliation

* CSA
* Galactic Empire

## Combat Statistics

### Shield Refresh Rate

800
Avg Charging Anti-Laser
2.66 per second

### Health Regeneration Rate

1100
Light
1% every 6 seconds

### Max Attack Range

* Max Range: 2000
* Ideal Range: 18000

### Unit Hardpoints

Non-targetable:* 3x Hvy 2-Burst LC
* 4x Dual Flak LC

### Unit Abilities

Laser Defense:* Defense system that destroys incoming missiles in a wide range, lowers fire rate.

## Player Evaluation

(Taken from in-game description)

The Victory II Frigate was developed shortly before the Galactic Civil War. Unfortunately for RHE, the Empire showed little interest in such a vessel, and so most of the ships produced were sold to planetary defense forces or the CSA. The Victory II is however an excellent escort ship, able to both counter smaller vessels and protect the fleet from ordinance.
MC-80 Justice-type Star Cruiser

## MC-80 Justice

None

* 300 Seconds (Galactic Conquest)
* 61 Seconds (Space Skirmish)

Non-Targetable:

* 6x Lt TL
* 8x LC

### Unit Abilities

Project Shield:* Projects a powerful shield around the ship. The shields can only be bypassed by rockets and missiles, but drains the shields of the user.

## Technical Specifications

### Player Evaluation

The MC-80 Justice is a variant of the MC-80 line of Mon Calamari Star Cruisers. One of the first capital ships made available to the player, it is built for medium range support and fighter assistance. Armed with a combination of light and medium turbo laser, laser cannon, and ion cannons, it is built to support an Alliance fleet from close to medium ranges. It is also built as a battle carrier, carrying several flights of starfighters into battle.

Its Boost Shield Power ability projects a bubble shield around the ship, therefore protecting everything inside the shield from laser fire. Each hit on the shield will drain the Justice's shield points instead of the shields of the ships inside. However, it can not stop shield penetrating weapons like missiles and torpedoes. Microing this ability is essential for making the most out it of so consider activation when you need to provide cover for your Mon Cal ships to regenerate their shields passively or with their Power to Shields ability. Overall, it is a great support ship for any Alliance Fleet.

Despite this, its weapon loadout is weak for a ship of its size. Because of this, it cannot serve as a frontline capital ship, as it will be unable to counter capital ships of other factions. Using it in its intended support role to provide cover and improve Rebellion fighters are key in using this ship properly.

### Lore Description

The MC-80 Justice was one of the first capital ships to be produced by the Mon Calamari during the Galactic Civil War. It was converted from existing passenger vessels or built from scratch, the design being both easy to produce and to distribute to different Rebel aligned systems. At this earlier stage of the conflict Rebel forces remained small, and so the Justice was intended to perform as a default cruiser capable of performing a range of roles. In this sense it is similar to the X-Wing, a jack of all trades, but master of none.

As the war continued and the Imperial Navy developed superior warships, the Justice-type was frequently used as an escort for dedicated frontline warships such as those of the Liberty class. Even by the time of the New Republic, when the ship was routinely outclassed by more advanced vessels, many of the Justice-type were still in service and were prized for the ease by which it could be modified.

## References

* The MC80 *Justice* in the mod is the Medium Calamari Cruiser that appears in Star Wars: X-Wing Alliance PC video game.
Rebel/New Republic Space Structures

## Defensive Structures

* **XQ-1 Mistress Space Station**
* **XQ-2 Queen Space Station**
* **XQ-3 Empress Space Station**
* **Gravity Well Station**

## Production Structures

* **Alliance Global Space Tech**
* **Alliance Light Shipyard**
* **Alliance Medium Shipyard**
* **Alliance Warship Dockyard**
* **Alliance Advanced Light Shipyard**
* **Alliance Advanced Medium Shipyard**
* **Alliance Advanced Warship Dockyard**
* **Bothan Planetary Defense**
* **Bakuran Planetary Defense**

## Economic Structures

* **Sympathizer Space Outpost**
* **Tibanna Gas Refinery**
Zenuas 33 Umbaran Starfighter

* Galactic Conquest: 5

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

Galactic Empire

* Imperial Small Dockyard

Black Sun Underworld

* Small Pirate Outpost

Developed by the Umbarans to defend their homeworld, the mysterious Zenuas 33 Umbaran Starfighter utilises rare technologies to achieve almost instantaneous turnrates, whilst still being able to take a few hits. It is equiped with ion torpedoes with which to debuff its targets, allowing it to make itself useful against ships as well as starfighters.

## Player Evaluation

The Zenuas 33 Umbaran starfighter is a highly unusual ship, featuring a pair of ion torpedo launchers. It is the only starfighter sized ship to carry such weaponry, and they have a number of tactical uses. Ion torpedoes can disable specialized combat systems, interfere with hyperspace jumps, and reduce overall combat effectiveness much like stun ion weapons do. However, as torpedoes penetrate shields, the Zenuas 33 is uniquely capable of causing such disruption to a target while the enemy ship still has  shields.

As a starfighter, the Zenuas 33 is exceptionally agile, adequate in terms of speed and durability, but is severely lacking in firepower. Other than the ion torpedoes, the ship is armed with only a single medium laser weapon for defense.

The Zenuas 33 starfighter uses technology only the Umbarans themselves understand, and can thus only be built on the world of Umbara itself. They are, however, willing to sell a small number of these ships to any faction who is currently occupying their world. The powerful ion torpedoes can make this a very worthwhile investment, and occupying Umbara will at the very least prevent them from being used against your own forces.
Imperial Dockyard Warship Extension

**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

### Price Cost

0
* 7000 (Galactic Conquest)

### Upkeep

* 250 Seconds (Galactic Conquest)

90 Credits

### Required Structures

0 Credits
* Imperial Large Dockyard

## Combat Statistics

### Shield Refresh Rate

11000
Fast Charging Balanced
* 24.44 per second

### Health Regeneration Rate

16500
Heavy
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 6x Hvy Dual LC

Non-Targetable:

* 18x Dual Flak LC

## Technical Specifications

### Passive Abilities

* Repair: Can repair frigates, cruisers and capital ships close to it. 0.05% per 2 seconds.
* Speed Up Production: Multiple buildings lower the production time. Two lower the time to 50%, three to 33%.

## Player Evaluation

This structure can be built on the following planets: Kuat, Mandalore, Mon Cala, Nimban, Rendili, Rothana, Sluis Van, Sullust, The Maw, Yaga Minor, Hapes, Geonosis, Fondor, Ession, Corellia, Bilbringi, Bakura, Byss.

The Imperial Dockyard Warship Extension is an upgraded version of the normal Large Dockyard, expanding the variety of ships it can produce, but not upgrading the station in any way. These stations are positioned away from the main shipyard and must be protected to keep its production line active.