recursal/Fanatic-Fandom huggingface dataset:
Sabaoth Mercenary

* Sabaoth Mercenary
* Beaming
* Icon

* Space

* 15000 Credits (Galactic Conquest)
* 12000 Credits (Space Skirmish

* Hypori or Mercenary Recruitment on Hypori

* 1

* Average Charging Balanced

* 18.33 Per Second

* Medium Armor

* 0.75% Per 10 Seconds

* 275

Non-Targetable:

* 4x Lt CR TL
* 4x LC

## Player evaluation

Possesing 8 composite beams and 2 repeating medium massdrivers, the Sabaoth mercenary cannot hurt capital ship's or cruiser's shields at all. However, it incinerates hull, and with power to main batteries, it can boost the fire rate of the composite beams further. However, this unit is very difficult to use, and it shouldn't be brought in until the battle has begun and enemy ships already have their shields down, where then it can pretty much alpha strike and take out the hull. However, because it's most optimal use is as a follow up unit, it can’t make most of its battleship captain bonus, so if you want a battleship captain, get a Mandalorian mercenary. Also, composite beams can’t miss, so it can kill frigates quickly since it’s 8 composite beams can get through a Nebulon B's/Carrack cruisers shields.

## Lore Description

Sabaoth mercenaries are one of the most feared mercenary groups in the galaxy for good reason. Sabaoth mercenaries are renowned among dishonorable mercenary recruiters for being ruthless, efficient, and above all else highly intelligent. Created by Cavik Toth, the Sabaoth squadron was a large group of mercenaries that were under his command and were famous for being contracted by Count Dooku to combat pirates in the early stages of the Clone Wars. Their infamy however came from their use of biological weapons and the massive battlecruisers they used. Dying in the first battle of Geonosis, Cavik Toth left behind a small group of highly experienced mercenaries after his death along with taking most of the group to their deaths with him. The mercenaries scattered themselves, and most survived until the Galactic Civil War due to their effectiveness. Prince Xizor finally had found his most prized warriors, immediately snatching up the contracts of the few Sabaoth mercenaries that were left. With Xizor's vast wealth the Sabaoth Destroyers were refitted with heavy weaponry and a few outdated fighter squadrons to compete with modern ships. The Sabaoth mercenaries were trained in very aggressive tactics, so the ships were fitted with a reactor overcharge module. Of course, the mercenaries could also salvage lost wrecks from the field for credits.
Imperial Large Dockyard

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## General Information

### Population Cap Increase

Large Dockyard/Local Defense Fleet
0

### Build Time

* 7000 (Galactic Conquest)

* 240 Seconds (Galactic Conquest)

### Income

None
None

## Combat Statistics

### Shield Refresh Rate

11000
Fast Charging Balanced
* 36.66 per second

### Health Regeneration Rate

24000
Heavy
* 0.005 per 12 seconds

### Unit Hardpoints

Targetable:* 6x Hvy Dual LC

Non-Targetable:

* 18x Dual Flak LC

### Garrison

* 1/0 ISD I
* 2/0 Dreadnaught Cruisers
* 2/0 Carrack Cruisers
* 2/0 Arquitens Cruisers
* 1/2 Gozanti Cruisers
* 2/6 TIE-Fighter Squadron
* 1/3 TIE-Brute Squadron
* 1/3 TIE-Bomber Squadron

## Player Evaluation

These stations can be built at the following planets: Fondor, Mandalore, Bastion, Yaga Minor, Bonadan, Saleucami, The Maw, Hapes, Mon Cala, Nal Hutta, Hypori, Geonosis, Bothawui, Byss, Corellia, Coruscant, Eriadu, Kuat, Sullust, Bilbringi, Bakura, Mygeeto, Etti IV, Ession, Ord Mantell, Raxus Prime, Rothana, Sluis Van, Rendili, Nimban.

The Imperial Large Dockyard is a massive station capable of fighting off smaller fleets with x3 hardpoints than the original dockyard, as well as a massive defensive garrison. The dockyard also is capable of providing capital-sized ships that can swing the tide of the war effort, as those ships tend to be the center of most fleets invading large enemy forces. However, due to its massive production capabilities, it takes a lot of resources to maintain and can only be constructed on specific planets. Therefore taking them out will destroy the Empire's capital ship production in a large area and most likely will have them falter in their attacks.
Rebel/New Republic Heroes

Rebel Heroes ranging from veteran Republic admirals and generals to former senators and governors who support the cause. Their strongest qualities are their abilities to inspire the people they lead.

## Major Heroes

* **Chancellor Mon Mothma**
* **R2-D2 and C-3PO**
* **Princess Leia Organa**
* **Commander Luke Skywalker**
* **Han Solo & Chewbacca**
* **Agent Kyle Katarn**
* **Rogue Squadron**
* **General Lando Calrissian**

## Minor Heroes

* **General Garm Bel Iblis**
* **General Rahm Kota**
* **Captain Juno Eclipse**
* **Admiral Gial Ackbar**
* **General Jan Dodonna**
* **General Carlist Rieekan**
* **Admiral Adar Tallon**
* **Captain Afyon**
* **Lieutenant Judder Page**
* **Renegade Squad**
* **Commander Arhul Narra**
* **General Crix Madine**
* **Roget Jiriss**
* **Captain Huoba Neva**
* **General Syub Snunb**
* **Lt. Commander Ace Azzameen**
* **Talon Karrde**
Jedi Temple

## Lore Description

Built in 1014BBY, the Temple of Ilum was a Training ground for Jedi and was home to the ritual known as "The Gathering" which was a right of Passage for Jedi Younglings where they would receive their own Kyber Crystal that would eventually power their own personal lightsaber. During the Beginning of The Empire, Emperor Palpatine ordered that the Temple was to be garrisoned and sealed by a 5 meter thick plasteel containment vessel to ensure no one would enter and that any Jedi who sought refuge would be killed.

## Galactic Overview

### [Land Production]

**INFANTRY**

* **Jedi Knight**
Bakura

## Historical Reference

An isolated, yet rich green-blue planet with several moons. Bakura is one of eight planets in the Bakura system and lies on the edge of the Outer Rim. There is much precipitation on Bakura, which heavily contributes towards the rich vegetation. The fauna includes the Butter Newt and the predatory bakuran Cratsch. Flora includes the Pokktaleaf as well as the Namana tree. Among the important export wares are war-important metals, repulsorlift-components as well as an intoxicating fruit named Namana.
Silri

* Ground

* 5000 Credits (Galactic Conquest)
* 2500 Credits (Land Skirmish)

Ground Skirmish:

* Black Sun Palace

Dathomir or Mercenary Recruitment on Dathomir

1

### Unit Abilities

Drain Life:* Drains life of nearby infantry and heals the user with that life force

Force Abilities:

* Lightsaber Block
* Disrupt
* Self-heal
* Telekinesis

### Max Speed

35
11

## Player Evaluation

While some say that hokey religions and ancient weapons are no match for a good blaster, beings like Silri beg to differ. She is great for charging troops in front of your formation to disrupt ordinance like grenades and rockets to protect herself and the troops behind her. She is excellent at destroying infantry, as she has the ability to block their attacks, resulting in no received damage. Once she gets in close, she is able to eliminate them with her lightwhip. She is also able to stun vehicles, including air units, with her telekinesis. While telekinesis does cause damage, it won't be as fast or effective as dedicated anti-vehicle units, but being able to stun certain units proves effective at helping those very units to deal with them. And if she takes damage, she is able to heal slowly on her own, or is able to use her Drain Life ability to suck the life of other infantry, and use their life force to heal herself instantaneously. She is a very powerful character, and while she may lack stealth or leader bonuses of other heroes, if used correctly, she can be a great asset to the forces she leads, and will be nigh unkillable.

## Lore Description

**Silri** was a powerful Nightsister, a dark side witch of Dathomir. She worked for Tyber Zann and his criminal syndicate, the Zann Consortium, in the time following the Battle of Yavin in the hopes of being able to witness and partake in the destruction that Zann intended on causing. In combat, she used dark side powers, such as Drain Life, and also a lightwhip, an exotic variant of the traditional lightsaber. Silri also had a pet rancor, Cuddles, that she could summon during battle.
MC-30C Frigate

None

* 63 Seconds (Galactic Conquest)
* 22 Seconds (Space Skirmish)

### Unit Abilities

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

## Technical Specifications

### Player Evaluation

The MC-30c is an extremely fast capital ship destroyer that can get in close range to an enemy capital ship and unleash its full payload of missiles and torpedoes. This can cause a major amount of damage to most ships either crippling it or destroying it outright. It's light armor means that it is susceptible to bombers and can't last long once it's shields go down completely. It's lack of a fighter compliment also means that it will have some issues defending itself from smaller ships. Its overcharge shield ability does help it if it gets into trouble while it attempts to pull back. It's availability is somewhat limited by the fact that it requires space tech 3 but its fire power makes up for that. Once unlocked this ship should be a staple of a majority of rebel fleets.

## Lore Description

The **MC-30c Frigate** was designed by the Mon Calamari People and manufactured by them for the Rebel Alliance and the New Republic. It saw service for the New Republic for most of the ships time, and gained an infamous reputation of the "Capital Ship Killer" due to its extreme effectiveness when used on the battlefield against various enemies of the New Republic.

The **MC-30c** is a long and narrow design meant to be fast and agile while also packing a punch. The ship was designed specifically for anti capital ship warfare and is best used in this role, or supporting larger and heavier ships with increased firepower. The **MC-30c** can deal damage to targets on its own but is best used in medium or large formations of at least 3. The unit also has the ability to increase its speed massively which allows it to escape or enter combat quickly. Weaknesses however are very obvious, if this ship is engaged into direct combat with larger warships it is very likely to be destroyed. The **MC-30c** is also in need of dedicated fighter support, lest it fall to overwhelming numbers.
Imperial Guard

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## Imperial Royal Guard

* Imperial Guard Gunner Team
* Imperial Guard Melee Team

## General Information

### Population Value

[Gunner team] Suppression Infantry[Melee Team] Close-Quarters Combat

N/A

## Combat Statistics

### Composition

[Gunner Team]* 2x Imperial Guard Gunner
* 2x Imperial Guard Gunner + Thermal Grenade
* 2x Imperial Guard Gunner + Ion Grenade

[Melee Team]

* 2x Imperial Guard Pikers
* 2x Imperial Guard Pikers + Frag Grenade
* 2x Imperial Guard Pikers + Flash Grenade

### Shield Refresh Rate

Infantry
20
0.1

### Unit Abilities

[Gunner Team]* Firing Position: Increase fire rate and defense, but reduces movement speed.

[Melee Team]

* Sprint: Increases movement speed, but lowers defenses.

## Lore Description

The **Emperor's Royal Guard**, sometimes referred to as the **Imperial Royal Guard** or **Imperial Guard**, was an elite unit of the Galactic Empire's armed force stasked with the protection of the Emperor, Palpatine. Palpatine was almost never seen without a detachment of Royal Guards at his side, so much that they usually accompanied him to his bed chambers and his office within the Death Star. The exact number of Royal Guardsmen serving the Emperor was unknown, with speculations ranging from less than fifty to tens of thousands.
Preybird Starfighter

None

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

## Lore Description

It was a capable starfighter for both offensive and defensive purposes, with a heavy laser cannon on each wing, and fore and aft concussion missile launchers. It was perhaps best known for the fact that it never entered full production. The *Preybird* was also one of the first craft to utilize an automatic gun harmonization system. This helped compensate for the wide stance of the laser cannons and allowed pilots to more accurately fire upon targets.

The Preybird was in most respects a competent snubfighter, with a heavily-armored hull and respectable speed, but significantly less maneuverable than a TIE/LN starfighter or a standard T-65 X-wing starfighter. However, its large size and intimidating, raptor–like appearance could make the Preybird appear more powerful than it really was: a tactic often employed by the smuggler Mazzic was to surprise a ship with his Preybirds, and invite the captain to surrender. Faced with aggressive, unfamiliar fighters, they often did just that.
Rothana

### Planetary Bonuses

* SPECIAL UNITS: The Empire can construct *Acclamator II* Assault Ships on this planet.
* CHEAPER PRODUCTION: Rothana Heavy Engineering Vehicles and Starships are 10% cheaper on this planet.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Warship Dockyard
* Alliance Advanced Light Shipyard
* Alliance Advanced Medium Shipyard
* Alliance Advanced Warship Dockyard
* Alliance Headquarters
* Heavy Factory (Rebel)

### Galactic Empire

* Imperial Large Dockyard
* Imperial Advanced-Fighter Dockyard
* Imperial Advanced-Cruiser Dockyard
* Imperial Dockyard Warship Extension
* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

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

## Historical Reference

Rothana was a remote planet in the Rothana system located in Quiberon sector, near the edge of the Outer Rim Territories. It was most famous for being the headquarters of Rothana Heavy Engineering and the source of the Grand Army of the Republic's military material during the Clone Wars.A snowy world with arctic terrain, Rothana's wildlife was adapted to the freezing conditions.As the headquarters of Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards, the planet's economy was almost entirely based around shipbuilding and developing military vehicles. Rothana was surrounded by a vast honeycomb of orbital shipyards and drydocks for KDY's secret constructions.
SPMA-T 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

Indirect Artillery
1

### Price Cost

* 3500 Credits (Galactic Conquest)
* 1750 Credits (Skirmish)

### Build Time

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

### Required Structures

* Heavy-Vehicle Foundry
* Imperial Ground Tech - Heavy Vehicles 2

## Combat Statistics

### Weapons

* 1x Artillery Laser
* 2x Undeployed Repeating Blaster

### Health Points

Light Vehicle
300

## Player evaluation

The Imperial artillery is your weapon of choice against rebel missile teams who would tear your vehicles into pieces. Use scout troopers on speeder bikes to spot the target, fire and disappear before enemy reacts. Any slow-moving enemy infantry would be destroyed after the round impacts and the area burn effect adds to the overall damage allowing you to eliminate large groups of infantry from afar.

Of course, because it is an artillery unit, it has to hold its position while firing and can't retreat, so it needs protection against fast moving vehicles or tanks, while it is suppressing enemy infantry. Being primarily anti infantry unit, it can't seriously damage medium armored units, tanks or aircraft, so it requires anti air and antivehicle support to effectively do its job.

## Lore description

After the clone wars ended Galactic Empire inherited a lot of GAR vehicles such as AT-PT, V-wings or SPHAT artillery systems used during the famous battle of Geonosis, which ignited the clone wars. At the time Empire was looking for a new artillery unit which would allow it to suppress enemy infantry formations, but the SPHAT was designed more towards shooting down large enemy ships entering the atmosphere. Because of this short sight newly formed imperial army officers contacted the armor manufacturer Rothana Heavy Engineering and asked for a modification of the famous artillery system, so it can be used against infantry on long ranges. And thus the Self-propelled medium artillery (SPME) or more commonly called Imperial Artillery system was born. The Rothana's new vehicle of war was lighter and more maneuverable than the clone wars variant and it exchanged the direct fire laser beam for non-direct fire turbolaser gun. In effort to protect the vulnerable artillery unit, while it was moving, anti-personnel laser cannons were added to prevent ambushes. The test results surpassed the expectations and SPME was accepted as standard imperial artillery system into imperial army. The imperial artillery managed to obliterate large formations of enemy infantry even before they entered their own weapon range trying to damage the artillery. The system proved to be most effective if combined with scout troopers, which act as spotters for the artillery system.
Lambda-class T-4a Shuttle

## Lambda Shuttle

* Space

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

## Technical Specifications

### Passive abilities

N/A

The Lambda-class T-4a Shuttle was a type of transport designed and manufactured for the Empire by Sienar Fleet Systems in collaboration with Cygnus Spaceworks. The Lambda was a multi-purpose transport that could carry anything from weapons and troops to resources and medical supplies. They also carried key officials and were praised for their sturdy but elegant design. The Lambda was so popular that it was used even after the Empire's defeat and was used for years to come by Pirates and Criminals.
MZ-8 Mobile Pulse Cannon

## MZ-8 Tank Destroyer

MZ-8 Tank Destroyer

* 133 Seconds (Galactic Conquest)
* 33 Seconds (Skirmish)

### Unit Abilities

* Armor Pierce: Increase damage caused by all projectiles. Shield recharge and movement speed are highly decreased while the ability is active

## Lore Description

The MZ-8 Tank Destroyer was one of the products produced by the Yutrane-Trackata company for the Black Sun Underworld as a Tank Destroyer that could eliminate heavy armoured vehicles and defenses. The vehicle is mainly a Very heavy laser cannon strapped to a heavy vehicle chasis similar to the one used by the T3-H deployed by the Rebel Alliance. Having only the Laser cannon as the only weapon made the vehicle very vulnerable to infantry assaults, specially rocket armed infantry.

Aftermarket modifications would dissable the power core safe meassures, enabling the user to overload it and increase the reload speed of the main gun at the cost of the vehicle integrity.

The MZ-8 served during the Civil War era, possing a threat to known vehicles like the imperial AT-AT or the rebel T3 Series.

## Combat Information

### Player Evaluation

The MZ-8 serves as a heavy anti-tank support vehicle.

The good range and accuracy of the main gun allows the vehicle to stay on second line, where it can snipe enemy vehicles from safe distance. If used as the main assault tank, the medium armor and its health points will give it some survivability against light vehicle's weapons, but will struggle against heavier ones.

The Player must take into consideration the low reload speed of the gun and its low turn rate, but also that having the gun facing forward will make the tank useless when repositioning or retreating from the battlefield. The vehicle is very vulnerable against infantry assaults, so it must be escorted by either infantry or anti-infantry vehicles. One specially good combination is deploying the MZ-8 with its little brother, the MZ-9 Flame tank, because both cover each other's weaknesses (The Flame tank takes care of the infantry while the MZ-8 destroys the vehicles).

For all these reasons, the MZ-8 should be used as a second line tank, where it can snipe enemy vehicles and reposition quickly to either strike again or retreat to a safer location.
Scout Trooper 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**

## Scout Trooper Platoon

* Scout Trooper
* Scout Bike

## General Information

### Unit Class

Trained InfantryMounted Infantry (Scout Bike)

### Population Value

Rangers, ScoutScout Vehicle: (Scout Bike)

1

### Price Cost

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

### Build Time

* 80 Seconds (Galactic Conquest)
* 30 Seconds (Ground Skirmish)

### Required Structures

* Standard Barracks
* Imperial Global Ground Tech - Infantry 2

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 9x Sniper
* 9x Rifleman
* 3x Carbine - Flash Grenade
* 4x Scout Bikes

### Weapons

Primary: * 1x Blaster Cannon (Scout Bike)

Secondary:

* Frag Grenade, slows down movement speed of hit infantry (Scout Bike)

### Health Points

Open Top Vehicle (Scout bike)
* 18
* 50 (Scout bike)

### Movement Type

* Bike: accelerates fast and can traverse rough terrain (Scout Bike)

### Max Speed

* 8
* 45 (Scout Bikes

### Max Attack Range

* 800
* 575 (Scout Bike)

### Unit Abilities

Ping: * Reveals a certain area of the playing field when the unit is close enough.

Take Cover:

* Increase defense but reduces movement speed.

## Technical Specifications

### FOW Reveal

* 600
* 400 (Scout Bike)

## Lore description

**Scout troopers**, also known as **biker scouts**, were specially trained soldiers of the Imperial Stormtrooper Corps. As light-armored variants of the Imperial stormtroopers, scout troopers were specifically trained for activities too complicated for regular infantry troopers. As such, they were exceptional additions to the Imperial Military as reconnaissance troops, spies and survivalists. They were especially excellent marksmen, and thus they were regarded as the finest snipers in service to the Galactic Empire. Hence, they were particularly useful as assassins.Scout troopers, light armored and far more mobile than regular stormtrooper units, were usually assigned to planetary garrisons where they patrolled perimeters, performed reconnaissance missions and identified enemy positions. As scouts, their mission profile often positioned them far from Imperial resupply. As a result, the scout troopers received special training in order to become efficient survivalists who were equipped with an array of equipment and supplies to aid in their military role.

### Player Evaluation

This platoon is made for long range firefights and scouting enemy positions. Their long range snipers and rifleman do great damage at long range, letting them pick off enemy infantry easily. Their long FOG view and ping ability also allows heavy armor and artillery to engage from a safe distance.

Despite their long range firepower, they aren't good up close when the enemy closes the gap. Their lack of anti-armor weapons are a weakness as well. Keeping them as far away from the enemy and preventing them from closing the gap is key to using this platoon right.
Mechanized Warehouse

## Lore Description

To deal with the permanent crisis, vehicles have to be produced ever faster to substitute losses on the galactic battlefield. To accelerate this process, droids are utilized in these warehouses, allowing the working force to outsource parts of the overall production and eventually become faster.

## Galactic Overview

### **Structure Bonuses**

* Speeds up production of vehicles and aircraft by 33%.
Nebula-class Star Destroyer

None

* 410 Seconds (Galactic Conquest)
* 97 Seconds (Space Skirmish)

Non-Targetable:

* 6x Med 2-Burst Dual TL
* 4x Med 2-Burst Dual IC
* 4x Hvy 2-Burst Dual LC

### Unit Abilities

Power to Main Batteries:* Diverts all power to the ships main weapons. Increases fire rate of main weapons immensely, but disables all other weapons, stops shield recharge and slows down movement speed.

## Technical Specifications

### Player Evaluation

The Nebula is the ultimate hard-counter to the Imperial Star Destroyers, it possess exaordinary firepower for a ship its size and its shields rival those on Mon Calamari Cruisers, while being slightly faster than an ISD, it can be extremely effective if properly supported, as while it can take a beating, it can be easily destroyed if focused down on, and like any star destroyers, fighter-bombers and torpedo boats like the HF-901 Freighter are its biggest enemies.

The biggest downsides is its price and build time, its 5000 credits more expensive and takes 100 seconds longer to build than an ISD, which hinders widespread use and means it needs to be protected at all costs, as building a new one will not always be an viable option.

In battle, its suggested to pair it with ships equipped with turbolasers like the Alliance Assault Frigate and ships with laser cannons like the CR-90, as the Nebula's four dual medium turboion's can quickly strip the shields of any target, allowing the escorting frigates to quickly move in and take down the target, while the nebula remains protected from sneak attacks by bombers and other small ships with its escorting corvettes
Hypori

### Planetary Bonuses

* COMBAT BONUS: B1 and B2 Battle droids get 5% more health when this planet is controlled due to Hypori's durable steel resources.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Medium Shipyard
* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Imperial Medium Dockyard
* Shipyard Extension for Advanced Cruisers and Frigates
* Shipyard Extension for Advanced Fighters
* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

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

## Historical Reference

Located in the Outer Rim, Hypori is a temperate world rich with minerals, but has no intelligent life. After the Battle of Naboo, the Republic passed strict laws that severely hampered the manufacture and distribution of battle droid armies. In secret, the leaders of the Baktoid Armor Workshop sponsored a colonial effort transporting an entire Geonosian hive to Hypori to build a new hidden foundry for the Trade Federation’s battle droid armies. Though the tough bedrock and soil proved difficult to assimilate into a true and proper hive-mound, the Geonosian workers nonetheless turned the planet into a massive foundry, churning out battle droids in preparation for the Clone Wars to come.
R2-D2 and C-3PO

* Ground

## Combat Description

### **Player Evaluation**

**Being primarily focused on diplomacy and negotiations, C-3PO and R2D2 are not for combat at all. Although they can provide utility to a ground army with their repair abilities, they should practically never be involved in combat unless the player is using a specific strategy and is very careful with them. Any type of weaponry will shred them like paper, although they do have a small health pool. Since the adventurous duo is classified as a Major hero, they can be neutralized or "killed" in battle but will respawn on the Galactic map at a later location after a long cooldown. The most well known strategy to use with this dynamic duo is to use them as an invincible stealth unit, moving around the Galaxy feeding information on any planet, be it part of the Empire or Black Sun. They are especially useful in this role as they reveal both Space and Ground structures simultaneously along with all enemy units on both tabs. In addition they have a hyperspace lane speed buff meaning they can reach any planet needed. This is by far your strongest surveillance unit, and should be treated with the utmost importance regarding your scout forces.**

## Lore Description

### R2-D2

**R2-D2, pronounced Artoo-Deetoo and often referred to as Artoo, was an R2-series astromech droid manufactured by Industrial Automaton prior to 32 BBY. Resourceful and spunky, the droid developed an adventurous personality during his many decades of operation. Inside of his cylindrical frame were many arms, sensors, and other tools that could be extended to fulfill various needs, such as slicing computers, extinguishing fires, projecting holograms, repairing starships, and flying. Along with his counterpart, the protocol droid C-3PO, R2-D2 constantly found himself directly involved in pivotal moments of galactic history. His bravery, coupled with his many gadgets, played large roles in saving the galaxy time and time again for more than a century. Like other astromech droids, R2-D2 could walk on two legs or use the third leg to roll across the ground.**

### C-3PO

**C-3PO, sometimes spelled See-Threepio and often referred to simply as Threepio, was a 3PO unit protocol droid designed to interact with organics, programmed primarily for etiquette and protocol. He was fluent in over seven million forms of communication and developed a fussy and worry-prone personality throughout his many decades of operation. Along with his counterpart, the astromech droid R2-D2, C-3PO constantly found himself directly involved in pivotal moments of galactic history and aided in saving the galaxy on many occasions.**
Muunilinst

### Planetary Bonuses

HIGH INCOME: This planet has a high income, provided by the InterGalactic Banking Clan.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Moff Palace
* Army Headquarters
* Advanced Factory

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

Located in the Outer Rim, Muunilinst’s terrain is mountainous with grass plains and cities. One of the wealthiest worlds in the galaxy, Muunilinst was the home of the InterGalactic Banking Clan and the financial core of the Empire. Officially, the planet was named Muunilinst, unofficially it was known to many as Moneylend. The native Muuns turned the world into an immense center of commerce, despite its distance from the Galactic Core. Gleaming marble edifices dominated the stately cities of Muunilinst. Columns, capitals, volutes, acroteria, and entablatures can be found throughout the Muun architecture. These classical structures would become marred by warfare on rare but devastating occasions.
Shock Trooper 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

Front Line Infantry
1

### Price Cost

* 2000 Credits (Galactic Conquest)
* 1000 Credits (Skirmish)

### Build Time

* 133 Seconds (Galactic Conquest)
* 50 Seconds (Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 3x Gunner + Grenadier
* 6x Gunner
* 12x Rifleman
* 2x Shielded E-Webs

### Unit Abilities

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

## Lore description

Imperial shock troopers were trained to fulfil various battlefield support roles and carried a wide variety of equipment. They could take on many different opponents and were a part of the Imperial Military since shortly after the Declaration of a New Order in 19 BBY. They saw action in a variety of battlefields, and a number were part of the 501st Legion. Many of them were seen guarding strategic locations throughout the Galactic Empire.

## Combat Information

### Player Evaluation

One of the elite Stormtrooper platoons, Shock Troopers are front line soldiers meant to lead the charge into enemy forces. With a combo of Repeating Blaster Rifles and Rifleman leading the charge, they keep enemy infantry down and out of the fight. Add in the Grenade Launcher Attachment that slows down enemy infantry, and they will see to it enemy infantry will not be a problem.

Their biggest weakness is vehicles. They pose no anti-vehicle weapons as they are designed to handle infantry forces. Anti-vehicle armor or vehicle support of their own are a must.
Razor-class Starfighter

## General Information

###  Role

Starypan/SunHui Spaceworks
Strike Fighter

### Build Limit

* Galactic Mode:
* Tactical Mode: 5

None

### Build Time

* Credits (Galactic Conquest)
* Credits (Space Skirmish

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

## Combat Statistics

### Shield Refresh Rate

* 15

* Slow Charging Anti-Laser

* 0.075 Per Second

### Health Regeneration Rate

* 30

* Fighter Armor

None

### Max Attack Range

* Max Range: 2500
* Ideal Range: 750

### Unit Hardpoints

Non-Targetable:* 1x Medium Dual Laser
* 2x Ion Blaster
* 1x Assault Missile
Imperial Field Commander

**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**

## Imperial Field Commander

* AotR Imperial Officer
* Imperial field commander

## General Information

### Population Value

Combat Support
1

### Price Cost

5
* 3000 Credits (Galactic Conquest)
* 1500 Credits (Skirmish)

### Build Time

* 200 Seconds (Galactic Conquest)
* 29 Seconds (Skirmish)

## Combat Statistics

### Composition

* 1x Commander
* 1x Medic
* 1x Engineer
* 3x Gunner
* 2x TIE-Fighter

### Unit Abilities

* Fire Command: Increases fire rate of all nearby friendly infantry temporarily.
* Take Cover: Increase defense, but reduces movement speed.

## Technical Specifications

### Passive Abilities

* General: 5% combat bonus for all units
* Heal Rate: 0.5 per 2 seconds
* Repair Rate: 1 per 2 seconds

## Lore Description

Pivotal to any ground campaign, **field commanders** improved the morale and tactical abilities of all ground units under their command. Selected from the best recruits in the galaxy, field commanders were trained at one of the Imperial military academies located throughout the Core Worlds.

## Combat Information

### Player Evaluation:

Summary: A support squad which comes with medics, mechanics and *air support* (!), as well as the ability to buff the fire rate of nearby infantry and providing a 5% overall combat bonus. Deploys in a single squad with remarkable dissimilarity between component soldiers.

The Imperial Field Commander is an excellent support unit for the Empire, serving to call in air support in the form of a pair of TIE l/n Starfighters, as well as medical and mechanic support for troops in the field. His role is simple: Stand in the back, heal up infantry and vehicles as they take damage, and throw out infantry fire-rate buffs whenever the ability is off cooldown, which I might add, is *awesome,* especially when paired with supression troopers or, better still Shock Troopers.

While not as effective in any of his capabilities compared to more specialized units, such as Army Support Troopers or a regular TIE l/n Company built in a factory, the Field Commander's utility serves him well in supporting an army, through be aware that the unit itself is fragile, comprising of only one squad, and thus should always have backup in the form of other infantry units, who synergize well with the fire rate buffs. Rocket troopers and units with heavy automatic weapons benefit the most from these buffs, as they can deal with the light vehicles and infantry mobs which pose the most threat to the Commander.

## References

* **This unit uses E-11 and DLT-20A Blaster Rifles.**
* **The image used for the Imperial Field Commander is a depiction of an Imperial Medic that appears in *Star Wars: The Force Unleashed* for PSP, PS2, and Wii.**
Hoth

## Historical Reference

Hoth is a dangerous world where the elements are a constant threat. The entire planet is blanketed in snow and ice, with evening temperatures dipping well below the freezing point.  Meteors also crash against Hoth's surface with frightening regularity. Because of these hardships, Hoth is inhabited by few species; like the savage wampa ice creature and the docile tauntaun.
Polus

## Historical Reference

Polus is an arctic, mainly mountained planet with a huge, frozen ocean, frequent ice storms and blizzards, as well as a short periods of warmth, in which the planet is illuminated by both suns of the system. Polus is inhabited by the Pyn'gani. Their cities and habitats are supported by a network of heating generators to protect them from the extreme cold. The Pyn'gani certainly did their part in the development of carbonite freezing: the mining of this metal is their main income source to this day.
Kamino

### Planetary Bonuses

CHEAPER PRODUCTION: Infantry is 15% cheaper on this planet, due to Kamino's established training areas.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Arms Dealer

Black Market

## Historical Reference

Kamino is a stormy world in a system of thirteen planets circling an aging star that straggles south of the Rishi Maze. Climatic changes have long since submerged the planet's continents beneath a global ocean. Immense storms lash the surface, with powerful lightning bursts visible from orbit. Beneath this tempest, few features mark its surface save for massive stilt-mounted cities wherein reside the planet's natural inhabitants, the Kaminoans. Though the Kaminoans turned to genetic sciences to counteract the hardships of the planet's environmental chaos, they are not self-sufficient. They trade their advanced cloning knowledge in exchange for vital raw materials.
Kashyyyk

### Planetary Bonuses

SPECIAL UNITS: The Rebel Alliance/New Republic can recruit Wookiee Expeditionary Forces on this planet.

## Special Structures

### Rebels/New Republic

* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Moff Palace
* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Black Market

## Historical Reference

Kashyyyk is a green and brown jungle planet covered with kilometers-high wroshyr trees. It is the homeworld of the fierce but loyal Wookiees. The Wookiees inhabit the wroshyr trees in huge cities that are naturally supported by the thick branches. The canopies provide natural cover and reduce aerial visibility into these cites, but despite this, Trandoshan slavers routinely land and attempt to capture Wookiees for use as slaves.
LR-57 Combat Droid 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

Entrenchment, Scout
* 1

### Price Cost

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

### Build Time

* 80 Seconds (Galactic Conquest)
* 40 Seconds (Ground Skirmish)

### Required Structures

* Droid Factory
* IG Global Space Tech I

## Combat Statistics

### Health Points

* Droid Armor

* 150

### Unit Abilities

* Proximity Mines
* Recon Antenna

## Player Evaluation

An old droid walker primarily used by pirates and local defense forces armed with two dual blaster cannons. It is primarily intended as a durable, but slow anti infantry unit. The droid has two main abilities: the first one is to deploy an antenna to get vision within a certain radius close to the unit. The second one lays mines
Ska'di Corvette

None

* 50 Seconds (Galactic Conquest)
* N/A (Space Skirmish)

* Slow Charging Anti-Laser

* 2.5 Per Second

* Light Armor

* 1% Per 4 Seconds

The Ska’di is an oversized Hutt corvette. It’s well equipped to destroy smaller craft, and it’s sails give it great manoeuvrability, though this comes at the cost of poor acceleration. That said, it can overcharge its engines, allowing it to move to safer parts of the battlefield once it has dropped off deployable turrets on the frontline.

## Player Evaluation

The Skadii Corvette is a small, fast, anti-starfighter warship. Unlike most ships that perform this role, the Skadii favors the flak guns typically seen on carriers instead of the point defense weaponry typical of such craft.

It also features the ability to deploy temporary laser defense satellites to provide additional firepower if necessary, which sets it apart from other ships of this type.
Po'runga Destroyer

None

* 160 Seconds (Galactic Conquest)
* N/A (Space Skirmish)

* Slow Charging Anti-Turbo

* 13.33 Per Second

* Heavy Armor

* 0.5% Per 8 Seconds

Non-Targetable:

* 2x CR Light TL
* 2x Heavy LC

Po'runga Destroyers usually serve as the frontline brawlers of the Hutt fleet. Placing survivability above all else, defensive shields and heavy armour allow them to soak up a lot of damage. For the most part their weapon systems are limited, but they do notably feature two proton bomb launchers, which can cause massive damage if they get in range of a suitable target.
Rhinodon Carrier

## General Information

###  Role

Tagge Company
Endurance Carrier

### Build Limit

None

### Build Time

* Credits (Galactic Conquest)
* Credits (Space Skirmish

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

## Combat Statistics

### Shield Refresh Rate

* 3000

* Avg Charging Balanced

### Health Regeneration Rate

* 4500

* Light Armor

### Max Attack Range

* Max Range: 1800
* Ideal Range: 1800

### Unit Hardpoints

Targetable:* Shield Generator
* Engine
* Hull

Non-Targetable:

* 5x Dual Flak LC

### Ship Complement

* 1/2 Planetary Defender Squadron
* 1/2 ARC-170 Squadron
* 1/2 Pinook Squadron
Prince Xizor

* Virago
* Xizor

* Space
* Ground

N/A

Planetary base income +100%Building construction time -10%Time to planetary control -50%Mercenary recruitment time -10%* Stealth: This unit can move around the galaxy undetected
* Buy: Can buy new technology on the black market

## Combat Statistics

### Shield Refresh Rate

50
(1) Light
0.5 Per Second

### Health Regeneration Rate

100
[1] Fighter
1% Per 2 Seconds

### Max Speed

800
4.5

### Unit Hardpoints

* x2 Laser Cannon
* x1 Proton Torpedo Launcher

### Formation Size

* x1 Virago
* x5 *StarViper*-class Attack Platform

### Unit Abilities

* S-Foils
* Weaken Enemy

## General Information

### Price Cost

1
1500 (Ground Skirmish)

### Required Planets

N/A
N/A

### Build Limit

75 Seconds (Ground Skirmish)
N/A

### GC Abilities

* Faction Leader: Hands out special missions
* Vigo:

Planetary base income +100%Building construction time -10%Time to planetary control -50%Mercenary recruitment time -10%* Stealth

## Combat Statistics

### Armor Type

250
Infantry

### Composition

* Xizor
* x2 Black Sun Enforcer Lieutenant
* x14 Black Sun Enforcer

### Unit Abilities

* Bribe
* Stealth

### Max Speed

400
8

### Bonus

* General \*\*\* (15% bonus for all units)

## Lore Description

Prince Xizor had already climbed high in the ranks of the Black Sun criminal organization by the time of the Clone Wars, during which Black Sun almost fell apart because of the collapse of a deal with the Hutts. He remained on the side-lines of the galaxy-wide conflict. When the wars concluded, Xizor quickly attempted to foster a close relationship with Emperor Palpatine.

## Player Evaluation

Prince Xizor is quite useless in combat, as the risk of using him far outweighs the reward of getting a early game Starviper. He should be kept in the back, giving his admiral bonus, though I'm not sure it actually applies due to the fact his portrait isn't glowing. On the ground, he is a powerful general, and with is enforcer platoon and cloak and bribe, he is a powerful raiding asset. Still, he shouldn't engage in combat on the ground, since all he gets is a shotgun which isn't that powerful.

## Additional Information

The Starvipers in Xizor's squadron are identical to regular Starvipers, with the exception that they are able to regenerate health.
Ord Mantell

### Planetary Bonuses

* GAMBLING INCOME: The income of this planet is changing due to high gambling activity.
* COMBAT BONUS: Salvage Bonus for land units can be generated due to the presence of Ord Mantell's junkyards.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Moff Palace
* Army Headquarters
* Advanced Factory

### Black Sun

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

## Historical Reference

Ord Mantell was a planet in the Bright Jewel Cluster. It was located near Anobis in the Mid Rim and was originally settled by the Galactic Republic circa 12,000 BBY as an Ordnance/Regional Depot. Due to its location on the Celanon Spur between the Expansion Region and the Outer Rim Territories, the planet gradually became the leading financial hub and trading post not only of the Bright Jewel sector, but of the Dohu sector and Qiilura sector as well.
Infiltrator Academy

## Lore Description

**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
[B] Basic

### Shield Refresh Rate

None
None

### Battle Upgrades

None

The Rebel Alliance was more powerful and popular then ever before in the Galaxy when the first Death Star was destroyed. While they used dedicated spy's and informants, battling the Empire would take more then that. Thus the Infiltrator Academies were born, including training instructors for stealth, covert tactics, sabotage, guerilla warfare training, etc. This new edge gave the Rebels a unique advantage, as they could still utilize Infiltration effectively. Many worthy individuals joined the programs for training instructor purposes, such as the likes of Kyle Katarn. These individuals and the training experience provided gave the Rebel Alliance elite commando and infiltrator teams, these were very effective and won a number of battles for the Alliance.

Infiltrator teams were not the only group produced in Academies, Retrieval operatives were trained to be expert detectives so that they may root out corruption or spies. Rebel sympathizers who were trained in business and smuggling were sent to collect and steal credits from the Empire's reserves. Even assassins were trained at the facilities, getting rid of only the worst offenders.
Kihraxz Assault Fighter (Space)

* Black Sun Underworld: None
* Rebel Alliance/New Republic: 5

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

Rebel Alliance/New Republic

* Alliance Light Shipyard
* Can only be constructed at Pako Ramoon

* Fast Charging Anti-Laser

0.1 per second

Fighter Armor
None

## Player Evaluation

The Kihraxz is good at hit and run tactics. They are fast enough that you can dump your rockets into a swarm of ties or other fighters, and almost always escape. They can outrun almost anything that isn’t another interceptor. This tactic will work even better if you use some expendable fighters like Z-95 to keep faster enemies busy. If you have to face your enemy head on, the Kihraxz will still do quite well, thanks to a large health pool for an interceptor, and its concussion missiles. Thus they make a strong escort for arc-170’s and other heavy fighters which will be easy targets for enemy interceptors.

In general, Kihraxz are very cost effective but should not be spammed as they cannot do any meaningful damage to ships larger than a corvette on their own. A few squads of Kihraxz can do similar work to twice the number of lower quality fighters and live to tell the tale. Combining a relatively low cost, small but significant alpha strike, high speed, and decent durability, Kihraxz will almost always perform quite well as an escort or skirmisher,