recursal/Fanatic-Fandom huggingface dataset:
Vision

The Early Vision in front of an exploding ship

or

* Energy web generator (4)
* Proton Torpedo Launcher (1)
	+ 5 Torpedoes

The *Vision* is an extremely modified Z-95 Headhunter that now resembles an upgraded T-65 X-Wing more than anything else. It has all the good qualities of a Z-95 and T-65; and more.

## History

The Vision was given to Aesroh Tudiy soon after being knighted. She used it for several expeditions into unknown space where she discovered several planets that were not in the Jedi Archives.

The Vision first modification was the incorporation of S-Foils, it allowed her to push it harder than any other Z-95. She kept this modification as well as some other tinkering until she left the order.

Once she left the order and went to Alpheridies, on her off time of her training; she continued to modify the ship, buying and adding reverse engines onto the ship; allowing it to make extremely quick stops and fly in reverse just as fast as forward.

On the last days of her training on the planet, she used the last of her credits to enlarge the Vision; to fit more weapons and to be more modified.

After being in the Unknown Regions; Aesroh has access to Chiss Technologies and some trading with the species. She traded for a more powerful reactor, engines, and sensors for the Vision. Over time, she saw new ships within the Chiss ranks that perplexed her; but she ignored it as they traded more items with her.

During the clone wars, she purchased a R3 unit in the core region, to be used in her ship; increasing its performance. The R3 Unit has no reason to have its memory wiped; so it is far more incorporated into the ships systems than any other Astromech.

## Modifications

1. Reverse Engines that allow her to stop immediately and go in reverse at a similar speed to forwards.
2. S-Foils to reduce heat within the craft and add more weapons to the ship.
3. Advance Sensors to pick up minor disturbances
4. Upgraded Engines and Hyperdrive to compete with the best of the modern fighters.
5. Upgraded Shields to protect it from turbolaser fire; if it hits.
6. Heavily modified laser cannons that can change polarity between Lasers and Ion.
7. A concussion missile launcher and proton torpedo launcher that can't be used at the same time but separately depending in the change in polarity.
8. Upgraded Reactor to compensate for new weapons and systems, made from chiss technology.
9. A larger hull to hold all the new modifications.

## Recent History

The Vision survived a duel with The Orion in orbit of Onderon.

The Vision was equipped with Energy Web Generators from the Aing-Tii during Aesroh's training within the Rift
Clone cold assault trooper

3,077 per GGW

**Clone cold assault troopers** were a specialized division of clone trooperswithin the Grand Army of the Republic during the Clone Wars, equipped with modified armor and equipment to withstand the harsh climates of arctic planets.

## Characteristics

As the name indicates, cold assault troopers were specially trained for battle and survival in extremely cold regions. Their specialized armor was specifically designed for protection to the wearer in extremely low temperatures and to allow for effective operations within this environment.

### Equipment

Equivalent to any specific Clone Trooper type.
Clone sniper

3,077 per GGW

**Clone snipers**, also known as **clone sharpshooters**, were a specialized variant of clone troopers who served in the Grand Army of the Republic during the Clone Wars.

## History

Unlike the snipers in any traditional army, called from the best shooters, all clone troopers of the Grand Army of the Republic possessed the same eyesight, accuracy, steadiness and patience. However, the sharpshooters received special flash training teaching them the intricacies of being good snipers. The troopers were clones of the Human male bounty hunter Jango Fett  who were born on the Wild Space planet Kamino in 32 BBY. They were part of the Galactic Republic's Grand Army. Their training allowed snipers to wait and shoot enemies one at a time.

## Equipment

* DC-15x sniper rifle

* Light-Weight
* Phase 2 clone armor

* DC-15S
* R-1 recon droids
* Autoturret
* Thermal Detonators (2)
KT-400 military droid carrier

The **KT-400 military droid carrier** was a light freighter, and a common sight throughout the galaxy both before and after the Jedi Civil War.

## Characteristics

The freighter was fairly compact, and was arranged in a three-pronged shape. One prong held the bridge, and the other two, extending below, may have served a purpose in cargo handling. Its only obvious armament was two pairs of laser cannons, mounted at the ends of the lower projections. It was used to escort Sentinel droids into battle or occupation.
Self-Propelled Heavy Artillery/Turbolaser

SPHA's on Geonosis

The **Self-Propelled Heavy Artillery (SPHA)** walker was a modular heavy artillery unit used by the Grand Army of the Republic during the Clone Wars, and by the Galactic Empire afterward. It bore a resemblance to the smaller Republic stun tank also utilized during the Clone Wars.

## Description

A Self-Propelled Artillery Walker (SPHA) had twelve legs that served as mobile support structures. Unlike smaller walkers, such as the AT-TE, SPHA units were unable to be carried into battle by LAAT/c gunships because of their large size and weight. Instead, they were deployed directly from landed *Acclamator*-class assault ships, which could carry 36 of the artillery platforms.

The SPHA walker chassis served as the basis for a number of different weapons platforms, though the best chronicled version was the turbolaser (SPHA-T) configuration. This variant's main weapon was a heavy turbolaser cannon, capable of causing extreme direct fire damage to large or slow-moving targets. The turbolaser boasted tremendous range and was capable of penetrating deflector shields.

The primary disadvantage of this powerful weapon was that it was incapable of providing indirect fire support to out of sight locations, a problem remedied in other models. Another disadvantage was that the weapon could only be charged to a certain level—upon firing such shots, they had to be replaced with charged guns from the rear lines.
Self-Propelled Heavy Artillery-Anti-vehicle laser

SPHA's on Geonosis

The **Self-Propelled Heavy Artillery-Anti-vehicle laser (SPHA-V)** was a version of the Self-Propelled Heavy Artillery used by the Galactic Republic during the Clone Wars. It was equipped with an anti-vehicle laser as the main weapon, with 12 anti-personnel blasters to augment the cannon. While powerful, the SPHA-V also had to manage ammunition carefully like all of its other cousins.
Clone assassin

2,000 per GGW

Clone assassins were a specialized class of clone troopers created by the Kaminoan cloners on the planet of Kamino. Trained to kill Force Users by utilizing Teräs Käsi, a form of unarmed combat. Through training duels with Padawans of the Jedi Order, the clones developed greatly enhanced speed as well as an aptitude for anticipating strikes and the ability to resist mind tricks. However, were instead used in Guerrilla Warfare alongside Clone Shadow Troopers.

## Equipment

Clone assassins were outfitted in a standardized variation of the Phase II clone trooper armor to protect them in battle. Wearing this full-body armor, they were still able to perform incredibly dexterous moves to avoid attacks with no obstruction to their movements. The armor had two twin vibro-blades attached to the elbows which extended their reach and increased the lethality of their attacks. These blades spun out from a neutral position and could be locked in place to either follow the troopers' upper arms or their forearms as they swung at their opponents. The assassins wore parted kamas, which were kept on by a belt with two storage pouches on each hip. They also carried blaster pistols. Clone assassins used sniper rifles to execute intruders.
Arquitens-class light cruiser

Arquintens-class

Command Cruiser

* Quad laser turrets (4)
* Tractor beam projector (1)

* 4 Tie Superiority Fighters

Combat Oriented

* 3 Tie Superiority Fighters
* 3 Tie Interceptors
* 2 Tie Bombers

The ***Arquitens*-class light cruiser**, known more commonly as the **Republic light cruiser** or the **Jedi light cruiser**, was a Galactic Republic ship used by the Republic Navy during the Clone Wars.

## Characteristics

The *Arquitens*-class resembled a smaller version of the *Venator*-class Star Destroyer, with engines similar to the smaller *Consular*-class space cruiser. A docking ring was located on each side of the ship and a deep split cleaved the bow into two prongs.

Atop the main hull was a small T-shaped command tower, with two quad laser turrets flanking it. Two identical emplacements were located on the ventral bow, while four dual-barreled turbolaser batteries were located on the sides of the cruiser. Large slits on either side of these cannons allowed them to be repositioned for frontal, broadside or backwards firing. This function, combined with the dorsal & ventral turrets, granted the ship a good arc of fire.
Space gunship

A **space gunship** was a model of gunship of the Galactic Republic, similar to the LAAT/i, used during the Clone Wars. Circa 21 BBY, one such craft belonging to the unit Plo's Bros was utilized to evacuate the strike team sent to Lola Sayu during the Battle of Lola Sayu.

These gunships were sealed for space travel, and had two external floodlights instead of the bubble turrets of the LAAT/i.

## Characteristics

This gunship model had its bubble turrets replaced with large external floodlights and was better equipped for space travel, having a sealed cabin.
HAVw A5 Juggernaut

HAVw A5 Juggernaut

The **HAVw A5 Juggernaut** was a massive, ten-wheeled combat vehicle produced by Kuat Drive Yards. It was used by the Galactic Republic during the Clone Wars

## Description

Designed and built by Kuat Drive Yards, the HAVw A5 Juggernaut was a 21.8 meter long wheeled assault vehicle. The main body of the A5 stood ten meters tall, with the separate sentry tower increasing the overall height of the Juggernaut to nearly fifteen meters. Equipped with thick, nearly impenetrable armor, the A5 incorporated dual control cabins, one located at either end of the vehicle. As a result, the A5 was steerable from either end, and the wheels were independently steerable from either control cabin. The dual steering control system was required due to the amount of time required to turn the vehicle completely around; in situations requiring the vehicle to reverse course, it could simply be driven from the other end of the vehicle.

The A5 Juggernaut was driven by five sets of massive wheels, with large bump flexors providing shock support along with a flexible system of shocks and servos. However, the wheels lacked traction, and the use of independent drive units meant that the A5 lacked the maneuverability or the momentum to overcome certain rough or uneven terrains. The drive system was also awkward to operate, requiring precise coordination between the two pilots to keep the wheels in line during maneuvers to prevent locking the wheels up and immobilizing the vehicle. Juggernauts with damaged drive systems awaiting replacement parts could spend weeks waiting for repairs. A5 Juggernauts could reach a respectable speed of two hundred kilometers an hour in a straight line, but was slow to turn, dropping to a paltry twenty-five kilometers an hour.

The A5 mounted multiple weapons systems including three Mk 1e/W heavy laser cannons one of which was turret mounted on the roof of the forward command cabin, and one each on either side of the vehicle covering the port and starboard fire arcs mounted on the rear quarter of the A5. The range of the laser cannons were two-thirds that of comparable weapons on a walker. A turret-mounted Mk 3/W medium blaster cannon or double medium blaster cannon was situated on the roof of the A5 on the centerline. Its range and stopping power were better than a walker's chin-mounted weapons. Two Mk 2/W concussion grenade launchers were equipped on the same turret as the medium blaster cannon, located under retractable covers. Each launcher had a magazine of either ten concussion grenades or six Mk 4/W concussion grenades. The firepower mounted on the A5 was comparable to that of an AT-AT walker.
Phoenix-class Battlecruiser

The Phoenix-class Battlecruiser was created a successor to the Valiant-class Battlecruiser. Being almost 2 kilometers longer than the Valiant; it matches up in size more closely to what it is meant to fight.

## Characteristics

The Phoenix, being the successor to the Valiant, was still meant to compete with Bellators and Assertors; but also with Resurgents. This meant that it needed a lot of weaponry for its size; and that it did have.

The Phoenix used a brand new and extremely powerful DBY-986 Super Heavy Dual Turbolaser turrets, keeping the precision of the past models; but ramping up the power ten fold. The blasts from these turrets being able to vaporize fighters upon contact and crush through thick hull plating.

The ship was covered in hundreds of Turbolaser batteries and Point-Defense cannons; leaving it a moving weapons platform.

The Shield Generator used in the Phoenix is very similar to the Valiant in configuration and design; however it has a far larger power output. Allowing the Phoenix to take more of a beating that the Valiant could never have before taking actual hull damage.

The Phoenix has a updated Anti-matter reactor from the Valiant, allowing it to support the upgraded weaponry and shielding capacity. As well as all the new sensors that have been strap to the Phoenix for convenience.

The Bridge has been flattened out into the central structure of the ship; being almost impossible to find without prior knowledge. This secures the safety of the bridge and its crew. It also had a rear bridge; on the backside of the structure. However the rear bridge was far more visible.

### Complement

The Phoenix incorporated a new system of bow hangars. In the fore end of the central structure; the ceiling can shift up to open up a Bow hangar bay in which fighters can fly out of. This hangar was protected by two rayshields; one where it opens and one at the top of the structure. In the rear of the ship; there is also another bow hangar bay. This hangar bay is over-watched by the rear bridge and is normally closed with blast doors.

The Phoenix also had four side hangars, two on the Starboard side and two on the Port side.

The Phoenix was slower than the Valiant because of its size and smaller amount of engines; however the engines on the Phoenix were upped to compensate for the size, in turn keeping some of the speed it could of had.

The Phoenix carried over 500 Fighter-craft and several transports and shuttles.

### Sensors

The Phoenix incorporated the rare and expensive Crystal Grav Trap sensors; allowing it to detect cloaked vessels in and out of combat. The sensors were also boosted by high output upgrades in the front and rear sections of the ship.

### Gravity Well Generators

The Phoenix carried four Gravity Well generators within its hull; only barely showing on the outer hull. This allowed it to stop ships from escaping or use pincer tactics with other vessels.

This also, used in conjunction with the Crystal Grav Trap, could stop stealth ships from leaving the area.
TIE Advanced v1

Tie Advanced v1

The **TIE Advanced v1** was an experimental TIE fighter model of the Imperial Navy. It was heavily based off Republic Sienar Systems' own *Scimitar*. The starfighter was fitted with basic shields, and unlike the TIE Advanced x1, the v1's S-foils could fold in around the cockpit when not in flight, conserving hangar space. Unusual for a TIE model, it had solar panels only on the inside surface of the wings with armor on the outside surfaces in order to make it more resistant to lateral enemy fire. This resulted in low power output from the panels, requiring the engines to run on fuel instead of the solar reactor, which only powered weapons, sensors, and auxiliary systems. The TIE Advanced v1 was armed with dual chin mounted laser cannons, and had the ability to launch warheads, including an XX-23 S-thread tracker. Unlike most other TIE models, the v1 was outfitted with a hyperdrive and basic shields.
TIE/LN starfighter

Tie Fighter

The **TIE/LN starfighter**, or **TIE/line starfighter**, simply known as the **TIE Fighter** or **T/F**, was the standard Imperial starfighter seen in massive numbers in the Second Great Galactic War.

## Characteristics

The TIE Fighter is the original design for later upgraded TIE models such as TIE/sa bomber, TIE/IN interceptor, TIE/D Defender, TIE/D automated starfighter, and many more. The TIE Fighter was a descendant of the T.I.E. starfighter and the V-wing starfighter, both developed for the Galactic Republic, and was manufactured by Sienar Fleet Systems. In addition to the T.I.E. and V-wing, it was also descended from the TIE starfighter, the first TIE model developed for the Galactic Empire. The namesake for the fighter and line was the Sienar Fleet Systems P-s4 twin ion engines that acted as its engines. However, it also to some degree was named after an item of clothing due to its overall shape resembling a bow-tie.
Anaxes War College System

The **Anaxes War College System** was a system for starship classification. It was established during the Clone Wars by the Republic Navy War College at Anaxes and subsequently used by the successive galactic governments.

## Description

According to this system, capital ships were divided into seven main classifications.

* Corvettes: Ships of roughly 100 - 200 meters length
	+ Example: CR90 corvette, *Marauder*-class corvette
* Frigates: Ships of roughly 200 - 400 meters length
	+ Example: *Corona*-class frigate, EF76 Nebulon-B escort frigate
* Cruisers: Ships of roughly 400 - 600 meters length
	+ Example: *Belarus*-class medium cruiser, *Broadside*-class cruiser kdb-1
* Heavy Cruisers: Ships of roughly 600 - 1000 meters length
	+ Example: *Acclamator*-class assault ship, *Dreadnaught*-class heavy cruiser
* Star Destroyers: Ships of roughly 1000 - 2000 meters length
	+ Example: *Imperial*-class Star Destroyer, *Nebula*-class Star Destroyer
* Battlecruisers: Ships of roughly 2000 - 5000 meters length
	+ Example: *Bulwark*-class battle cruiser, *Praetor Mark II*-class battlecruiser
* Dreadnaughts: All ships over 5000 meters length
	+ Example: *Executor*-class Star Dreadnought, Kor Chokk grand cruiser
Dagger

The Dagger

Standard

* 100

The Dagger is a ship owned by Dirk Zendar.

## Characteristics

Dagger is 300 meters across and 45 wide, with its appearance being the picture that is shown in its description. Two turbolasers are forward mounted with a 180 degree field of fire. Another turbolaser is mounted on the aft, another starboard, and another port, all with 180 degree arcs of fire. All of its proton torpedo bays are forward facing. It also possesses numerous point defense flak cannons, genuine slug throwers. Its bridge, unlike many other ships, is buried deep within the recesses of the vessel, so that it can't be taken out in a single hit. The bridge crew vies the outside through view screens. Unlike in the picture, the ship has a red and blue color scheme.

It could support a full complement of about 300 crew if need be, but usually there are only about 100: a bridge crew of 5, 2 replacement crews in case someone is killed or injured, 50 marines for boarding or defensive actions, and 30 engineers, 2 medics, and 3 cooks. It's actually set up quite like Serenity from firefly: the bridge up front, followed by crew quarters, followed by the mess, then the medbay, then the leisure area, and finally the engine room.

## History

Dirk bought the ship after a few years of working as a bounty hunter for the CIS, taking out high profile targets for huge amounts of credits. It first saw action during the battle of Sullust, where despite reinforcements failing to show up the Dagger gave a good account of itself, thus earning Dirk more favor in the eyes of the CIS. From then on, however, he stuck to hit and run raids against mining outposts and medical facilities, earning for his ship the nickname 'The Bloody Dagger'
Clone trooper medic

3,077 per GGW

**Clone trooper medics** were clone troopers who were equipped to diagnose and treat wounded soldiers.

## History

Clone trooper medics were specifically bred to treat their fellow clones who were injured. On Kamino, these clones were given specialized equipment and the Kaminoans instructed them on how to medically treat the clone body.

## Equipment

In the field, clone trooper medics wore standard armor with orange markings, notably orange circles on the shoulder armor and an orange stripe on the helmet. Clone trooper medics carried DC-15S blaster rifles and spare ammunition like other clones, as well as medical equipment. They usually carried two vibroscalpels, one laser scalpel, and two laser cauterizers. They also had a backpack that contained numerous bandages and bactaproducts. The medics would often be accompanied by an FX-3 medical droid to assist in diagnosing and treating injuries.

* DC-15S blaster rifle
* Vibroscapel (2)
* Laser Scalpel
* Laser Cauterizes (2)
* Backpack with medical supplies
* Bacta Kit
* FX-3 Medical Droid
Republic Troop Transport

The **Republic Troop Transport**, also known as the **RTT**, was a ground transport that saw widespread use by the Grand Army of the Republic during the Clone Wars.

## Characteristics

This repulsorlift vehicle had very little armor, but was armed with two laser cannons and two mass driver missile launchers for self-defense. It could be carried onboard an LAAT/c to quickly reach strategic points on the battlefield.

A shield generator has also been equipped after 19 BBY to further protect the troops during transit.
Acclamator-class assault ship

Acclamator-class assault ship

The ***Acclamator*-class assault ship** was an assault-classcapital ship created for the Galactic Republic by Rothana Heavy Engineering. It was the predecessor of the Star Destroyer line

## Characteristics

### Dimensions

The *Acclamator*-class assault transport was 752 meterslong, 460 meters in width, and 200 meters in height.[1]Its mission profile required it to both carry troops and engage enemy starships: the *Acclamator* was designed to assault contested systems, break hostile orbital blockades, and land troops directly on the battlefield. Consequently, the *Acclamator* favored a wedge or dagger shaped design due to its effectiveness—it allowed concentration of firepower while minimizing target profile. This basic design was used in a number of larger craft pre-dating it and would define Imperial ships for decades to come.

### Complement

*Acclamator*-class ships had berths for sixteen thousand clone troopers, the equivalent of an entire legion or brigade and its support personnel. They also carried eighty aircraft and eighty-four armored vehicles, such as the AT-TE and SPHA walkers, used to provide clone troopers with heavy battlefield support. In addition to ground landings, *Acclamator*-class ships were capable of water landings, as displayed at the Battle of Mon Calamari.

### Offensive and Defensive Systems

Despite being largely transports for land forces, these ships were armed well enough to engage in planetary bombardment or ship to ship engagements. Armed with 4 heavy torpedo launch tubes; 24 point-defense cannons, rated at 6 megatons per shot; and 12 quad turbolaser turrets, each rated at a maximum of 200 gigatons per shot. The hull armor of *Acclamator*-class vessels was impregnated with ultra-dispersive neutronium that withstood and spread massive energy blasts. Fusion rockets fired by enemy forces barely made a scratch on the hull as a result.
Clone flame trooper

3,077 per GGW

The **clone flame troopers**, also known simply as the **flame troopers**, were a special branch of clone troopers that specialized in the use of BT X-42 heavy Republic flamethrowers as well as other incendiary weapons. Flame troopers wore specialized armor designed to counter heat that they were often in.

### Equipment

* BT X-42 Heavy Republic Flame Thrower
* Heat Resistant Phase 2 Armor
Theta-class T-2c shuttle

The Cygnus Spaceworks ***Theta*-class T-2c shuttle**, also known as the ***Theta*-class T-2c Personnel Transport**, was a tri-winged personnel transport craft, most often used by influential senators, officers, and courtiers to travel between planets and starships while maintaining high levels of security.

## Characteristics

The shuttle's long wings projected powerful shielding fields, which were used for both defense and added stability in atmosphere. In flight, the lower two wings were extended to either side of the shuttle, but during landing, the wings folded up to bracket the hull and concentrate shield energy on the main body. The *Theta*-class transport was both fast and agile thanks to its powerful sublight engines. It also had an internal Class 1 hyperdrive.

The *Theta*-class shuttle could not rely on speed alone, however, while transporting important dignitaries between worlds. Thus, it was equipped with twin forward-mounted quad laser cannons and a high-powered tail gun. Both the quad and standard laser cannons could be computer-controlled or operated manually from a combined communications and gunnery station in the reinforced cockpit. Upon landing, the shuttle computer surveyed the area for potential dangers, ready to open fire at enemies in an instant. The shuttle could accommodate about five crew members, though it could be flown by a single experienced pilot.
Low Altitude Assault Transport/vehicle

Other Configurations

* Anti-Personnel Laser cannons (3)
* Composite Beam Laser Cannons (2)

If secondary

* Gunners (2)

The **Low Altitude Assault Transport/vehicle**, or **LAAT/v**, was a modified LAAT/i gunship manufactured by Rothana Heavy Engineering.

It was specially made to hold up to 16 74-Z speeder bikes, among other means of transportation. It was similar to the LAAT/c, in the sense that they both carried vehicles into battle. Each LAAT/v had three anti personnel laser cannons and, in some variants, two composite beam laser cannons in the wings.
Interceptor-class frigate

The ***Interceptor*-class frigate** was a light capital ship used primarily by pirate organizations.

Basically an extensively rebuilt Corellian Engineering Corporation Action VI transport, the *Interceptor* frigate was armed with six turbolasers and a group of three proton torpedo tubes facing forward. They had shielding roughly equivalent to the much larger EF76 Nebulon-B escort frigate and could achieve similar acceleration.
Sheathipede-class transport shuttle

The ***Sheathipede*-class transport shuttle**, also known as the **Neimoidian shuttle** or the **Separatist shuttle**, was a craft manufactured by Haor Chall Engineering and used by high-ranking officials of the Trade Federation to visit potential clients and marketplaces.

## Characteristics

They were shaped like soldier beetles, and their clawfooted landing legs could only settle down on hard surfaces. This was due to the businessmen's distaste for dealing with poor, underdeveloped worlds.

These shuttles often had their cockpits removed and replaced by automated pilots, so that cabin space could be increased. The *Sheathipede*-class shuttle was a short-range ship, used only for planetary travel or to ferry passengers to and from an orbital space station or starship.
Clone shadow trooper

1,000 per GGW

**Clone shadow troopers** were an elite cadre of clone troopers, devised by Director Armand Isard of Republic Intelligence during the Clone Wars. Since the numbers of the Advanced Recon Commandos were dwindling, Isard created the shadow troopers as a reconnaissance unit, who, with the benefit of greatly modified and expensive armor, could operate covertly and undercover. Using magseals installed in their armor, shadow troopers could attach plates to themselves that could pass them off as mercenaries belonging to certain factions. With that advantage, they could infiltrate facilities and gather intelligence with ease.

During the late stages of the war, the role of the shadow trooper expanded, with some performing sniper duties, while others would be used on the battlefield. Though their jamming systems would prevent them from working alongside standard troopers, shadow troopers were occasionally dispatched before large-scale invasions to install jamming devices in key cities, which would allow their comrades to infiltrate their targets with stealth and efficiency.

## Equipment

Shadow trooper armor was based on standard Phase II clone trooper armor, although it featured several strategically placed magseals. The magseals allowed for the placement of cosmetic plates that could alter each individual trooper's appearance, with different plates giving them the appearance of a Hutt Cartel or Black Sun mercenary, or other miscellaneous factions. While the plates could disguise the wearer's sensor signature and project the image of something other than a Human, they were primarily for appearances only.

The plates could also alter the walk of a clone trooper, disguising the "clone gait" that was familiar to some. A jaw switch was installed in the armor, in case a shadow trooper's identity was discovered. Activating the switch would disengage all magseals and allow the trooper to regain full use of his Phase II armor. As a further modification, the Phase II armor was covered with a sensor reflective material, which absorbed active scans. It was also protected from passive scans by thermal dampers and electro-magnetic hardening.

Omni-directional jammers further enhanced the shadow trooper's invisibility, although with such devices in operation, they usually could not operate in close proximity with standard clone troopers, whose helmet systems would suffer the effects of the jamming.

### Weapons

* DC-19 "Stealth" carbine
* Vibrodaggers (2)

In some Variants

* DC-15A Blaster rifle
* Scout trooper blaster pistol
Lictor-class dungeon ship

The ***Lictor*-class dungeon ship**, also known as an **Imperial dungeon ship** or **Mandalorian Dungeon Ship**, was a versatile warship and mobile prison based on a design used by the Mandalorian Neo-Crusaders during the Mandalorian Wars. The design proved resilient enough that it was still in use nearly four thousand years after its conception.

## Characteristics

In order to ensure that prisoners couldn't revolt and commandeer a vessel, their navicomps only were able to hold two sets of coordinates, the home base and the destination, and so could only go to those locations.

Though the *Lictor*-class wasn't manufactured for combat, it did possess 10 quad turbolaser batteries and two tractor beam projectors for self defense.
Legacy-class Star Destroyer

Legacy-class Star Destroyer

The *Legacy*-class Star Destroyer was the pure battleship of the Republic and not designed to fulfill the role of a carrier like the *Venator*. Being best described as a battleship/command ship, the *Legacy* Star Destroyer was larger, more heavily armored, and carried superior firepower to anything of it's time.

## Characteristics

the Legacy Star Destroyer was larger, more heavily armored, and carried superior firepower to anything of its time. Twelve quad heavy turbolaser turrets are placed four to the right and four to the left of the spine on the dorsal hull. Two are placed on the aft ventral hull port and starboard of the ion reactor bulge. Ten medium turbolasers and ten ion cannons are placed spread out on the starboard and port rim of the ship. Two large heavy ion cannon batteries are placed one each on the port and starboard trenches flanking the command structure. Ten heavy torpedo tubes are placed amidships on the dorsal hull. Sixty point defense lasers round out the weapons of the Legacy-class. These offer anti-fighter and anti-projectile defense.
Alpha-3 Numbus-class V-Wing Starfighter

V-wings were some of the more recent spacecraft in the Republic Navy, and frequently filled the role as combat support ships. The small silhouette, high speed, and great agility of this fighter made it hard to target and a very effective ship despite its small size.

## Characteristics

The Alpha-3 *Nimbus*-class starfighter was a sturdy, wedge-shaped starfighter similar to the Delta-7 *Aethersprite*-class interceptors used by the Jedi Order. It was manufactured by Kuat Systems Engineering, the same company responsible for both the Delta-7 fighter and its successor, the Eta-2 *Actis*-class interceptor.
Beholder

Health
 Skill

**Ally unit**

A good card to be used when in the Arena. Do not reveal it before your opponent hits it coincidentally.

**Combos**

Best used against mass damage units such as Witch, Mage or Wyvern. Use the Griffin to deal great amount of damage or even finish them.

**Enemy unit**

Never hit the Beholder with the Riffleman due to his low health. Best countered with the Shaman auto healing ability. Be careful if you have the Black Widow because the reflected damage on your units is poisonous as well.

**Exploits**

Hit the Beholder with your Storm card if this will kill your card. Do it at the beginning of a new round and the enemy team will be stunned.

Hit the Beholder with any card if you have the Templar card. The reflected damage will activate Templar's shield. Best used at the end of the battle when only a few cards are left to make your Templar invincible.
HAVw A6 Juggernaut

HAVw A6 Juggernaut

The **HAVw A6 Juggernaut**, also known as the **A6 Juggernaut**, **Clone turbo tank**, or **HAVw A6 heavy assault vehicle**, was an upgraded version of the HAVw A5 Juggernaut.

## Description

The A6 Juggernaut model was larger than its predecessor. It measured 30.4 meters in height and 49.4 meters in length. Its interior space was greatly increased to allow for up to three hundred troopers and equipment, a complement of close support craft such as speeder bikes and light airspeeders, or a mix of both. A combination of twelve crew members were required to pilot and control the massive vehicle, although with an automation package, that requirement could be reduced to just two pilots.

With thick, thermally superconducting armor (capable of absorbing enemy fire and dispersing heat over a wide area) and a heavier load, the A6 Juggernaut could only achieve 160 kilometers per hour, and the turning issues of the A5 model were magnified with the A6. The slowness required for negotiating turns encouraged the A6's use on open terrain rather than urban battlefields.

Weapons systems were also upgraded to include a heavy laser cannonturret, a rapid repeating laser cannon, two medium antipersonnel laser cannons, two twin antipersonnel blaster cannons, and two turreted projectile launchers, loadable with variable-yield concussion grenades for close support or missiles added for anti-armor firepower. Missile range was 30km. Against an unshielded target, a Juggernaut could deliver the heat of a nuclear bomb into a small area.

From a small pod above the vehicle's back, a spotter kept lookout for enemy forces. Though there was a large view of the area, he was an easy target for hostile troops. This observation mast could be retracted when not in use.
TIE/D Defender

Tie Defender

The **TIE/D Defender**, commonly known as the **TIE Defender** or **T/D**, was a high-performance TIE Series starfighter developed for the Imperial Navy by Sienar Fleet Systems shortly before the Battle of Endor. Representing a shift in starfighter design from previous TIE models, the ship featured a hyperdrive as well as deflector shields to allow it to operate independently of Imperial capital ships. The ship's speed and agility, combined with its firepower, made it arguably the most advanced starfighter available at the time.

## Characteristics

### Pilot Module

The pilot module was similar to those found in other TIE series fighters, with a ball cockpit and a hatch on the top for entry and egress. The module had room for a single pilot, 65 kilograms of cargo and consumables for up to one week. Like previous TIE models, the TIE Defender lacked life support systems and pilots were required to wear the standard sealed TIE pilot flight suit. In a departure from the design of previous TIE models, instead of two parallel wings to either side of the pilot module, the TIE Defender had three quadanium steel solar array wings mounted around an aft section. The rear superstructure contained an I-s4d solar ionization reactor to store and convert solar energy collected from the wing panels.

### Systems

As with other TIE series fighters, the TIE Defender used a wheel and yoke control system. Pulling back would cause the ship to climb, pushing forward would cause it to dive and the ship could be made to bank and turn by twisting the controls. Grips on either side had the weapons trigger switches while an array of buttons and switches in the middle controlled other functions, including throttle, weapons selection and target acquisition. Manipulating rudder pedals caused maneuvering planes to expand or contract to angle engine thrust and quickly alter the ship's trajectory. The ship featured an auto-landing function to plot entry vector and landing speed, although the pilot could retain manual control if they preferred. When not in use, the ship could be left in a password controlled standby mode to prevent unauthorized use.

## Training

As with other Imperial starfighters, doctrine required pilots to gain a training certificate by flying the TIE Defender through an enclosed training course before proceeding to combat training missions. The training course consisted of a cylindrical loop containing targets and obstacles for pilots to traverse. Defender pilots raced against the clock to navigate the course, destroying targets when at all possible to gain bonus time. Having received a training certificate, Defender pilots could move onto the simulated combat missions, some of which were based on historical sorties, designed to familiarize the pilot with the controls and handling of the starfighter before they entered actual combat. If the pilot successfully completed all four training missions, they received the gold TIE Defender combat medallion.
Doggo 犬

k onda k pez

**Doggo 犬** (Anteriormente conocida como Paloma-kun y Doggo-kun) es una usuario peruana del Servidor Cualquiera.

Es reconocida en todo el servidor como el Primer Trapito**™.**Es bastante amigable y bromista.

Actualmente está en una relación con Flug, quien no le importa que sea trapito sino que “hace la relación más apasionante y deliciosa”

La frases que más utiliza son: "K onda k pez" y "ajjaj"

## Estadía en el server

Entró al Server en las primeras semanas y pensó que seria inactiva pero resulto ser todo lo contrario. Se convirtió en el icono Trapito**™**del Server debido a que todos ~~y algunos siguen dudando~~  dudaban de su género (Incluso cuando hizo Voice Reveal).

Fue uno de los primeros usuarios en tener el rol de Sorry, es Trapito.

## Avatares

Su primer avatar fue una paloma con corona de flores (Paloma-kun).

Su segundo avatar fue un perro con traje militar (Doggo-kun).

Ahora se le puede ver con un avatar de un perro de raza Shiba Inu o uno de Sherlock Hound.

## Ships/Parejas

Aidan (usuario que ya no anda en el server) le pedía cosas indecentes pero nunca le hizo caso. Ahora sale con Flug y tienen una relación maravillosa.

## Datos/curiosidades

* Furra hasta los huesos.
* Ganadora del torneo de Parchís
* A pesar de ser memera y hacer rips feos, gusta de la Literatura Clásica y el teatro.
* Sus husbandos son USA de Hetalia, Sherlock Hound y Flug.
* Ama Hetalia.
* Dibuja furros excelentemente.
* Lamu la quiere secuestrar.
* Una vez fue a KFC y la llamaron por el nombre de *Jimenz* en vez de Jimena (De ahí salió el apodo Jimenz)
Rifleman

Strength: Deals very high damage

Weakness,: Has low health and needs support from healing troops.

Rifleman is the first card unlocked from adventures. Rifleman deals very high damage but has low health so he needs support from healing troops.

STRATEGY:

1. Rifleman should be paired with healing troops such as, paladin. Rifleman will continue dealing damage while paladin will heal him.
2. But this combo can be shattered by poison attackers such as viper. Viper will deal unhealable damage while another ranged troop will finish rifleman.
3. Rifleman can be easily defeated if kept in front. So he should always be kept at back.
6. Rifleman's damage is destructive but he is not very effective in one sided battles, so he should be used wisely.

## Ranged

### Ranged

Attacks any target in own lane

 Health
 Skill
Spearman

Default Card Hero

Rating- 3.5/10

Spearman is a default card hero which the player gets in the beginning. It can attack the enemy in any lane and has high health and decent damage.

STRATEGY:

1. Spearman is one of the best substitute cards in arena battles. Being tough, dealing good damage and being able to attack enemies on both the lanes, Spearman may be one of the top picks as a substitute.
2. It has damage similar to the rifleman, has much higher health and can attack in both lanes.
3. It can tank for weaker troops like rifleman. Use spearman countinuosly on wounded targets and the opponent won't be able to ignore Spearman.
4. Spearman is good for beginners but average for experienced players. Being easy to obtain and upgrade and being a decent threat, he should be leveled up.
Griffin

Health
 Skill

**Ally unit**

This is an offensive card that lacks a lot of health. Its special ability makes the Griffin only good against wounded targets.

Ineffective as first striker.

Best used after Mage, Witch or Wyvern attack to deal the final blow.

It will last longer if you heal it frequently.

**Combos**

With Gargoyle as first striker - than kill the enemy unit with the Griffin.

With Beholder to reflect some damage back.

The blessing ability of the Warlord or even the Acolyte turns the Griffin into a killing machine.

**Tournament - all cards begin the battle with 2/3 health**

Always use the Griffin in this case and most of the time you will have a sure kill if you target the rear row units. If you use the Ghoul in that Tournament, target the unit in front of him, so the Ghoul can heal after the kill.

**Enemy unit**

If you have the Warlock always target the Griffin first.

Try to heal every unit to full health.

* Alchemist
* Angel
* Avenger
* Cleric
* Druid
* Dryad
* Gargoyle
* **Griffin**
* Gnoll
* Hydra
* Hunter
* Lifestealer
* Naga
* Priest
* Rifleman
* Shaman
* Sniper
* Storm
* Warlock
* Witch
* Wyvern

* Alchemist
* Angel
* Avenger
* Cleric
* Druid
* Dryad
* Gargoyle
* **Griffin**
* Gnoll
* Hydra
* Hunter
* Lifestealer
* Naga
* Priest
* Rifleman
* Shaman
* Sniper
* Storm
* Warlock
* Witch
* Wyvern

* Angel
* Cleric
* Guardian
* Paladin
* Shaman
* Warlord
Cards

Three basic type of cards; ***Melee, Ranged***, and ***Support.***

Melee cards are used mostly in front of the formation. Melee cards have a lot of health and deals damage to the enemy in front of them.

Ranged cards are used mostly in the back of the formation. Ranged cards have lesser health than Melee cards but deal high damage and probably area damage.

Support cards can be used up front or in the back based on the situation. It has medium health and did recovery for the formation.
Characters

Lvl 1-> 2 (5 XP) (100 silver)

Lvl 2 -> 3 (250 silver)

Lvl 3 -> 4 (500 silver)

Lvl 4 -> 5 (125 XP) (10 gold)

Lvl 5 -> 6 (300 XP) (1000 silver)

Lvl 6 -> 7 (650 XP) (2000 silver)

Lvl 7 -> 8 (1250 XP) (4000 silver)

Knight

* Attacks the enemy in front
* Incoming damage is reduced by xx

Lvl 5 : Atk 5, Hit 13, Ski 2

Lvl 6 : Atk 5, Hit 15, Ski 2

Warrior

* Attack enemies in the front of both lines

Lvl 4 : Atk 3, Hit 12

Lvl 5 : Atk 4, Hit 13

Spearman

* Attacks the enemy in front in any line.

Lvl 6 : Atk 6, Hit 14

Lvl 7 : Atk 6, Hit 16

Bear

* Attacks the enemy in front
* Hits at half strength during the first round

Lvl 6 : Atk 8, Hit 17

Lvl 7 : Atk 8, Hit 19

Treant

* Attacks the enemy in front

Lvl 6 : Atk 6, Hit 20

Lvl 7 : Atk 6, Hit 22

Barbarian

* Attacks the enemy in front
* Counterattacks when attacked in melee

Lvl 6 : Atk 5, Hit 17

Lvl 7 : Atk 6, Hit 18

Troll

* Attacks the enemy in front
* Starts the battle with xx health

Lvl 6 : Atk 7, Hit 21, Ski 14

Lvl 7 : Atk 8, Hit 23, Ski 15

Paladin

* Attacks the enemy in front
* Heals the target for 5 health

Lvl 5 : Atk 5, Hit 14, Ski 5

Lvl 6 : Atk 6, Hit 14, Ski 6
Barbarian

Can be unlocked in ( **Great Steppe )** Adventure, Chests, Arena.

Ratings:- 6/10

#### **Strengths**

Can defeat front enemies quickly if they attack you more often, high health, high damage and counter attack.

## Melee

### Skill

Counterattacks after being melee attacked

Barbarian is a melee troop with counterattack skill.

STRATERGIES

Always put Barbarian in the front.

Healing him continuously can be lethal as his high damage and counterattack can be dangerous for the opponent.
Sniper

Health
 Skill

On the first round the Sniper has less attack than other ranged cards at the same level. After its first attack and on the second round it has the same attack as other ranged cards. It starts to shine from the third round on and if it is not killed before it can win the battle.

Ineffective against the Shadow and the Knight.

Do not attack the Beholder with it due to Sniper's low health.

* Alchemist
* Angel
* Avenger
* Cleric
* Druid
* Dryad
* Gargoyle
* Griffin
* Gnoll
* Hydra
* Hunter
* Lifestealer
* Naga
* Priest
* Rifleman
* Shaman
* **Sniper**
* Storm
* Warlock
* Witch
* Wyvern

* Alchemist
* Angel
* Avenger
* Cleric
* Druid
* Dryad
* Gargoyle
* Griffin
* Gnoll
* Hydra
* Hunter
* Lifestealer
* Naga
* Priest
* Rifleman
* Shaman
* **Sniper**
* Storm
* Warlock
* Witch
* Wyvern

* Angel
* Cleric
* Guardian
* Paladin
* Shaman
* Warlord
Adventures

You will embark a journey of adventure to slay as many enemies as you can. There are three main points to explain about the adventures; ***Enemies, Realm, and Rewards.***

There are the primary enemy and secondary enemy. The primary enemy could be attacked anytime you wanted without any limits. But the secondary not. The enemy comes to you in form of three discrete cards and one variable card, which means, that card could be anything depends on the realm you are into.

The Realm basically is a place within certain types of cards in it. Up until now, there are been eight realms available to play gradually from Magic Forest to Plateau of the Immortals. Each Realm has five primary enemies and eight secondary enemies.

After winning each battle with the enemy, the rewards of silver, gold, and experience will come into you. For slaying an enemy for the first time, you will get a new card with some xp, gold, silver and experience.

1. **Magic Forest**
2. **Great Steppe**
3. **Dark Forest**
4. **Abandoned Lands**
5. **Scorched Wasteland**
6. **Desert of Winds**
7. **Grim Gorge**
8. **Plateau of the Immortals.**
Уничтожь врагов

Четвёртый уровень обучения. На обучающей локации игрок должен уничтожить врагов. Из них он сможет получить модернизацию и ознакомиться с улучшениями танка.

#### Бонусы:

* Ускорение: шанс появления 0%
* Щит для танка: шанс появления 0%
* Щит для базы: шанс появления 0%
* Замедление времени: шанс появления 0%
* Воздушный удар: шанс появления 0%
* Модернизация: шанс появления 100%

#### Точки появления:

* 1 для игроков в центре карты
* 4 для врагов сверху, в один ряд

#### Объекты:

* Дерево (10)
* Ель (8)
* Боеприпасы (6)
* Оранжевый дом (1)
* Колючка (3)
* Вышка (1)
* Серый дом (1)

## Интересные факты

Единственный уровень обучения, название которого не совпадает с брифингом.