recursal/Fanatic-Fandom huggingface dataset:
V-Wing Starfighter

* Black Sun
* Empire
* CSA

## Combat Information

### [Player Evaluation]

**Universal**: The V-Wing Interceptor excels at destroying light bombers and fighters with their extreme speed and mobility. Dual light repeating lasers and a squadron size of 8 allow V-Wings to provide a hail of fire onto opponents. Miraculously, V-Wing fighters have decent armor, but trade with low shields. To add on to their hull point survivability, V-Wings are equipped with an Astromech to repair damage over time. However, one of two glaring drawbacks is the lack of armament to deal with enemy ships larger then a gunship. Secondly, the V-Wings are not buildable separately due to the lack of a hyperdrive.

## Lore Description

The **Alpha-3 *Nimbus*-class V-Wing Starfighter** was a high agility interceptor of the Galactic Republic that was the ancestor to the Galactic Empire's Sienar Fleet System's TIE Fighter. The *Nimbus*-class V-Wings was developed by Kuat Systems Engineering created from the renowned engineer Walex Blissex, who also designed the KSE's Delta-7 *Aethersprite*-class interceptor and later the Rebel Alliance's Underground Engineering RZ-1 A-Wing Interceptor co-developed with General Jan Dodonna.

These fighters were introduced to service to the Galactic Republic during the near end of the Clone Wars.
SpecForce 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
* 4x Gunner
* 8x Rifleman-Concussion Grenade
* 8x Rifleman-Frag Grenade
* 1x Rifleman
* 4x Carbine-Thermal Detonator

### Unit Abilities

Rush Down:* Increase movement speed and fire rate. but lowers defense

Firing Position:

* Increase fire rate and defense, but reduces movement speed

## Combat Information

### Player Evaluation

The elite infantry of the Rebel Alliance, these troops are made for front line combat. With a large array of weapons, from A280's to A280C's to DH-17's, these soldiers are ready for most enemy engagements. They also come with a variety of grenades, from Frag Grenades to slow enemy infantry down, to Concussion Grenades to lower vehicle armor, to even several Thermal Detonators that do high damage to enemy infantry, this platoon is used for high end invasion forces and will usually lead the charge.

Their major downsides are the lack of anti-vehicle weapons, though this can be remedied with other platoons or vehicles support, and the high build cost and time due to it being tier 3.

## Lore Description

As the Galactic Civil War waged on, Alliance command green lit the creation of the SpecForce. Lead and trained by General Crix Madine, these soldiers were the best the Alliance had to offer. As the war intensified, SpecForces have been expected to start fighting in conventional battles alongside regular soldiers. A SpecForce line platoon comprises of some of the most resilient and tough solders the Alliance can offer. These troopers are known for holding the line when it comes to fighting under difficult circumstances.
T1-A Hovertank

**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

Light Tank, Anti-Air
1

### Price Cost

* 1350 Credits (Galactic Conquest)
* 675 Credits (Skirmish)

### Build Time

* 90 Seconds (Galactic Conquest)
* 22 Seconds (Skirmish)

## Combat Statistics

### Weapons

* 1x Dual BC
* 1x grenade launcher(clarification needed)

### Shield Refresh Rate

Anti-Light
120
1 per second

### Health Points

Light
150

### Unit Abilities

Power to Shields:* Increase shield recharging rate at the cost of movement speed and fire rate. Can be interrupted when hit by Ion Cannons.

## Combat Information

### Player Evaluation

Summary: A shielded armored car for the early game Rebellion. Good for anti-infantry work, the box-o-gimmicks bestowed it with a shields and an overcharge ability, giving it a nice niche as an early game skirmisher, helped by its cute, twirly butt. Don't let it eat rockets though, it gets bad indigestion.

A fast, maneuverable light vehicle packing a reasonably effective blaster cannon allowing it to deal with infantry units, the T1-A serves an effective skirmisher for the early Rebellion, able to pick off infantry on flanks or otherwise exposed. This is supplemented by its shield generator, which allows it to take fire without compromising combat effectiveness. As a result, the T1-A ends up being a fairly useful anti-infantry skirmishing vehicle in the early game, and pretty valuable to boot.

This comes with a big 'ol but, though, as these shields aren't stopping anything bigger than a blaster bolt. Heavy vehicle cannons can bring these shields down in a few shots and rockets go straight through them and by the late game, most enemies will have one or both of these attributes. Hence, by the mid-tier, these vehicles should be seriously considered for replacement or garrison duty, as they simply can't compete with the likes of heavier units like AT-STs, or worse, heavy infantry like Demolition Shocktroopers.

## Lore Description

The T1 Line Was a series of Combat Light Vehicles manufactured by Yutrane-Trackata for the Rebel Alliance during the Civil War.

The T1-A was the first variant created. It was lighty armoured and was equipped with a Shield Generator to improve its effectiveness against light resistance. For that purpose it was equipped with a Dual Blaster Turret and a grenade launcher, great to support allied units against infantry platoons.

The designs would have a B and a C variant. It served too as the base design for other vehicles like the T2 and T3 Series.

## Trivia

* All T-series tanks have camouflage that changes depending on the type of environment they are in.
TIE-Scout

None

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

* RANGE: 6000
* REVEAL RADIUS: 600

### Player Evaluation

These specially modified TIE starfighters are equipped with long range surveillance equipment suitable for scouting out remote systems. They are not designed to be effective in combat, and fare poorly in space battles. On the galactic scale however, a network of well-placed TIE scouts positioned over rebel worlds can give you the advance warning you need to ensure your defense fleet is in the right place at the right time.
Tactical Battle

Tactical battles are fought as a part of a wider galactic conquest campaign. When a battle is initiated the game will pause, and remain paused until it is resolved.

Tactical battles either take place in space or on land. More information on these can be found in the relevant sections below:

* Space Battle Basics (2.9+)
* Space Battle Types
* Land Battles
* Space Roles (2.11+)
* Ground Roles (2.11+)
* Space Weapons Guide (2.9+)
* Armor & Shield Guide (2.9+)
* Unit Abilities

There are however a few points which apply to all battles:

* **Rationale:** It is important to consider why a given battle is to be fought in the first place, and to assess the chance of victory and the losses expected. Remember that it is much harder for a player to replace units than it is for AI, or indeed for any opponent with a stronger economy. If nothing can be gained from fighting, then do not do so. Retreat, consolidate forces elsewhere, and return when the situation is more favourable. Likewise, the destruction of a unit the enemy cannot replace is a victory in of itself. Minor heroes are therefore good targets in early game battles.
* **Reconnaissance:** Effective reconnaissance can make this assessment much easier. Do not neglect this when attacking.
* **Auto-resolve: *DO NOT AUTO-RESOLVE*.** It cannot be stressed enough that auto-resolve in Empire at War is wildly inaccurate, to the extent that large fleets can lose to transport vessels and large stations can simply disappear without inflicting any casualties on the attackers.
* **The pause button is your friend**. Use it when playing against AI.
X4 Gunship

None

* 33 seconds (Galactic Conquest)
* 10 seconds (Skirmish)

### Unit Abilities

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

## Player Evaluation

In summary, the X4 Gunship is an excellent addition to escort any fighter group or fleet it is in. Its repeating medium lasers allow it to remove TIEs and other fightercraft quickly, as well as giving them a debuff to their firerate. The gunship can also utilize its point defense laser systems to eliminate ordinance, neutering snub fighters and other gunships trying to engage its target. The X4 pairs well with the Braha'tok gunship, as the X4's fire rate debuff stacks with the Braha'tok's flak defense debuff, and the U-wing's supply drop ability helps boost the X4's survivability even more. This makes the X4 quite the tank, allowing it to take hits while inflicting casualties. Most fighters and gunships won't stand a chance against them, and only overwhelming numbers or bigger craft such as corvettes will be able to take them down. In the event that the X4 is outmatched, retreating can be a viable strategy, as their turrets are able to rotate in a 360 degree angle. This allows them to fire in any direction, making them great at covering themselves and other fightercraft when withdrawing from battle.

## Lore Description

During the waning years of the Galactic Empire, the Alliance navy dealt with more advanced starfighters, such as the TIE-Avenger and Alpha-class XG-1 Star Wing. These proved to be far more difficult to bring down thanks to the addition of shielding, as well as more capable of destroying larger craft, such as the CR-90 Corvette, which up until that point had been key in gaining fighter superiority. In conjunction with other TIE models and screener support, the Alliance's fighter superiority would be put into question. In order to combat this, a new starfighter was needed. This starfighter would serve the role of a gunship, capable of taking on enemy craft with repeating lasers from any angle, while being able to escort strike craft and corvettes alike. This allows them to cover their retreat, as well as being able to better react to changes in combat. The X4 would serve well into the New Republic era, being a valuable asset to fighter wings across the galaxy.
Trandosha

## Historical Reference

Trandosha, lying in the Mid Rim, belongs to the same planetary system as Kashyyyk, home to the Wookies. Trandosha is a desert-like world with only a few particularly notable characteristics. Also known as Hsskor, it is populated by the martial, reptile-like Trandoshans, who live in a strict class based society. They are infamous for being slavers and bounty hunters, happy to harm others if it nets them a profit. The slavers prefer to operate on Kashyyyk, where they capture Wookiees for sale elsewhere. The numerous bounty hunters, meanwhile, can found by contacting the council of a local branch of the bounty hunter guild. Although some Trandoshans such as Bossk have achieved success on a galactic level, local competition is extremely tough, meaning that many natives are more than ready to offer their services to off-world criminal organisations.
Unit Abilities

**Take Cover:** Takes Cover to increase damage, reduces movement speed.

**Firing Position:** Goes into firing position to increase fire rate and defense, reduces movement speed.

**Sprint:** Increases movement speed, reduces defense.

**Rush Down:** Increases movement speed and fire rate, reduces defense.

## Space Unit Abilities

**Defend:** Reduces damage by 75%, reduces speed by 75%, disables shield regeneration, doesn't affect weapons.

**Full Salvo:** Disables all other weapons except for missiles, decreases missiles recharge time by 75%.

**Power to Main Batteries:** Disables all other weapons except for main batteries (For admiral dalaa, are the ions the main batteries or the turbos). Decreases recharge time by 75%.

**Power to Weapons:** Reduces weapon recharge time by 50%, increases damage taken by 50%, decreases speed by 75%, disables shield regeneration.
XTS-1 Skyhook

* 45 Credits

* Slow Charging Balanced

* 10 per second

* Medium Armor

* 0.75% Per 10 Seconds

Non-targetable:

* 2x Lt 2-Burst LR Dual TL
* 4x Hvy Dual Flak LC
* 4x Lt Repeating MD

## Player evaluation

The Skyhook Station is a very cheap defensive platform, capable of fighting off enemy frigates, corvettes, and fighter craft with its lighter weapons and penetrating shields with its missiles. It is also very cheap to construct and works as a quick defensive measure if need be. The weakness of these stations is that because of the lack of hull and shielding, they are easier to destroy with larger ships that can take a lot of damage to the hull.

## Lore Description

The XTS-1 was a Skyhook station meant for combat against small battlegroups and fighter strikes to protect the interests of the XTS corporation over a planet. More often than not, they were outfitted with secret, illegal technology.
T-16 Skyhopper

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## General Information

### Population Value

Strike Fighter, Disabler
1

### Price Cost

* 900 Credits (Galactic Conquest)
* 700 Credits (Ground Skirmish)

### Build Time

* 75 Seconds (Galactic Conquest)
* 23 Seconds (Ground Skirmish)

## Combat Statistics

### Weapons

* 1x Hvy Air LC
* 1x 2-Burst Hvy IC

### Health Points

Light Aircraft
80

### Unit Abilities

* Overload Main Weapon: Fires a powerful shot but slows down movement speed. [Empire Black Market Improved Ammunition]

## Player Evaluation

T-16's boast powerful weaponry. a Heavy Air Lasercannon and a 2-Burst Heavy Ion Cannon the former being most effective against armored vehicles and buildings, the latter being a powerful anti shield and disabling weapon, it can disable even the heaviest of armored vehicles.

Defensively, the T-16 is extremely lacking, it has no shielding to speak of and it's armor and health pool is equivalent to that of a paper airplane, it can be taken out by a stiff breeze.

The T-16's main strength is just how inexpensive and numerous it is, it really doesn't matter if they are lost because of how easy they are to replace.

Tactically, the T-16 is best used to support friendly vehicles against enemy tanks with their ion weaponry, but can also be effective in taking down larger vehicles and buildings with it's overload main weapon ability. It can also perform decently well in a scouting role if necessary.

In dogfights the T-16 if used in numbers and properly micromanaged can come out on top due to it's tight turning. If a T-16 does manage to land a hit on an enemy fighter it can be rather devastating, however expect it to trade poorly in any air to air combat because of it's low top speed and lack of shielding.

If facing them in combat, do not underestimate them and bring adequate air defenses, flak is preferably but missiles work as well.

## Lore Description

Manufactured by Incom Corporation, Skyhoppers were popular in-orbit airspeeders that could be outfitted with blaster cannons. They were seen across many worlds, being used by law enforcement, civilians, and cargo transporters alike. Because the flight controls were similar to their X-Wings, the Rebel Alliance used them as training vehicles for their pilots.
Utapau

## Historical Reference

Located in the remote Tarabba sector, Utapau is a planet pitted with enormous sinkholes. Many of these sinkholes contain intricate cities that stretch deep into the caves and crevices beneath the planet's surface. Because of the porous nature of Utapau's surface, water is scarcely found there. It is abundant on the floor of the sinkholes however, which grant the cities a readily available water supply. The inhabitants are near-human, divided into two distinct species, the tall, lordly, slow-moving Pau'ans, nicknamed Ancients for their astonishing longevity; and the stubby Utai, called Shorts, both for their stature and for their brief busy lives. Their energy economy is based on wind power. The planet's limited interstellar trade began only a few decades ago.
TIE-Interceptor

### Unit Abilities

Boost Engine Power: * Redirect power to engines. While activated, speed is increased but at the cost of reduced firepower and shield strength.

## Technical Specifications

### Player Evaluation

Swift and deadly, the TIE Interceptor may not be the best starfighter in the empire, but it is by far one of the most practical. Unlike the Fighter, the TIE Interceptor can compete with most starfighter threats in a one on one battle with some degree of success. A numerical advantage, even a relatively minor one, will still greatly improve their combat effectiveness. However, this factor is merely highly advantageous rather than absolutely essential to success as it is for the older TIE Fighter.

They are also fast enough to quickly react to an unexpected situation if needed, and can outrun and outmaneuver all but the most agile of opponents. This makes them an excellent candidate for luring enemy fighters to a location of your choosing, where the surrounding area favors you. If your advance squadron is destroyed, most ships that deploy TIE Interceptors have at least one squadron in reserve, so there is no loss of firepower (or credits) that is normally associated with losing more expensive ships to such tactics.

The TIE interceptor is also relatively easy to deploy in large numbers, considering that it is not itself hyperspace capable. Most Imperial Star Destroyers, even the smaller Victory class ones, can be upgraded at a fighter dockyard to replace the standard compliment of TIE Fighters with TIE Interceptors. Many Ton-Falk escort carrier configurations provide both additional interceptor squadrons and have ample reserves. Gozantis carrying flights of interceptors are very accessible and easily affordable. As long as you keep the carriers themselves safe, TIE Interceptors also cost nothing to replace and are always combat effective. This makes them an excellent long-term investment overall.
Taris

## Historical Reference

Taris was once a gigantic city planet rivaling Coruscant, but thousands of years ago, the planet's population was utterly destroyed during a massive conflict between Jedi and Sith forces. In the millennia since, the planet has been resettled. Inhabitants have rebuilt some of the cities on Taris although much of the planet still lies in ruin.  Historians believe the swoop bike originated here and continue to excavate the ruins all over the planet in search of proof.
Garindan

## Lore Description

**Garindan ezz Zavor**, sometimes referred to as **Long Snoot**, was a male Kubaz who had been forced to work as a spy for the Galactic Empire. In private, Garindan loathed his Imperial overlords and sought to return to his clan and free his homeworld of Kubindi from Imperial rule. Prior to the Battle of Yavin, Garindan received news that his family was in danger. In an attempt to buy passage home, Garindan provided information about the location of Obi-Wan Kenobi, Luke Skywalker, C-3PO, and R2-D2 to the Galactic Empire during a battle on the desert world of Tatooine

## Galactic Overview

### [Unit Bonuses]

**HERO BONUSES:**

* **SYSTEM SPY: This unit can reveal Space and Ground Bases on a single enemy planet.**

**NON-HERO BONUSES:**

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

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

### [Land Combat]

**STRENGTHS****:**

**WEAKNESSES****:**
TX-130T Saber-class Fighter Tank

**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

Main Battle Tank
1

### Price Cost

* 2250 Credits (Galactic Conquest)
* 1125 Credits (Skirmish)

### Build Time

* 150 Seconds (Galactic Conquest)
* 37 Seconds (Skirmish)

### Required Structures

* Medium Imperial Factory
* Imperial Ground Tech - Light Vehicles 2

## Combat Statistics

### Weapons

* 2x Lt LC
* 1x Beam Cannon
* 1x 2-Burst AT RKT

### Shield Refresh Rate

Anti-Light
100
1 per second

### Health Points

Light Vehicle
200

### Movement Type

Strafing Hover: Faces the target when moving by.

### Unit Abilities

Power to Weapons:* Increases fire rate but lowers shield recharge rate and movement speed.

## Lore Description

The **TX-130T Saber-class fighter** or IFT-T is a repulsorcraft tank designed and produced by Rothana Heavy Engineering.

Designed to upgrade the previous TX-130 Saber Tank from the Clone Wars era, the 130T retained the design and agility of the older model but was retrofitted with better shields and different weaponry. The latest consisted of 2 Dual Heavy Laser Cannons, a Beam Canon Turret and 2 Concussion Missile Launchers.

It was produced at the end of the Clone Wars, but was mostly knew during the Galactic Empire era, being used to support infantry assaults or having an anti-tank role.

The Empire wanted to retire the model from service due to its past presence in the Grand Army of the Republic, but due its effectiveness to rout minor insurrections it wasn't decommissioned.

## Combat Information

### Player Evaluation

The Saber Class Tank is an very balanced vehicle that mixes firepower, speed and armour and light shields to create a versatile repulsor tank that can serve any kind of roles, from escorting slower walkers, taking down infantry to even serving as a scout.

Although not having any real weaknesses, its weaker than usual armour combined with its weak shields makes it vulnerable to attacks by similarly sized vehicles or infantry, especially if they attack in numbers.
SpecOps Scout Platoon

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## SpecOps Scout Platoon

* SpecOps Scout Platoon
* Rebel Scout Bike

## General Information

### Unit Class

Trained Infantry Mounted Infantry (Scout Bike)

### Population Value

Covert Operations, Scout InfantryScout Vehicle: (Scout Bike)

1

### Price Cost

3 (10 Rebel Infiltrators Max)
* 1625 Credits (Galactic Conquest)
* 875 Credits (Skirmish)

### Build Time

* 109 Seconds (Galactic Conquest)
* 43 Seconds (Skirmish)

### Required Structures

* Alliance Headquarters
* Infiltrator Academy
* Alliance Global Ground Tech: Infiltrators I

## Combat Statistics

### Amount

* 1 Team of 7
* 2 Scout Bikes

### Composition

* 1x Sergeant
* 4x Sniper
* 2x Carbine + Flash Grenade
* 2x Scout Bikes

### Weapons

Primary: * 1x Blaster Cannon (Scout Bike)

Secondary:

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

### Shield Refresh Rate

Infantry
10
0.05 per second

### Health Points

Open Top Vehicle (Scout bike)
* 15
* 50 (Scout bike)

### Movement Type

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

### Max Speed

* 10
* 45 (Scout Bike)

### Max Attack Range

* 800
* 575 (Scout Bike)

### Unit Abilities

Sprint:* Increases movements speed, but decreases defense

Ping:

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

Recon Antenna: (Scout Bike)

* An Antenna that allows the permanent detection of nearby enemy units

## Technical Specifications

### FOW Reveal

* 800
* 400 (Scout Bike)

## Combat Information

### Player Evaluation

This infiltrator platoon is made to scout out enemy forces and engage enemy infantry from afar. Their snipers have long range and high damage, giving them the ability to pick off enemy infantry. When the enemy gets close, they can use their Flash Grenades to stun enemies for a quick getaway.

Like all other infiltrator platoons, these guys are not meant for front line combat or raiding heavily defended planets. They cant survive long in a close up fight, so keeping the distance is a must. Also, they have no anti-vehicle weapons, meaning that without support, they will die quickly to enemy armor.

## Lore Description

Scout Platoons of the alliance SpecOps branch were trained to find weaknesses in the enemy lines and take out lone troopers from afar. In close corners combat, they use flash grenades to stun enemies to allow them to retreat. Which made them great at getting behind enemy lines during the galactic civil war.

###
XX-777 Corvette

None

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

* Average Charging Balanced

* 6 Per Second

* Light Armor

* 1% Every 4 Seconds

The XX-777 was developed as a completely autonomous droid ship, but the first prototype simply entered hyperspace and never returned, and the project was abandoned as a failure. However, successful hacking attempts have allowed IG-88 to access the ship plans and then adjust its programming for his own use, making the reworked XX-777 a viable support ship.

## Player Evaluation

The XX-777 (also known as the droid corvette or the triple seven) is the corvette equivalent of a falcon, in that it eats other corvettes.  Two close range turbos, a concussion launcher, and a set of stun ions gives the Triple Seven enough firepower to chase down and kill ships of similar size, while presenting a threat to larger ships through its debuffs.  In groups, they're even more dangerous.  A wolfpack - or about five to six Triple Sevens can act as a hunter-killer group, using their small size and stun ion potential to cripple an enemy vessel until the end of a battle.  Unfortunately, specializing in a ship killing role means that you will have to protect your Triple Sevens from escorts and bombers.  It lacks even basic laser cannons, and its concussion launcher tracks too slowly to engage anything faster than a bantha, so pair it with a Captor carrier or Cloakshapes to give it cover.

When facing XX-777s, focus them down.  Their value comes from long-term stun damage.  Use fighter escorts, bombers and jamming ships to pick them off early so your capital ships can focus on the primary threats of the enemy fleet.

## Lore Description

There are a thousand ghost ship stories on the rim.  Some of them are even true.  The XX-777 is dubiously so.  A long time ago, in a Corellian drydock known as the 'Nerfworks,' Republic engineers attempted to make an autonomous patrol vessel.  Their aim was to train a droid brain on fundamental morality principles, and arm it with the tools necessary to respond to and solve pirate attacks in uncharted space.  Rumor says those principles were based on three fundamental protocols:

-Protect the innocent,

-Obey any order that does not violate the previous protocol; and

-Preserve its own safety as long as that did not violate the first two protocols.

The engineers were surprised to see how well the brain's heuristic processor learned these rules, and how quickly it adopted flight procedure and in-flight operations.  It was a shock to them, then, when on XX-777's first deployment, it defied orders and went to lightspeed on an unknown vector.  No one knows what happened to the vessel, though its recent reappearances at droid graveyards indicates that it may still be out there, or that someone might have lifted the blueprints.
The Maw

### Planetary Bonuses

* CHEAPER PRODUCTION: Global Space Tech is 10% cheaper due to the presence of the Maw research installations.
* SHIPYARD PLANET: This planet can build Frigate and Capital Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Medium Shipyard
* Alliance Warship Dockyard

### Galactic Empire

* Imperial Small Dockyard
* Imperial Medium Dockyard
* Imperial Large Dockyard
* Imperial Advanced-Fighter Dockyard
* Imperial Advanced-Cruiser Dockyard
* Imperial Dockyard Warship Extension

## Historical Reference

A black hole cluster near Kessel, The Maw is one of the wonders of the galaxy. It is visible only because of ionized gases being drawn into the black holes. Grand Moff Tarkin created a top secret research and development facility at a gravitational island at the center of the black hole cluster. This facility, known as the Maw Installation, is where the first Death Star was built. Conjecture arose regarding whether the Maw could have occurred naturally or if it was built by a vastly powerful ancient race.
Utego Nebula

The Utegetu Nebula is a remote, poorly scouted region, not far from a substantial black hole. The area isn’t very well known, but it does contain several habitable planets which are surprisingly devoid of animal life. Rare visitors to this mysterious region (often renegades of some kind) might occasionally catch a glimpse of neebrays flying through the nebula.
SpecForce Infiltrator Agents Platoon

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## SpecForce Infiltrator Agents Platoon

* SpecForce Infiltrator Agent
* SpecForce Infiltrator Agent Vehicle Thief

## General Information

### Population Value

Covert Operations, Combat SupportCovert Operations, Anti-Armor (Vehicle Thief)

1

### Price Cost

2 (10 Rebel Infiltrators Max)
* 2625 Credits (Galactic Conquest)
* 1500 Credits(Skirmish)

### Build Time

* 175 Seconds (Galactic Conquest)
* 75 Seconds (Skirmish)

### Required Structures

* Alliance Base
* Infiltrator Academy
* Alliance Global Ground Tech: Infiltrators II

## Combat Statistics

### Amount

* 1 Team of 6
* 2 Vehicle Thief

### Composition

* 1x Sergeant
* 2x Heavy Rifleman
* 1x Rifleman + Proton Charge
* 2x Rifleman + Flash Grenade
* 2x Vehicle Thief

### Shield Refresh Rate

Infantry
* 15
* 20 (Vehicle Thief)

0.075 per second

### Health Points

* 20
* 25(Vehicle Thief)

### Max Attack Range

* 600
* 550 (Vehicle Thief)

### Unit Abilities

Stealth:* Activates a cloaking device and turns the unit invisible

Rush Down:

* Increase movement speed and fire rate. but lowers defense

Steal Vehicle: (Vehicle Thief)

* Overtakes enemy vehicles

Sprint: (Vehicle Thief)

* Increases movements speed, but decreases defense

## Combat Information

### Player Evaluation

This infiltrator platoon is used to provide support for the other infiltrators. Despite not having much in combat potential, they make up for it with their support abilities. With suppression of enemy infantry, stunning enemy infantry, and stunning vehicles and droids, they are more then able to provide perfect setups for eliminating enemy threats. They even come with two vehicle thieves that allow the capture of mid-tier or lower enemy vehicles, giving raids some much needed vehicle support.

Just like every other infiltrator platoon, these guys are not made for front line combat or raiding heavily fortified bases. They are extremely weak against both infantry and vehicles since they don't have much combat power. Their true potential comes when they are paired with other infiltrator platoons that can cover their weaknesses and benefit from the agents support.

## Lore Description

As the Galactic Civil War waged on, Alliance command greenlit the creation of the SpecForce. Lead and trained by Crix Madine, these soldiers were the best the Alliance had to offer. SpecForce Agents were best at using stealth attacks. They were given Ion and Flash Grenades to stun infantry and vehicles, they were regarded as some of the best soldiers to fight with in the alliance.
Trandoshan Hunter Platoon

* 167 Seconds (Galactic Conquest)
* 62 Seconds (Land Skirmish)

Trandoshan Hunter

* Trandoshan Heavy Hunting Blaster Rifle

## Player evaluation

Possesing 9 snipers and 9 heavy gunners, the Trandoshans are the premier anti infantry unit. They can easily kill Jedi before they get in range with their high accuracy snipers, and while up close they can still deal heavy damage. However, it is very expensive, costing 2.5k credits, but it is well worth it, as they can easily kill light vehicles. A nice thing about them though is that they get a discount of Trandosha, so make sure to use that discout!

## Lore description

Home to the planet of Trandosha, also known simply as Dosh, these reptilian humanoids are galaxy wide known for their hunting and marksman skills. The Trandoshans honor their goddess the Scorekeeper by hunting bounties to earn Jagannath points. If you spot a Wookiee next to you, then pray that no Wookiee is around! The rivalry between both species will always end in a slaughterfest...
Beavis And Butthead

Beavis And Butthead

Beavis and Butt-head are, as one of the early preshow disclaimers read, "dumb, crude, ugly, thoughtless, sexist, self-destructive fools. But for some reason they (boys) make us laugh." During the show -- which had a five-year run beginning in 1993 and was resurrected by creator Mike Judge in 2011 -- the dim-witted duo watch music videos and provide their own running commentary on the clips, with plenty of childlike chortling along the way. A 21st-century return allows the still-high-school-age pals to unleash their snarky, immature comments upon both music and viral videos, pop-culture phenomenon such as Lady Gaga and even MTV properties "Jersey Shore" and "16 and Pregnant."

## Episodes

### Season 1

* ”Frog Baseball (Pilot)”

{Links}

👉https://www.youtube.com/watch?v=9JrgORgu8HU

👉https://drive.google.com/file/d/12ESB6-dlK-03ZZ92C3EqDYW4mCmjcw9c/view?usp=sharing

👉https://www.youtube.com/watch?v=gnUs05aSf04

* ”Love, Peace, & Understanding”

{Links}

👉https://www.youtube.com/watch?v=384LRll6w3M

👉https://www.dropbox.com/s/n1unp5jw8cd35c7/Beavis%20%26%20Butthead%201%C3%9700%20Peace%2C%20Love%2C%20Understanding.mp4?dl=0

👉https://www.facebook.com/OnlyGrungePage/videos/204666207099502/

* ”Door To Door”

{Links}

👉https://www.youtube.com/watch?v=O0cPPqafSyE

👉https://www.dailymotion.com/video/x6ocm62

👉https://m.facebook.com/FlashbackComedyVideos/videos/beavis-and-butthead-season-1-episode-1-door-to-door/1581061148616558/

* ”Give Blood”

{Links}

👉https://www.dailymotion.com/video/x851hk

👉https://www.dailymotion.com/video/x36fdc6

👉https://www.dailymotion.com/video/xaadn2

* ”Balloon”

{Links}

👉https://www.youtube.com/watch?v=muhQVuhvXqQ

👉https://www.bitchute.com/video/uZoZFVlEFRcb/

👉https://www.dailymotion.com/video/x2ypz31
Terrada Frigate

None

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

* Slow Charging Balanced

* 7.5 Per Second

* Medium Armor

* 0.75% Per 6 Seconds

Non-Targetable:

* 2x Light TL
* 2x Heavy LC

## Player Evaluation

The Terrada frigate is a mid-size Hutt warship notable for its exceptionally high durability. Despite being a frigate, it boasts more powerful shields and a stronger hull than a typical light cruiser. With the addition of black market shield technology, the Terrada provides significant staying power.

However, the Terrada does not have the firepower to back up it's cruiser-weight defenses, with only a handful of assault missile launchers, a tractor beam, a few guns, and a single squadron of Dunelizard starfighters.

The Terrada can tolerate incoming firepower for a considerable length of time, but relies heavily on other ships to provide offensive firepower.
Sympathizer Space Outpost

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

## General Information

### Population Cap Increase

Population Station
+10

### Build Time

1500 Credits
150 Seconds

### Required Structures

15 Credits
* Alliance Light Shipyard

### Faction Affiliation

* Rebel Alliance/New Republic
* Hapes Consortium

## Combat Statistics

### Shield Refresh Rate

4000
Average Charged Balanced
8.89 Per Second

### Health Regeneration Rate

4000
Light Armour
0.01% Per 8 Seconds

### Unit Hardpoints

Targetable:* None

Non-Targetable:

* 8x Dual Flak Laser Cannons

## Player Evaluation

The Sympathizer Outpost is a locally-funded station that discretely provides income for the Rebellion. Keeping these stations active will provide a pop-cap increase so you can produce more ships, as well as a small bonus for passing/arriving freighters. However, these stations are incredibly undefended and easy to destroy in hit-and-run attacks if necessary.
Interceptor IV-class Frigate

None

* 52 Seconds (Galactic Conquest)
* 21 Seconds (Skirmish)

### Unit Abilities

FULL SALVO: * The unit fires a continuous barrage of missiles at the target (Must be bought on the Black Market)

## Combat Information

### [Player Evaluation]

**Black Sun:** The Interceptor IV-class Frigate is an upgraded version of the Interceptor-class Frigate in every way, and features an improved speed, turn rate, weapons systems, and range capabilities. Originally light close range turbo lasers, the turbo lasers of the Interceptor IV are regular range in addition to being dual fire. With this, the attack against frigates and even capital ships is vastly improved. Now, the proton torpedo launcher has even been replaced with an Assault Missile Launcher allowing for much more accurate strikes against targets at further distances. Of course, the inherent weaknesses still remain against fighters and hunter-killer corvettes such as the CR-90 Corvette. In tandem however, the Interceptor IV is much more adept at all of the strategies of it's predecessor. Flanking with the improved speed is more viable, and the Frigate features improved survivability as a result.

## Lore Description

The Interceptor series of corvettes were modified Action VI Transports that had been sold on the Black Markets for a modest price to criminal organizations and pirate gangs. Especially useful for intimidating civilian targets, the Interceptor could even be equipped to threaten Capital Ships. With speed and maneuverability on it's side and heavy weapons to boot, how could pirate scum resist?
Storm Commando Unit

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

## General Information

### Population Value

Covert Operations, Anti-Personnel
1

### Price Cost

4
* 1800 Credits (Galactic Conquest)
* 1500 Credits (Skirmish)

### Build Time

* 120 Seconds (Galactic Conquest)
* 75 Seconds (Skirmish)

### Required Structures

* Elite Barracks
* Imperial Global Ground Tech - Infantry 3

## Combat Statistics

### Composition

* 1x Lieutenant
* 3x Sniper
* 2x Heavy Rifle + Thermal Detonator
* 1x Heavy Rifle + Ion Grenade
* 1x Rifleman + Flash Grenade

### Shield Refresh Rate

Infantry
15
0.075 per second

### Unit Abilities

* Stealth: Activates a cloaking device and turns the unit invisible.
* Firing Position: Increase fire rate and defense, but reduces movement speed.

## Lore description

These commando forces were created with the intention of performing specific tasks that regular soldiers were incapable of accomplishing. As such, they were considered an elite unit within the Imperial Military and operated within small forces with an emphasis on stealth as well as covert operations over brute force. Storm Commandos were trained to perform covert assaults, precision strikes, and sabotage operations against enemy forces. A unit of Storm Commandos could range from 4 to 40 commandos in strength, divided into four equal parts.

## Combat Information

Commissioned by Wilhuff Tarkin, the Imperial Storm Commandos or imperial commandos or simply shadow scouts were the elite special forces core of the regular stormtrooper divisions and were often recruited from the best of the stormtrooper core and thrown into advanced training both in direct open battlefields and covert guerilla warfare. In addition, they were also given access to otherwise classified knowledge and more sophisticated equipment. Some commandos were even given advanced starfighters to pilot. While the storm commandos were sometimes given missions to contain or start uprisings on worlds, most of their missions consisted of sabotaging the Rebellion or acting as elite reserve forces in a planetary invasion.

### Player Evaluation

The Special Ops forces of the Empire, Storm Commando's are elite units designed for long range engagements and stealth operations. With personal cloaking fields and a wide array of grenades meant to stun enemy units, they are able to get in, pick off the enemy quickly, then get out before anyone even knows they are there.

Despite having a personal shield, Storm Commando's don't stand much of a fight when the enemy closes the gap of their sniper rifles, and armor will make short work of them. Keeping them at range and utilizing their stealth to get away from combat will allow them to perform at the highest level.
Sphyrna Hammerhead Corvette

###  Role

Corellian Engineering Corp (Corellia) / Rendili StarDrive (Rendili, Mon Cala, Sluis Van)
Hunter

### Build Limit

* Galactic Mode: 2
* Tactical Mode: 8

None

### Build Time

* 2500 Credits (Galactic Conquest)
* 1200 Credits (Space Skirmish)

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

## Combat Statistics

### Shield Refresh Rate

400
Avg Charge Balanced
2.67 per second

### Health Regeneration Rate

600
Medium
0.75% per 4 seconds

### Max Attack Range

* Max Range: 2500
* Ideal Range: 2000

### Unit Hardpoints

Non-Targetable:* 2x Lt TL
* 2x Hvy LC
* 1x Dual LC

### Unit Abilities

Run Blockade:* Switches all power to engines and readies the crew for incoming ordinance, useful for pushing through defenses and taking minimal damage. Reduces the damage taken to hull and increases movement speed for a short period of time at the cost of fire rate.

## Player Evaluation

The Hammerhead Corvette is corvette retrofitted by the Alliance to serve as escorts in a majority of fleets. It can fight fight off fighters decent well and do a good amount of damage to most ships up to frigate size. It's medium armor and brace for impact ability means it can take a lot of hits for a ship of its size. Along with this it also has the ability to divert power to its engines to escape tough situations. It's best used with another Hunter like the CR90 to hunt corvettes and frigates in packs to cause havoc behind enemy lines. The main downside to the hammerhead is it's slightly worse maneuverability compared to other corvettes and it's lighter armament also means that even though it can punch above it's weight it will very difficult for it to do so against a ship as ISD 1.

## Lore Description

The Hammerhead corvette was a unique and recognizable design by Corellian Engineering and Rendili Stardrive. The Hammerhead was originally intended to be an Imperial security ship, but the contract soon fell though. However, a number of these ships still remained and sold handsomely to private buyers, so the production line was not halted. The Rebel Alliance was one of the first buyers and soon started to outfit them with heavier weaponry and an emphasis on speed. These newly refitted ships served as front line brawlers for the Alliance, and took place most notably in the battle of Scarif, where one Hammerhead corvette destroyed two Imperial Star Destroyers at the same time in addition to completely annihilating the planetary shield of Scarif.
TIE-Punisher

### Player Evaluation

The TIE-Punisher is an improvement over the TIE-Bomber in every way. One TIE-Punisher carries equal firepower to four TIE bombers and with its increased load of assault missiles it can destroy small corvettes like CR90 or Interceptor IV with ease, while its medium proton torpedoes can take out a hardpoint with single volley. These TIE-Bombers on steroids are available to the player through carries with upgraded fighter complements like the ISD or Ton Falk and are very useful for taking out critical hardpoints like shield generators, for example on the Providence-class Dreadnought, whose shield is usually a problem for ISDs, which are armed primarily with turbolasers. While there is a significant increase of performance over the TIE-Bombers in all offensive systems, the critical weakness of the design remains. The bomber has low maneuverability, is bigger than TIE-Bomber and even though it carries heavier armor and shield generator, they won't protect it forever. These bombers will become target practice for enemy interceptors like the A-wing, if they are not protected sufficiently. The best approach is to use your own interceptors like the TIE-Interceptor to clear the way of enemy fighters, so the punishers can get through to take out critical systems of enemy ship and the ISD can then finish what remains.
Standard Barracks

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

## Combat Statistics

### Armor Type

2000
Building

## Lore Description

The standard barracks of the Empire. They provide facilities to drill men who already have some combat experience before entering service. This makes them dangerous Stormtroopers and their reputation proceeds them throughout the galaxy.

## Galactic Overview

### **Production**

* Stormtrooper Platoon - 1000 Credits
* Heavy Weapons Stormtrooper Platoon - 1500 Credits(Tech 1 Infantry)
* Anti-Armor Stormtrooper Platoon - 1300 Credits(Tech 1 Infantry)
* Scout Trooper Platoon
TIE Experimental M1 "Bizzaro"

## TIE Experimental M1 "Bizarro"

The TIE Experimentals are a series of prototype TIE starfighters. They are unmanned, either flown by remote control or by basic droid level AI. Like all TIEs, they are unshielded and are not hyperspace capable. Additionally, they can only be deployed by specially equipped carriers, such as the Arc Hammer.

The TIE E1, also known as the TIE Bizarro due to its peculiar appearance, is armed with a turbolaser. Most starfighters are too small to safely carry such a weapon, making the TIE Bizarro entirely unique in this regard.

As a turbolaser equipped starfighter, the TIE Bizarro is well suited for attacking medium and large starships, despite its lack of the heavy warheads typically needed for such a role.
TIE Lancet Wing

**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

### Manufacturer

Sienar Fleet Systems (Raxus Prime, Ession, Nal Hutta)

### Population Value

Demolitions
1

### Price Cost

* 4200 Credits (Galactic Conquest)
* 1100 Credits (Skirmish)

### Build Time

* 280 Seconds (Galactic Conquest)
* 23 Seconds (Skirmish)

## Combat Statistics

### Weapons

* 1x Hvy Flamethrower
* 2x BC
* 2x Lt Air Dual LC

### Health Points

Light Aircraft
200

### Movement Type

Flying Strafing Hover: Hovers high above the ground and faces target when moving by.

## Lore Description

Blending the dual cylindrical pods of the TIE/sa bomber with the flat-bodied tri-wing configuration of the *Lambda*-class shuttle, Lancets were armed with a powerful proton beam cannon centrally mounted on the fore of the fuselage and angled optimally for air-to-ground attacks. However, the solar array used for TIE's was incorporated into the tri-wing form. They also had 2 anti-air systems to defend themselves.

Like their spacefaring relatives, their lack of combat shields made them vulnerable to anti-aircraft laser and mass-driver cannons.

The Lancet was capable of causing tremendous damage to land-based targets. However, its weapons were found to be less effective against mobile targets.