recursal/Fanatic-Fandom huggingface dataset:
Corona-class Frigate

## Corona Frigate

None

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

### Unit Abilities

Missile Jammer:* Forced enemy rockets and missiles to miss, disables shield recharge and lowers movement speed.

## Technical Specifications

### Player Evaluation

A nice upgrade to the old Nebulon-B, as the moderate increase in cost is absolutely worth it with the strong New Republic economy. It provides the anti-missile cover of the Nebulon, but with substantially improved durability and firepower. In particular, the pair of turboions make it a nice secondary shield-stripper in your fleet, which, as the NR, is suddenly flush with heavy turbolasers just waiting to get a shot at ISD hulls.

It's still not a phenomenal anti-fighter vessel, but the wing of E-Wings provides a decent bit more utility in that over the Longprobe Y-Wings of the old Nebulon. That upgrade, along with the extra light turbolaser, means you don't particularly miss the one heavy laser cannon you lose, which is the only thing preventing this from being a strict upgrade on the Nebulon-B. It can also only be built at advanced medium shipyards, which might present a problem if you find yourself needing the picket role filled fast, or in a pocket of space without that kind of shipyard, but otherwise, you'll basically never find yourself using Nebulon-Bs after you get access to the Corona.
Felucia

### Planetary Bonuses

COMBAT BONUS: Weather effects don't affect the owner of this planet, due to environmental training possibilities.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Droid Factory
* Arms Dealer
* Black Market

## Historical Reference

Located in the Outer Rim, Felucia was once a major holding of the Commerce Guild. A challenging world to colonize, Felucia was a world teeming with fungal life-forms and immense primitive plants. Much of the planet has a fetid, humid landscape overgrown by forests of bizarre wilderness. Many of the indigenous plants aggressively defend themselves. Sharp barbs, shooting spores, and poisonous defenses scuttled early attempts at agriculture. The hardships of settlement produced few cities of note on Felucia, including Kway Teow, Har Gau and Niango. Felucia has become an exotic retreat for the wealthy and the poorly paid citizens who support their extravagant whims.
General Jan Dodonna

## Jan Dodonna

* Jan Dodonna
* Dodonna's Frigate

* Space

1

### Unit Abilities

* TURBO: Overloads its engines for higher speeds, but has a slower fire and shield recharge rates while this is activated
* ASSAULT: Increases fire rate and movement speed

### Bonus

* ADMIRAL: 10% Combat Bonuses for all ships

## Technical Specifications

### Passive abilities

None

Jan Dodonna is one of the starting heroes in the main Galactic campaign, and is more of a jack of all trades then being the best. Dodonna is effective in both combat and on the Galactic map, being able to give a 10% combat boost to all units in the fleet and a production cost bonus to A-Wing squadrons. Dodonna possess two pertinent abilities as well, Turbo and Assault. With these in mind, Dodonna is usually best utilized leading a medium to small sized hit and run fleet. Ships that are used vary but most commonly have a variation of Alliance frigates, fighter squadrons, and a few escort carriers to best use mobility. Used correctly in combination with the production bonuses, Dodonna can be a valuable hero all the way into the late game.

## Lore Description

Jan Dodonna was a highly respected officer from the days of the Old Republic, and served for a short period in the Imperial navy before rebelling and seeking out the Rebellion. As a genius officer, Dodonna was placed onto Rebel High Command as a general and given control of the largest Rebel cell Bail Organa had to offer. Dodonna also was selected to be the General in command of Yavin IV, and organized the plan to destroy the first Death Star. Afterwards he continued to serve the Rebellion as sector commander of Alliance forces.
General Heget

A-6 Juggernaut(Left), next to an A-5 Juggernaut(Middle), compared to Army Troopers(right)

* Ground

## General Information

### Price Cost

f
f

### Required Planets

f
f

### Build Limit

f
f

## Combat Statistics

### Shield Refresh Rate

f
f
f

### Armor Type

f
f

### Max Speed

f
f

## Player Evaluation

Juggernauts are really mediocre, and you really only bring him for his command bonus and the ability to transport 6 troops. Still, he does have a upgraded Juggernaut, with a heavy laser cannon. Juggernauts will be buffed in next update, however, so Heget will soon be quite powerful, though obviously not on par with veers.
Bunker Turret

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

## General Information

### Build Time

750 Credits
60 Seconds

### Armor Type

1000
Combat Building

## Player Evaluation

The Bunker Turret is more or less identical to the Turbolaser Defense turrets. The main differences are that this turret can be garrisoned with one infantry unit, and that it fires in rounds of one instead of two.
Allegiance-class Battlecruiser

Galactic Mode: 3

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

Non-Targetable:

* 8x Med 3-Burst TL
* 8x Med TL
* 6x Hvy Dual LC

### Unit Abilities

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

## Player Evaluation

(taken from in-game description)

Designed with the intention of creating the ultimate battleship, an Allegiance Battlecruiser boasts an impressive array of heavy weapons and can rapidly destroy most cruisers and capital ships. In the event that an opponent proves resistant, then it faces a barrage of turbolaser fire as the Allegiance diverts power to its main weapons. These Battlecruisers do however lack a hanger or efficient anti-fighter defenses, and so they need to be escorted lest they become victims to bombers or strike fighters.
Gamorrean Guards

Template:Land Unit Infobox

## Player evaluation

These fat pigs are quite good when they get into melee range, but the problem is getting there. They can easily surround valuable, but slow units like AT-APs, TX-225s, and T3H's and quickly(for a bunch of people with axes) take it down. They do get sprint(or rush down someone please check), and their low price allows them to be spammed. They will be better in the next update.

## References

* **The infantry weapons used by this infantry unit have Gamorrean Battleaxes.**
Field Bacta 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

### Build Time

300 Credits
60 Seconds

### Armor Type

300
Combat Building

## Lore description

The **field bacta tank**, also known as the **bacta healing station**, was a bacta tank produced by Zaltin Corporation, and designed for easy transportability in field combat situations. It was used during the Galactic Civil War by both the Rebels and the Galactic Empire, as well as numerous other factions such as the Zann Consortium and the Hutt Cartel.

## Player Evaluation

The **Field Bacta Tank** slowly heals all infantry within its radius. The healing effect does not apply to droids, for this the player needs an Automated Repair Droid.
Black Sun Enforcer Platoon

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

## Combat Information

### Player Evaluation

The enforcers of the Black Sun Organization, these guys are built for front line combat. Armed with XTS Dual Blaster Carbines, they are able to dish out high damage quickly against enemy forces. They make for great commanders as well, as their Fire Command ability increases the fire rate of all nearby friendly infantry for a short time. These guys usually are leading the charge.

Their biggest weakness is vehicles, as they have no anti-armor weapons. Friendly vehicles or anti-armor infantry are needed to keep them alive. Their high build time is also a bit of a disadvantage, though this isn't as bad compared to high tier Empire and Rebel infantry.

## Lore Description

Black Sun Enforcers are special forces of the Black Sun, They carry the XTS Dual Blaster, which was developed by Xizor Transport Systems. They are very skilled to command other forces and can bring out their full potential.
C-ROC Gozanti-class Cruiser

None

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

.67 per second

### Unit Abilities

* BUZZ DROIDS: Deploys Buzz Droids that damage nearby transports, corvettes, frigates. capital ships, or structures (Unlocked by Black Market Buzz Droids Upgrade in GC)
* HUNT: This unit will seek and destroy enemy units on its own

## Technical Specifications

### Passive Abilities

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

## Player Evaluation

C-ROC Gozantis are an excellent corvette gunship that has heavy weaponry including Dual Laser Cannons, four heavy lasers and large light proton torpedoes launcher. It is good against corvettes and even light frigates using capital variants of light proton torpedos, and can severely devastate specific hardpoints. When operating nearby enemy capital ships and providing support to friendly bombers to act in more safe areas, use the "Buzz Droids" ability on enemy's groups to cause even more damage. Or perhaps in a more defensive position stay back and raid enemy lines and crush all smaller ships like heavy bombers, gunships, and corvettes. The C-ROC is very weak against dedicated strikes and hunters, so be aware to not let these gunships stop or they will be destroyed. By far the most specific enemy to watch out for is the CR90, which tears apart any corvette sized ship in moments with their dangerous amount of laser cannons. Other then that, missiles are also very dangerous with their tracking and should be dealt with as soon as possible.

In terms of cost, the C-ROC is affordable and has a small build time. That in mind a couple of Gozanti teams, preferably in threes, is ideal.

## Lore Description

The C-ROC Gozanti-class Cruiser was designed and manufactured by the Corellian Engineering Corporation for the Galactic Republic war effort. Instead of being dedicated to combat roles, the C-ROC was actually more styled towards being a cargo and mobile base. Even with this in mind it was highly modifiable and was an inexpensive quick way to get a reliable ship. The Black Sun, lacking quick cargo ships, decided to take a fleet of them to incorporate into their criminal empire. Funnily enough, some of them were turned into makeshift cantinas. Even though it was a dedicated cargo ship the C-ROC could carry a decent amount of weaponry for its size, of course the cargo space was reduced by the pirates to allow for better weapons.

## Credit

Special thanks to Chaz, the AOTR submod developer, for the player evaluation.
Awakening of the New Republic Guide: Imperial Remnant

Welcome to *Awakening of the New Republic's* Imperial Campaign. With the loss of Emperor Palpatine and Darth Vader in the Battle of Endor, the Empire has been put into absolute chaos and the galaxy has found itself deep into a much greater civil war among The New Republic the Black Sun and minor factions like the Hapes Consortium and the Corporate Sector Authority. With much less access to resources across the board, the Empire has a great challenge to walk up to in this campaign unlike the other campaigns in the mod. Let's get started.

## Imperial Remnant Start

In Awakening of the New Republic, the Empire or Imperial Remnant in this case has a much more complicated set of territories compared to the standard Campaign or otherwise. Not unlike the Rebellion in the Full Campaign, your territories and your forces are spread out across the map in which you could manage between at your own discretion.
Myrkr

### Planetary Bonuses

SPECIAL UNITS: Unlocks Vornskrs for the Black Sun Underworld.* CHEAPER PRODUCTION: Vornskrs cost 20% less on this planet.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

Myrkr is an isolated planet located in the Inner Rim but known only to smugglers and lawbreakers. The planet is covered in forests with trees that have a high metal content making sensor readings unreliable. Although Myrkr was settled for 300 years and lies in the Borderlands Region between Republic and Imperial space, the planet was shunned by both the Old Republic and the Jedi Knights. The historical aversion of the Jedi was due to one of Myrkr's native life-forms, the tree-dwelling ysalamiri. These creatures had evolved a defensive mechanism allowing them to push the Force from themselves, and many ysalamiri grouped together can create a vast region in which the Force does not exist.
Destroyer Droid Company

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

## General Information

### Population Value

Anti-Personnel, Suppression
1

### Price Cost

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

### Build Time

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

### Required Structures

* Droid Factory
* IG Global Space Tech II

## Combat Statistics

### Shield Refresh Rate

Deployed Shield Type: Infantry
50
0.5 Per Second

### Health Points

Droid Armor
30

### Unit Abilities

Turbo: Greatly increases speed at the cost of firerate and shield recharge

## Player Evaluation

Possessing high speed, and impressive firepower, as well as a regenerating deflector shield, even a single Droideka can wipe out an infantry squad. (given none of them have missles) In groups, they can threaten almost any vehicle and even TIE fighters. However, they cannot deal with heavy battle tanks and walkers such as the T-3B and the AT-AT.

## Lore Description

Destroyer Droids (also known as Droidekas) were droids produced by the Colicoid and were used by the CIS during the Clone Wars. Fast and deadly, they were threats to Clones and even Jedi and light vehicles. Armed with twin blaster cannons and a built-in shield projector, the Destroyer Droid was able to gun down entire Clone Squads alone. It was also capable of folding into a ball and rolling to its destinations very quickly. Despite its deadliness, it was no match to heavier vehicles since its shields could not hold against anything of higher caliber than traditional blaster fire. The Black Sun managed to procure these powerful droids from abandoned Droid Foundaries from the Clone Wars.
B1 Battle Droids

**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

Cannon Fodder
1

### Price Cost

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

### Build Time

* 17 Seconds (Galactic Conquest)
* 8 Seconds (Ground Skirmish)

### Required Structures

* Droid Factory
* IG Global Space Tech I

## Combat Statistics

### Composition

* 5x Sergeant
* 55x Carbine

### Health Points

* Droid Armor

* 5

## Player Evaluation

The cheapest infantry that the Black Sun has available to them, B1 Battle droids are similar to to the Army Trooper Platoon for the Empire in that they rely on high numbers per platoon to overwhelm the enemy. Multiple squads alone are able to unleash a large amount of firepower to weaken enemy infantry battle lines. Since the Black Sun starts off with the weakest economy and must secure territory quick, this unit is useful for its cheap build cost and fast build time which makes them spammable enough in invasions against Outposts and Rebel Camps. However, the weaknesses are made very clear. These platoons have extremely low overall health and weapons only suitable for combating low to mid-tier infantry. A puff of air can easily eliminate an entire squad and highly trained infantry will eliminate them with ease which makes their use in late game very limited unless paired with units with more health that can draw enemy fire like Gamorrean Guards and B2 Super Battle Droids. Pairing them with vehicles that can eliminate anti-infantry vehicles is also essential to make the most of this unit. Keep in mind, being droids, they can only be healed by Vehicle repair stations.

## Lore

The B1 Battledroid is still being mass produced for low prices.  Armed with an E5 Blaster rifle they are inferior to creatively thinking humanoid enemies on the battlefield, yet compensate the lack of intelligence with sheer numbers.B1s were perhaps the most numerous—and expendable—soldiers in galactic history, and unlike most organic soldiers, they were capable of action in hostile environments such as underwater or in space. They were designed, for the most part, to defeat their enemies through sheer numbers, not through their ability to think (they were very vulnerable to tricks) .
E-Wing Starfighter Squadron

## E-7 E-Wing Starfighter

None

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

Non-Targetable:

* 3x Med Laser
* 2x Lt Dual Proton TRP

### Player Evaluation

Although the E-Wing resembles an E about as much as a B-Wing resembles a B, it is a simple and straightforward multirole fighter from the same engineers that gave you the X-Wing.

In practice, it is essentially an upgraded X-Wing that fills the same niche as a multirole strike fighter armed with a mixture of medium lasers and light proton torpedoes. An astromech (either an integrated R7 or a retrofit for an R2 or R5 unit) allows for in-flight repairs, just like the X-Wing. It even has a similar durability in both shields and hull. All in all, it can be used in a similar niche and for the purposes of tactical role it should be primarily considered to be an X-Wing +1.

The most notable difference in the E-Wing is the lack of S-Foils, which makes it harder for an E-Wing to pull a rapid retreat while recharging shields or to reposition. While this makes it less suited for hit-and-hype raids, it is better suited for a standup fight thanks to the Target Lock ability allowing it to bolster its lasers without sacrificing power elsewhere for a short time. This is an excellent option for the initial clash of fighters to thin the enemy out before a dogfight begins. Furthermore, Seeker Warhead Countermeasures will make it harder for craft that rely on missiles to shoot it down.

E-Wings are also fairly easy to acquire, requiring relatively low Global Tech once the New Republic is formed, are not that much more expensive than X-Wings, and are available as the complement of several New Republic ships - including a Quasar variant which provides just as many E-Wings as the basic version does X-Wings.

All in all, the E-Wing is a straight upgrade from the X-Wing. At the same time, if the player feels that it is too soon to replace an icon like the X-Wing or prefers hit-and-hype tactics, the player will not miss out too much on skipping E-Wings. Rogue Squadron certainly isn't giving up their X-Wings anytime soon.
Bilbringi

* CHEAPER PRODUCTION: Shipyards cost 10% less on this planet, due to Bilbringi's rich natural metal resources.
* SHIPYARD PLANET: This planet can build Frigate and Capital shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Medium Shipyard
* Alliance Warship Dockyard
* Alliance Headquarters
* Medium Factory

### Galactic Empire

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

### Black Sun

* Black Sun Palace
* Black Market
* Tank Dealer

## Historical Reference

Countless asteroids roam the system, most of them rich with natural resources. Amongst other things, materials useful for the detection of cloaked ships can be mined here. In orbit around Bilbringi, important shipyards for the construction if Imperial Star Destroyers are positioned. Most imperial battleships were constructed here.
Awakening of the Rebellion Wiki

## **Welcome to the Awakening of the Rebellion Wiki**

This wiki is currently being updated for our latest updates. As you can imagine, this is a huge volunteer project, and we greatly appreciate any help you might be willing to offer. Whilst anyone is welcome to get stuck in and edit, please review the editing guidelines first. Whether you are an editor or visitor, please do not hesitate to contact myself (General Brooks) in the Awakening of the Rebellion Discord if you have any questions or concerns about the wiki.

This official wiki is for a modification of the real time strategy Star Wars PC game, *Star Wars Empire at War: Forces of Corruption,* called Awakening of the Rebellion (AotR). You will be able to find wiki articles with in-depth descriptions of units, storylines, heroes, and game mechanics for the latest version of AotR.

*Please familiarize yourself with the rules and editing guidelines of this wiki.*

Mobile users; use this link to be redirected to the Desktop Website: https://awakening-of-the-rebellion.fandom.com/wiki/Awakening\_of\_the\_Rebellion\_Wiki?useskin=fandomdesktop

Awakening of the Rebellion 2.11 is the current version of the mod. You can play it now, available only on Steam:

☀https://steamcommunity.com/sharedfiles/filedetails/?id=1397421866&result=1

Follow the AotR Discord community to keep up to date on all the latest updates or to ask any questions you might have beyond those answered by this wiki: https://discord.gg/tCX6Rtf

You might also want to check out our ModDB page: https://www.moddb.com/mods/awakening-of-the-rebellion-2

## About Awakening of the Rebellion

Awakening of the Rebellion is a modification of the 2006 Real Time Strategy Star Wars PC game, *Star Wars: Empire at War: Forces of Corruption*, developed by the Steiner Modding Group (SMG). Originally inspired by Star Wars: Rebellion ("Star Wars: Supremacy" in the UK) RTS PC game.

## Latest activity

**If you have questions about the mod, feel free to join us on discord. If you have questions about the wiki, join us in the dedicated wiki channel:**

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.
Grand Campaign Guide: Black Sun

Welcome to the AotR Full Campaign Guide for the Grand Campaign! These pages are to help new players answer some basic questions when starting the Full Grand Campaign for the first time, such as "what should I buy first?" "What should I attack first?" "What are some general tips and tricks?" and so on. While not a full "play-by-play" guide since every campaign will be different, this should help new players figure out strategies to get started.

\*Note, these tips are used for the galactic map only, and not so much how to win space or ground battles\*

Keep in mind that this guide is designed for the new Grand Campaign layout released with 2.11 "Jumping to Hyperspace". Due to the unique layout of the map, some of these tips will not apply to other campaigns, as they are specific to the Grand Campaign layout only.
Azzameen Station

Azzameen Station is a unique orbital space station produced by VenteX Construction Yards, which is suspended over a volcanic planet in the Garis sector. It is registered to the Azzameen Family, founders of a successful shipping company named Twin Suns Transport Services.

The family maintain a small defence force of Toscan fighters, and are rebel sympathisers for the most part. They also own the nearby Twin Sun Service Station, which is large enough to for two large starships to dock at.
Corellian Heavy Frigate

## CorSec Frigate

* Galactic Mode: 3

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

Non-Targetable:

* 4x Light CR TL
* 2x 3-Burst Ion Torpedo

## Lore Description

The CorSec Heavy Frigate is an old design, created to defend and patrol Corellian space. It is equipped with enough weaponry to threaten much larger ships if it can get close enough to them, but it is now rather outdated. In a modern battle, these ships are primarily valuable for their ability to disable ships with ion torpedoes.
Dathomir

## Historical Reference

A low-gravity world located in the Quelii sector, Dathomir has three continents, a wide ocean and four small moons. It is covered with a wide variety of terrain including mountains, deserts, purple savannas, and forests of 80-meter trees and vines bearing hwotha berries. Indigenous life including flying reptiles, pig like rodents, long whuffa worms, burra fish and rancors. The planet is inhabited by a group of force-sensitive witches who ride fearsome rancors. Different clans of these witches (Singing Mountain, Frenzied River, Red Hills, and Misty Falls) were formed, including a group of dark siders calling itself the Nightsisters.
Corporate Sector Authority Mercenary

* Modified Invincible Dreadnaught
* CSA Mercenary

* Space

* 18000 Credits (Galactic Conquest)
* 11000 Credits (Space Skirmish)

* Mercenary Recruitment on Etti IV

* 1

* Slow Charging Balanced

* 18.75 Per Second

* Heavy Armor

* 0.5% Per 10 Seconds

* 200

Non-Targetable:

* 8x Light Dual TL
* 12x Dual LC

## Lore Description

Quality mercenaries are always hard to come by in the Galaxy, especially ones who can pilot large warships with efficiency. The CSA mercenaries are one such group that is known for having extreme skill in the way of warfare. Corporate Sector Authority mercenaries are well trained, equipped, and level headed fighters capable of extraordinary feats in comparison to others. This extreme skill set is a result of the tumultuous service within the CSA sector. Located on the Outer Rim, the CSA is located in a small cluster of worlds. Due to harsh policies of the Corporate governments, worlds often riot and pirates are a constantly occurring problem. This gives the CSA officers and ship captains a rich pool of experience to delve into. Prince Xizor, the cold calculating mastermind that he is, saw the potential of the mercenaries.

## Acquisition

To Acquire the CSA Mercenary the player must control Etti IV or have corrupted the planet with Mercenary Recruitment, after that the player can recruit the CSA Mercenary from the Black Sun Palace for 18000 credits.
Admiral Terrinald Screed

* Admiral Screed
* Modified Gladiator Star Destroyer

* Space

* Credits (Galactic Conquest)
* Credits (Space Skirmish

1

Non-Targetable:

## Player Evaluation

Screed's Gladiator is very different from all other gladiators, and assuming that can be used like other gladiators is to doom him to a quick demise. Screed possesses 8 dual medium CR Turbolasers, 2 Hvy large proton torpedoes, and 3 XG-1 Star wings. This means that unlike other gladiators, he is more focused on punching up than down, and should be used that way. Enemy cruisers and capital ships are the prey of Screed, but he cannot take out frigates, corvettes, and gunships as easily as the other gladiators. He also has XG-1 Star wings, which can easily kill gunships and corvettes, which complement and supplement his weaknesses, and is the only carrier, besides Ton Falk Bomber loadout, which bring XG-1 Star wings. One thing to note is that Screed can die easily due to his close range armament, so make sure to have him in more of a reactive role, dealing with dreadnoughts, bulk cruisers, and other ships which get to close than as a brawler, as he's not fast or tanky enough to survive. He gets a cruiser buff too and is 20 pop cap, compared to a bomber gladiator's 24, which is nice.

## Lore Description

**Terrinald Screed** was a human male who served the Galactic Empire as an officer of the Imperial Navy, along with being a high-ranking member of the Naval Intelligence Agency, in the years following the end of the Clone Wars.At some point during the Clone Wars, Terrinald Screed lost his eye and had it replaced with a cybernetic one.By 14 BBY, five years after the end of the war and the transition into the Galactic Empire, Vice Admiral Screed had joined the Naval Intelligence Agency and occupied a high position in its hierarchy.

## References

* **Terrinald Screed's face in his icon in the Awakening of the Rebellion mod portrays Anthony Hopkins.**
* **Screed's insignia plaque on his icon doesn't correlate to his Admiral rank in-lore. There is no known official source of what the rank insignia represents. Although, fanon sources indicate the plaque designated as High Admiral.**
DF.9 Turret

## Player Evaluation

The DF.9 turret is an anti-infantry turret. Though decent at taking out infantry, it struggles against vehicles and higher level infantry. Like all turrets it's best suited to a supporting role. Since it's easily overwhelmed when on it's own, doing little more than stalling the enemy for a short time.

It's functionally identical to it's imperial counterpart, the Bp.2 Anti-Infantry Turret.
AT-DT Company

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

## General Information

### Population Value

Direct Artillery
1

### Price Cost

* 2500 Credits (Galactic Conquest)
* 1250 Credits (Skirmish)

### Build Time

* 167 Seconds (Galactic Conquest)
* 42 Seconds (Skirmish)

### Required Structures

* Heavy-Vehicle Foundry
* Imperial Ground Tech - Heavy Vehicle 1

## Combat Statistics

### Health Points

Open Top Vehicle
200

### Movement Type

Medium Walker: Can traverse through infantry only terrain.

### Unit Abilities

Stability Fire:* Disables movement to increase fire rate.

## Player Evaluation

AT-DTs serve as easily accessible artillery pieces. They have several pros and cons to them:

* These units are not capable of indirect fire, and must directly face their target in order to shoot at it.
* They are far more manoeuvrable than other artillery units in game and don't t need to be deployed in order to shoot. Their turn ratio allows the unit to always face its target.
* Since they fire directly, they can sometimes completely miss the target. This also means that it can't shoot over terrain elevations, since the bolt will hit the ground instead of the unit behind it.
* Although inaccurate, the Stability Fire offers a great increase in reload time, making for the lack of precision of the gun.

Together, these aspects make the AT-DT a versatile artillery piece which can be rapidly redeployed to provide fire support for front line walkers such as the AT-AT or AT-ST. Where strong assault units are unavailable, these walkers will often be able to eliminate enemy defences from outside of their range, making them particularly useful against turbolaser emplacements (unless the turbolaser is behind terrain, requiring other fire position for the walker to hit it). They can also be put to good use as a defensive weapon, capable of destroying light vehicles as well as buildings.

A player should never allow this walker to face infantry alone. The open topped cockpit offers little protection against blaster fire and grenades, whilst the gun's inaccuracy and minimum range means it has no way to defend itself in close encounters.

## Lore Description

The AT-DT (All Terrain - Defence Turret) was designed by Kuat Drive-Yards and used by the Imperial Army for years before the outbreak of the Galactic Civil War.

A slow, open topped walker with a large self-loading artillery gun, an AT-DT serves as a second line direct fire artillery piece. Its main gun fires a high explosive laser that can damage infantry and light vehicles from safe distance.

However, as an increasing array of threats put pressure on Imperial resources, AT-DTs began to be used directly on the front line on worlds like Nimban, where its light armour made it vulnerable to local anti-tank weapons.
Rihkxyrk Assault Fighter

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

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

Rebel Alliance/New Republic

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

* Slow Charging Anti-Lasercannon

* 0.1 Per Second

* Heavy Fighter Armor

None

## Player Evaluation

The Rihkxyrk **(rik-zerk)** is a heavily armed and armored heavy fighter specialized in removing any frigate, cruiser or capital ship you don't wish to see anymore, the Rihkxyrk carriers Heavy Assault Missiles and standard barrage rockets, both of which excel at destroying lightly armored targets, while the damage of these weapons drop off against heavily armored foes they are still highly effective at sniping key hardpoints like shield generators and engines from range, after which the Rihkxyrk can retreat before enemy fighters can intercept. another thing to note about these weapons is that Heavy Assault Missiles apply a defensive debuff to any hit frigate or cruiser making the following barrage of missiles and rockets hurt that much more.

When using Rihkxyrks it is recommended to try and stay at range making attack runs with the missiles then retreating before they get into the killzone of AA weapons, while they can take a hit, especially when using their defensive formation ability the best defense is to not be targeted at all, it should also be noted that the defensive formation ability reduces the speed of the fighter drastically giving you a much longer more drawn out attack run with the missiles, more missiles = win.

The Rihkxyrk's primary counter is missile disruption and fighters/interceptors that are much faster and smaller than it, it struggles in dogfights due to their low turn rate, speed, large frame and heavy weapons which are geared more towards fighting larger ships, though it is generally survivable enough to last until friendly support can arrive.

All in all, these fighters are worthwhile investments and if used well can have a huge impact on a battle.

## Lore Description

Designed and manufactured by TransGalMeg Industries, the Rihkxyrk is a slow and sluggish fighter originally sold on private markets but found itself a highly sought item on the Black Market. Criminal organizations such as the Black Sun and various pirate factions took a keen interest in the Rihkxyrk for it's heavy armament and very strong defensive measures. In fact, Rihkxyrk fighter pilots were so confident in their fighter's defenses that they were known to have a sense of overconfidence about them.
Borleias

## Historical Reference

More than seven hundred years ago, Alderaan Biotics built a research facility in the jungles of Borleias. When the Emperor took over, the Empire also took control of these facilities and developed many bioweapons. These were meant only to affect certain species, as well as non-humans in general. Later, Ysanne Isard developed the Krytos-virus with the help of Borleias research. This specific virus affected only non-humans and killed infected persons very fast. It also came to use during one of the many battles of Coruscant to weaken the New Republic.
Alliance Army Support 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

Combat Medic, Anti Personnel
1

### Price Cost

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

### Build Time

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

### Required Structures

* Alliance Headquarters
* Alliance Global Ground Tech Infantry I

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 6x Medic
* 3x Carbine + Ion Grenade
* 3x Carbine + Flash Grenade
* 6x Carbine

### Unit Abilities

Take Cover:* Increases defense but reduces movement speed.

## Combat Information

### Player Evaluation

As the name suggests, this platoon is meant to support the rest of the infantry squads the player will have on the battlefield. They are not meant to be front line fighters. Despite some decent firepower, they will not last long in a firefight. Their best place is behind the front lines, healing wounded infantry squads with their medics. If protected, they can also throw both Ion and Frag Grenades, stunning vehicles, droids, and infantry for either a retreat or to overwhelm them with firepower.

Despite its somewhat high cost and build time, the fact this platoon carries six medics, along with support grenades, makes this squad almost a must have in any invasion. Most players will bring one or two platoons on a ground invasion to quickly heal up their forces before going back into the fight.

## Lore Description

During the Galactic Civil War, the Alliance Army Support Troopers were formed to help the Alliance Trooper Platoons they were given bacta sprays to heal troops on the front lines and use flash grenades to disorient and paralyze enemy troops. These troopers were used on the frontlines to help support other segments with the Alliance Military.

###
Corellian Battlecruiser

Rebel Alliance/New Republic* Galactic Conquest: 3

Imperial Remnant

* Galactic Conquest: 3

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

Rebel Alliance/New Republic:

* Alliance Warship Dockyard
* Corellia

Imperial Remnant:

* Imperial Large Dockyard
* Corellia

Non-Targetable:

* x8 Medium TL
* x5 Laser Cannon

## Player Evaluation

Corellian made vessels tend to follow a trend in their design and function: speed, maneuverability and being able to punch harder and faster than most other vessels, all at the cost of Survivability. The Corellian Battlecruiser is no exception. Corellian Battlecruisers make for exceptional skirmishers and can dish out a lot of damage very quickly with the full salvo ability and then get out of the fight once the ability runs out and the shields start taking damage which are reasonably tough and resistant to turbolaser fire. The Corellian Battlecruiser should not stick around for long though as if it gets targeted by bombers or focused down by other capital ships it's done for. Ideally the Corellian Battlecruiser will almost always be on the move, ducking around obstacles, in and out of the fight and harrasing enemy capital ships and cruisers at range with it's Heavy Barrage Rockets which are able to deal a lot of damage. Weaknesses include limited firing arcs as these ships are broadsiders, although this can also be an advantage for high speed flybys. Fighters, Bombers, Corvettes and Frigates will all give the Corellian Battlecruiser a hard time. Bombers can easily cripple this ship if they target the Shields or Engines, as they both only have one hardpoint. Fighter based laser weaponry and lasercannons from corvettes can also cause problems due to the anti turbolaser shields. Overall these ships are worth putting into most any fleet, coming in at only 27 tactical pop and having a fairly low cost. It's recommended to use them in pairs to support a more stationary battle line. Be sure to support these ships with your own fighters to protect them from bombers and corvettes. Corvettes are also an option as escorts but if they don't have the speed to keep up, they should be avoided.

## Lore Description

The Corellian Battlecruiser is the newest and most advanced design from the Corellian Engineering Corporation, for those times when a flotilla of smaller frigates just won't cut it. Like all CEC designs it is available on the open market for any legitimate group, although unscrupulous ship traders sometimes sell these ships on to Black Sun Pirates.
Alliance Base

## Lore Description

The **Alliance Base** is the upgrade for the Alliance Headquarters, which can be constructed in the Core Worlds and on a few more remote planets which are of great strategic importance to the Alliance. These bases are the strongest rebel structures, since they provide advanced training facilities for ground troops as well as a formidable garrison force capable of dealing with large enemy invasion forces. Alliance Bases serve as alternative command structures, housing the Alliance High Command staff and the Ministry of War of the Alliance Cabinet.

## Galactic Overview

### [Land Production]

**INFANTRY**

* **Veteran Rebel Infantry**
* **Rebel Special Forces**
* **Sullustan Expeditionary Force** **(Only on Sullust)**
* **Mon Cala Expeditionary Force** **(Only on Mon Cala)**
* **Wookiee Expeditionary Force** **(Only on Kashyyyk)**
* **Kota Militia Special Taskforce** **(If *Liberation* is present)**

**LAND STRUCTURES**

* **Heavy Factory** **(If there are no Rebel factories on the planet)**

**DOWNGRADES**

* **Downgrade to Alliance Headquarters**

## Combat Information

### [Land Combat]

**REBEL ALLIANCE**

* **4/4** **Veteran Rebel Infantry Squads**
* **3/3** **T1-B Hovertanks**
* **2/2** **T3-B Heavy Attack Tanks**
* **2/2** **AAC-1 Speeder Tanks**
* **1/1** **Air Support Fighter Squadrons**

**NEW REPUBLIC**

* **2/2** **New Republic Assault Infantry Squads**
* **2/2** **T3-B Heavy Attack Tanks**
* **1/1** **AAC-1 Speeder Tanks**
Community

We are immensely pleased by the number of people who have contributed to AotR, whether in an official role, engaging with our discord, or simply downloading and playing the game. We couldn't have done it without you.

The following pages may be of interest to anyone looking to get more involved or wanting to know more about how we operate:

* The SMG Team page lists our devs and their roles. These are people who have dedicated countless hours of their lives to building the mod, and they deserve to at least be recognised here.
* The Rules and Guidelines page is a must read for anyone thinking of helping us in editing the wiki.
* The wiki team page lists the people who were contributing the most to the wiki as of version 2.8's release. Join our ranks!
Colonel Vindoo Barvel

77th Fighter Wing Ton-Falk

* Space

* Credits (Galactic Conquest)
* Credits (Space Skirmish

1

Non-Targetable:

## Lore Description

The Human male Vindoo Barvel fought in the Clone Wars on the side of the Galactic Republic. Flying with the Republic Navy, he was known as one of the best pilots on the Republic's side. Barvel, nicknamed "The Shooter," had over thirty confirmed kills, and at least that number in probables and kills he did not report.

Following the end of the war and creation of the Galactic Empire in 19 BBY, Barvel continued to serve in the Navy, now under the Empire.
HH-87 StarHopper

**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**

## HH-87 StarHopper

The HH-87 Starhopper's design was largely influenced by the tastes of the Hutt criminal empire: with visible armor platings and a prominent prow, the Starhopper displayed the Hutts' aggressiveness. Equipped with twin blaster cannons and compact stabilizer wings, the long-range craft was suited to a various number of activities carried out by seedy underworld organizations.
HF-901 Modified Freighter

None

* 30 Seconds (Galactic Conquest)
* 18 Seconds (Skirmish)

* Light Armor

* 0.75% every 6 seconds

### Unit Abilities

* FULL SALVO: The unit fires a continuous barrage of missiles at the target (Must be bought on the Black Market)
* SELF-DESTRUCT: The unit initiates self destruct sequence that causes the ship to explode, killing or damaging every in a close radius around it.

## Player Evaluation

One of the most dangerous close range anti-capital ship frigates, this bad boy can unleash almost constant proton torpedoes salvo and smash heavy armored ships with 4x Heavy large proton torpedoes launcher. Groups of these hellfire boats can destroy all subsystems of ISD in a minute, but they are slow, light armored and vulnerable to enemy heavy fighters, bombers and actually most enemy ships. use them with caution. Great in flank or rear attacks with fighter support, has the unlockable "Full Salvo" ability which makes them even more effective. If they are in danger and things go bad they can blow themselves up and deal splash damage to nearby enemy ships, destroying fighters with ease.

## Lore Description

The HF-901 modified freighter is fit specifically for combat, having almost all the bulk space of the cargo hold replaced with shipboard weapons and proton torpedo warheads. The Black Sun decided to modify more HF-901 freighters for combat and in heavy armament as they were coming into conflict with the Rebellion and local pirate gangs frequently, thus the HF-901 modified freighter was born. Since proton torpedo weapons were very expensive and illegal in the days of the Empire not many could actually be produced. Those that did however, had the benefit of being able to punch well above their weight in battles.
Armored Assault Tank

## Armored Assault Tank (AAT)

* 150 Seconds (Galactic Conquest)
* 11 Seconds (Ground Skirmish)

Secondary:

* Blaster Cannons

Tertiary:

* Heavy Anti-Vehicle Rocket Launchers

## Lore Description

The **Armored Assault Tank**, AAT or CIS Tank history starts far before the start of the Clone Wars.

It was designed by Baktoid Armor Workshop (a Techno Union company) for the Trade Federation. It was one of the Trade Federation main tanks, used by OOM security droids or organic crew against pirates or enemy armies in the Outer Rim. They were also employed in occupation policies for planets in debt with the Trade Federation. The occupation of Naboo in 32 BBY is an example of this.

After the start of the Clone Wars, the Trade Federation joined the CIS and added their AATs to the Confederation Army. They were deployed in almost all frontlines during the conflict due their versatility and firepower. The weaponry consisted in 1 Heavy Laser Cannon, 2 Medium Laser Cannons, 2 Light Laser Cannons an Chain-fed Projectile Launchers.

After the declaration of the Galactic Empire, many CIS holdouts still used this tank. It also fell in the hands of smugglers due the Droid Shutdown Command. This smugglers sold them on the Black Market for criminal organizations or resistance movements like the Rebellion.

Underworld organizations like the Black Sun were able to reactivate Droid Factories on industrial planets that belonged to the CIS like Hypori or Geonosis, being able to produce their own AATs, wich they upgraded with shield generators to increase their surviveability.

## Combat Information

### Player Evaluation

The **AAT** is maybe the most versatile tank on the Black Sun roster.

Its main cannon can inflict heavy damage to light vehicles like the AT-ST or T1 Series and still be able do decent damage to heavy walkers like the AT-AT. The heavy anti-vehicle rockets also help with the latest.

The blaster cannons make the tank ok to deal with infantry resistance due to their shields and heavy armor, but will lose in 1 vs 1 against rocket launcher infantry. That is maybe the weakness of the tank: any rocket unit like the V-25.

The uses of the tank ranges from the main armoured unit of a ground invasion to flankers for heavier units like AT-AP or the Kedalbe Assault Tank.