recursal/Fanatic-Fandom huggingface dataset:
Gangster Rocketeer 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

Anti-Armor
1

### Price Cost

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

### Build Time

* 50 Seconds (Galactic Conquest)
* 18 Seconds (Ground Skirmish)

## Combat Statistics

### Composition

* 1x Sergeant
* 6x Rocketeer
* 5x Carbine

### Unit Abilities

* Fire Incinerator Rocket: Fires incinerator rockets, setting hit vehicles & structures on fire, causing damage over time. [Empire Black Market Illegal Equipment]
* Spread Out: Spreads out unit to avoid explosives. Reduces movement speed.

## Combat Information

### Player Evaluation

The Black Sun's answer to enemy armor, Gangster Rocketeers accomplish this goal with great affect. While their Dumb Fire Rockets aren't the most accurate, they do great damage to light and medium armored vehicles when they do hit. They also get access to Incinerator Rockets, which will set anything it hits on fire, damaging them for a short time.

Their biggest weakness is infantry, as they only have 5 carbine soldiers to protect their rocketeers. Anti-infantry support will be needed for this platoon to reach it's potential.
Dreadnaught-class Heavy Cruiser Mark II

None

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

Non-Targetable:

* 4x Lt 2-Burst CR Dual TL
* 2x Hvy 2-Burst Dual LC

### Unit Abilities

Brace For Impact:* Raises defense against laser fire, does not affect damage against bombs/torpedos/missiles

## Player Evaluation

Apparently the Imperial engineers thought the original Dreadnaught was so good as cannon fodder, they decided it was time the damn thing could actually get a few good licks in before it exploded in a violent inferno.

Jokes aside, the Dreadnaught Mark II is a direct upgrade of the Mark 1 with all the charm requisite of the Imperial Remnant tech: more powerful guns, more health, and more likely to die by torpedoes. It can tank even more damage than its predecessor, especially with its Brace for Impact ability. Its medium turbolasers are also great for punishing the hull of Mon Cal cap ships once their shields are down in addition to any cruisers. Just like the Mk I, place them at the front of your fleets to tank damage for your more damage dealing ships.

Weaknesses include the usual: zero point defense. In order to make the most of them, pair them up with the EF-76 Nebulon-B2 Frigate as its missile jam ability will block any torpedoes coming for it. After you unlock these, you should never build the Mk I again.

## Lore Description

The Dreadnaught MK II builds upon the strengths of its predecessor. With an even stronger hull and more powerful weapons, it is able to operate on the frontline once more. It can inflict serious damage on opponents as well as absorb enemy fire, but it lacks any defense against fighters, making it an easy target for enemy bombers.
AT-AA

**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-Air
1

### Price Cost

* 1600 Credits(Galactic Conquest)
* 800 Credits (Skirmish)

### Build Time

* 107 Seconds (Galactic Conquest)
* 26 Seconds (Skirmish)

### Required Structures

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

## Combat Statistics

### Weapons

* 1x 3-Burst AA Flak LC
* 1x Blaster Cannon

### Health Points

Medium Vehicle
500

### Unit Abilities

EM Defense Field:* Disrupts incoming guided munitions in an area around the unit. Also reduces the damage taken to hull for a short period of time. Reduces movement speed.

## Lore Description

The AT-AA or All Terrain Anti Air walker was the Empire's primary walker for dealing with aerial threats. It was built by Rothana Heavy Engineering which is a subsidiary of the famous Kuat Drive Yards. First prototypes were developed at the end of Clone Wars, but it's mass use started during the era of Galactic Empire. Although it was great at dealing with enemy air units and protected Empire's armored formations it suffered from a lack of anti-ground weaponry (fact which was often complained about by walker's drivers), which meant it required escort as a protection against rebel attack.

## Combat Information

### Player evaluation:

The AT-AA serves as Empire's first way of defense against Rebel Air units in the early game, particularly against T-47 Airspeeders, which threated the regular version AT-ATs. Also as part of the Outpost's garrison it serves as a great defense against enemy bombing runs, while defending a planet from ground invasion. Its Flak Pod can penetrate shields, but it will struggle against faster and more armored units like ground-based X-wings. For that it is better to use its Improved variant.

With Missile shield ability and it's two laser cannons AT-AA is a great support unit for planetary defense. The missile shield can throw rebel anti-tank missiles of course which is very useful for keeping your vehicles alive against enemy anti vehicle teams. Laser cannons can be used to support your own infantry against enemy infantry.

As a lot of Imperial vehicles AT-AA lacks versatility and it is good only in one area, which is fighting air units. It should never be send to fight anything else because it can't survive enemy tanks or infantry hordes.
Darth Sidious

* Space
* Ground

* Faction Leader: Grants +100% Planetary Base Income, -20% Building Construction Time, and -50% Time to Planetary Control.

## Combat Statistics

### Bonus

FACTION LEADER: Hands out special missions. Inspires a strong morale boost when present in combat (25% more health for all units).

## General Information

### Price Cost

1
N/A

### Required Planets

N/A
N/A

### Build Limit

N/A
N/A

## Combat Statistics

### Shield Refresh Rate

N/A
N/A
N/A

### Armor Type

450.0
Infantry

### Unit Abilities

* FORCE LIGHTNING: Attacks nearby enemies with powerful lightning bolts
* FORCE TELEKINESIS: Attacks nearby vehicles and structures automatically with Force Telekinesis
* FORCE BLOCK: Blocks most projectiles and some melee attacks
* FORCE HEAL: Slowly heals damage over time with Force Healing
* FORCE DISRUPT: Disrupts physical projectiles like rockets, missiles and grenades

### Max Speed

35.0
8.0

### Bonus

* FACTION LEADER: Hands out special missions. Inspires a strong morale boost when present in combat (25% more health for all units).

## Combat Information

### Player Evaluation

The Emperor is an unimaginably influential leader, and as such most people imagine he is to be protected at all costs and should never leave Coruscant unless necessary. While it is true that he is an invaluable Imperial hero, he should not be sidelined when you need a powerful force-user on the battlefield and don't have Vader himself or his inquisitors around. He has many of the force abilities that Vader possesses, being able to force crush vehicles and buildings, deflect most enemy projectiles using the force, and slowly heal himself over time. Along with that, he is able to unleash powerful bolts of lightning towards enemy forces, decimating infantry and slowly whittling down more armored targets.

As mentioned earlier, he also does have a few buffs that make him a valuable hero. During combat, he boosts all Imperial units with a 25% health boost. As well as that, he constantly provides +100% income to the planet that he is stationed on, as well as a -20% time reduction to any units under construction and a -10% time reduction to fully convert a planet to the Empire. All of these bonuses often keep him grounded when he is not needed elsewhere, as having him simply defending a planet or waiting with other ground troops for the next invasion is a waste of his abilities.

## Lore Description

Darth Sidious, born Sheev Palpatine and commonly known simply as the Emperor, was a Force-sensitive human male who became a Dark Lord of the Sith and Galactic Emperor of the Galactic Empire, shaping history and ruling the galaxy throughout most of the Imperial Era.

With the Jedi all but extinct, Sidious installed the New Order in the Republic's place, declaring himself Galactic Emperor and bringing an end to a millennium of democracy. He had also taken another new apprentice, having lured the Jedi Knight Anakin Skywalker to the dark side and transforming him into Darth Vader. Their reign was virtually unchallenged for a generation until the formation of the Alliance to Restore the Republic.
AT-TE

### Unit Abilities

Stability Fire: Disables movement to increase firerateBrace for Impact: Raises defense against laser fire, does not affect damage against bombs/torpedos/missiles.

## Technical Specifications

### Movement Type

Large Walker: Can break through walls and stomp vehicles

## Player Evaluation

The main heavy battle tank for XTS Tech, the AT-TE fills out this role fairly well with anti-infantry blaster cannons that can fire in any direction and a main medium laser cannon for firing at medium vehicles and structures. Consequently, the AT-TE is meant to be at the very front of your battleline by taking damage and spitting out suppressing fire that makes it easier for your own units to eliminate the enemy. However, it is tremendously slow and can usually get stuck on the smallest things just like the AT-AT so ensuring that you have a clear line of attack is important. Heavy blasters and missiles can also make short work of this so escort it well.

## Lore Description

A common sight during the Clone Wars, the AT-TE filled out multiple roles in its age as a mobile command center, troop carrier, and weapons platform that was able to take on waves of droids with its blaster cannons and turreted main weapon. While not as sturdy as its successor, the AT-AT, the tank had no blind spots which allowed it to always put up a fight.
Captain Afyon

## Combat Information

* Captain Afyon
* Afyon's Nebulon

* Space

None

1

### Unit Abilities

* POWER TO SHIELDS: Increases shield recharging rate at the cost of movement speed and fire rate. Can be interrupted when the unit is hit by Ion Cannons

### Bonus

* ADMIRAL: 5% Combat Bonuses for all ships
* FRIGATE CAPTAIN: 10% Combat Bonuses for all Frigates

## Technical Specifications

### Player Evaluation

Captain Afyon is a great support admiral for a medium to small sized fleet. His bonuses give the Rebellion a viable fleet commander that can boost capital ships and corvettes, vastly increasing his mileage in the campaign. Afyon uses a custom Nebulon-B design that can boost it's shields and can carry an extra flight of Y-Wings compared to the standard model. While not especially powerful or tanky, Afyon can head a small fleet of frigates and a few capital ships as a support fleet. In addition, Afyon can be recruited on any planet that has an Alliance Intelligence Center. In fact, you can recruit Afyon at the beginning of the campaign on Bothawui in the space tab. If engaged in a battle, be sure to have him well protected or in the back lines. The A.I targets your fleet admirals first. Afyon is great as a fleet commander, but he should be kept in reserve to target the less defended planets while your main fleet does most of the heavy lifting. His bonuses are great but other admirals like Ackbar can use the more heavier ships to a greater extent. Only keep 2 capital ships at most with Afyon with most of his ships being the Alliance frigate variants.

## Lore Description

Afyon deserted the Empire, as he was an officer with a moral code, which was not too popular among imperial high command. He refused several orders that would have lead to massacres, so he knew his time of service in the Empire was coming to a close one way or another. He decided to take action himself and joined the Rebellion, rather than ending in one of countless mines as a nameless slave.

## References

* Afyon's face in his icon in the Awakening of the Rebellion mod (future upcoming version) portrays David Duchovny.
Empire Land Units

## Infantry

* **Army Trooper Platoon**
* **Army Support Trooper Platoon**
* **Heavy Army Trooper Platoon**
* **Stormtrooper Platoon**
* **Anti-Armor Stormtrooper Platoon**
* **Heavy Weapons Stormtrooper Platoon**
* **Scout Trooper Platoon**
* **Death Trooper Platoon**
* **Shock Trooper Platoon**
* **Anti-Armor Shock Trooper Platoon**
* **Storm Commando Unit**
* **Storm Commando Demolition Platoon**
* **Imperial Field Commander**

## Air Support

* **TIE/gt Fighter Squadron (Ground)**
* **TIE-Striker Squadron**
* **Imperial Dropship Transport**

**Imperial Remnant**

* **TIE Lancet Wing**

## Landing Craft

* ***Sentinel*-class Landing Craft**
* ***Lambda*-class T-4a Shuttle**
* **Imperial Action Transport**
* ***Gozanti*-class Cruiser**

## Vehicles

### Standard/Medium/Large Imperial Factory

* **AT-PT Company**
* **AT-DP Company**
* **ITT-Company**
* **TX-225 "Occupier" Tank Company**
* **AT-ST Company**
* **AT-AA Company**
* **TX-130T Fighter Tank Company**
* **AT-ST/R Company**
* **AT-MAA Company**
* **2-M Repulsor Tank Company**

**Imperial Remnant**

* **Century Tank Company**
* **AT-MP Company**

### Heavy-Vehicle/Large Heavy-Vehicle Foundry

* **HAVw A5 Juggernaut Company**
* **AT-AT**
* **AT-DT Company**
* **Elite AT-AT**
* **SPMA-T Walker**

## Special Units

### Infantry

* **Noghri Assassin Squad**
* **Sith Inquisitor**
* **Dark Trooper Phase I**
* **Dark Trooper Phase II**
* **Dark Trooper Phase III**
* **Imperial Guard**
* **501st Trooper Team**
Dauntless-class Heavy Cruiser

## Dauntless

None

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

* Slow Charging Antiturbolaser

* 22.5

* Heavy Armour

* 0.005

Non-Targetable:

* 5x Med 2-Burst Dual TL
* 5x Hvy LC

### Player Evaluation

The Dauntless is the Rebellions heaviest gunned and armored capital ship.  An assortment of close range heavy turbolasers and Ion cannons will make quick work of enemy capital ships once it gets in range but its slow speed makes it vulnerable on approach.  The ship has most of its guns along the sides so the best way to attack is to just order it to move alongside the enemy capital ship then give it attack orders. If possible make sure it has targets on both port and starboard sides to get its max damage output.  The ship will also need escort since its focus on heavy guns means it will struggle to hit anything smaller than a cruiser. Another important thing to note is that it will need to get in close to the enemy, in order to maximise damage, which leaves it really vulnerable to be focused down by a frontfiring ISD leaving it to struggle heavily against ISD IIs, as these tend to pierce the shields before it even gets close enough to output significant damage. As far as defense goes this ship has heavy armor and most of its health is in the hull so it can take quite a beating after its shields go down.  It also has the sensor jammer ability which helps with torpedo and missile defense which can help it advance and protect nearby ships.  Overall this ship is pretty simple, get it in range of another capital ship and watch the fireworks as it tears it apart.
Anaxes

## Historical Reference

Also known as the Defender of the Core, Anaxes has enjoyed naval prestige for millennia. Among Anaxes' plains, mountains and forests sit's a large establishment called the Anaxes Citadel.  The Citadel is a massive complex of training schools, research labs, intelligence centers, offices, archives and parade grounds. The terraced hills above the Citadel are dotted with estates held by families that may not be Old Anaxsi, but whose names are synonymous with naval service.
Geonosian Mercenary

* Space

* (Galactic Conquest): 4500 Credits
* (Space Skirmish): 7000 Credits

Space Skirmish:

* Research Starbase

Geonosis or Mercenary Recruitment on Geonosis

3

* Fast Charging Anti-Turbolaser

10 Per Second

* Light Armor

.75 Per Second

* 250

## Player evaluation

Great support vessel for stripping shields of frigates and larger vessels, then getting away with its impressive speed, but has difficulty in destroying craft smaller than itself, similar to the Imperial Carrack-class Light Cruiser or Alliance the MC-30C Frigate. The Geonosian's Pinnance-class Frigate does not do well against ships with medium or heavy hulls once their shields are down, due to its light turbolaser cannons not having the needed stopping power. This is in contrast to its own light hull, leaving it vulnerable if its shield's are depleted or by shield penetrating ordinance, so it would be wise to get the frigate out of their once their job is complete. They also possess the Frigate Captain bonus, giving frigates a 10% bonus to all combat modifiers. Being one of two units that have the ability to use plasma missiles, the other being the CSA Mercenary's Modified Invincible Heavy Cruiser, these ships will do well in making fights against craft with heavy shielding, such as the Mon Calamari Cruisers of the Rebellion.

## Lore description

While the other species have been forced into some terrible circumstances to become mercenaries and pirates, the Geonosians have it perhaps the worst of them all. Originally used in the droid factories of the CIS on Geonosis, the Geonosians were constantly manipulated and treated without rights for much of the recent Galactic history. Being almost decimated in the first battle of Geonosis, the Geonosians were just starting to rebuild when the Galactic Empire started the extermination of the species of Geonosis. Due to not being very hyperspace savvy, the Galactic Empire was able to almost complete annihilate the Geonosians, only a handful of Queens were left to repopulate the species. Afterwards, the few Geonosians that were offworld sought revenge against the Empire and immediately started to join pirate gangs and crime syndicates by the droves. Surprisingly, the pirates found the Geonosians to actually be quite intelligent then previously thought. However, their primal instincts could still get the best of them at times, along with their warrior code and lack of hyperspace knowledge. So, Prince Xizor decided to equip them with the Pinnance-class Frigate as their standard warship, due to their offensive focused abilities, including a short speed increase and a reactor overcharge for both engines and weapons.
Corellia

## Historical Reference

Corellia is a temperate planet covered by rolling hills, thick forests, lush fields, and large seas. Although regarded as an industrialized world, the majority of the planet's inhabitants occupy small towns or farms. The galaxy's most prolific starship manufacturing company, Corellian Engineering Corporation, maintains orbital shipyards at Corellia, allowing the planet to remain largely rural.
Alliance Advanced Warship Dockyard

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

## General Information

### Population Cap Increase

Repair Yard/Specialized Dockyard
0

### Build Time

* 7000 (Galactic Conquest)

* 300 Seconds (Galactic Conquest)

### Income

60 Credits
None

## Combat Statistics

### Shield Refresh Rate

18000
Avg Charging Balanced
* 40 per second

### Health Regeneration Rate

12000
Heavy
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 2x Hvy 4-Burst Artillery RKT

Non-Targetable:

* 4x Hvy Dual Flak LC

## Technical Specifications

### Passive Abilities

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

## Player Evaluation

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

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

5 (Galactic Conquest)

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

### Unit Abilities

Offensive Formation:* Makes unit fly in offensive formation, increasing speed and fire rate but decreasing defense.

## Player Evaluation

Whoever controls Mandalore or Concord Dawn are able to produce these cheap fighter.

They are one of the most cost effective fighter in game. These nasty fighters are fielded with light torpedos allowing them to punch above their weight class, takedown capitol ship hardpoints.

Great turn rate and Med Repeating Dual Laser allows them to gun down fighters/bombers faster that anything at their price tag. However, keep in mind that they have very low HP, therefor anti air screens like Lancer Frigate are no fly zones for these guys.

## Lore

Manufactured by Sorosuub Corporation and MandalMotors during the waning years of the Galactic Republic, the Fang fighter found frequent use by numerous Concord Dawn clans and factions. This common sight with the sector lead it to be named the "Protectorate Fighter" by locals. Despite their common association with Mandalorians, the Fang wound up on the open market often. Criminal organizations and Rebellion Resistance cells alike continued to purchase the fighters for their own ends.
Death Star II

Template:Space Unit Infobox

## Lore Description

The **DS-2 Death Star II Mobile Battle Station**, also known as the **Death Star MK. 2**, or simply the **second Death Star**, was a partially completed moon-sized battle station constructed by the Galactic Empire as the successor to the first Death Star. A larger and more powerful Death Star, the second Death Star's long-term purpose was similar to the first: to terrorize planets and star systems in league with the Rebel Alliance through the use of its planet-destroying superlaser

## Galactic Overview

### [Unit Bonuses]

**SPECIAL ABILITIES:**

* **DESTROY PLANET:**

### [Production Requirements]

**{SPACE PRODUCTION}**

**SPACE STRUCTURES**

* **Mobile Space Station Class 1**

**{PLANET/SYSTEM LOCATIONS}**

* **Endor (This unit can only be built on this planet)**

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

"Do not be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force." -Darth Vader

The Death Star will be destroyed if its accompanying fleet is destroyed and Luke, Rogue Squadron or IG-88 survive this battle. Autoresolving with one of these three heroes also results in a loss.

* **FIRE SUPERLASER:**
Admiral Adar Tallon

## Adar Tallon

* Space

N/A

### Player Evaluation

Currently, Adar Tallon is more of an auxiliary or support hero. Piloting a MC-80 Justice-type Star Cruiser with a retrofitted fighter loadout(Basically the advanced complement of the Justice everyone's on about), and also is the only battleship captain the rebels have. He is good in any fleet, since all rebel fleets should have at least one capital ship anchoring it. However, he is a mc80 justice, which means he cannot engage in combat and should stay around heavy hitters, like MC75s, Liberation, or Rebel one, and protect them as needed with the bubble shield. He is only obtainable by taking Tatooine, which is quite difficult to do in most campaigns as Tatooine is a heavily fortified black sun world. Also, he can easily be destroyed, so be careful with him. Not to mention he is a minor hero, meaning if destroyed in battle he will be dead permanently for the rest of the campaign.

## Acquisition

Completing the Rebel Story mission "The Hidden Hero of Tatooine" will yield Adar Tallon. A more in detail description of the mission is on the Missions guide.

## Lore Description

In times of the Old Republic, Talon was known as a brilliant strategist, developing numerous tactics still being used by the Rebels and Imperials alike. He hid on Tatooine for many years, but joined the Rebellion after it liberated it from the Empire. Left with little choice, Tallon joined the Rebel Alliance, and actively fought against Palpatine's New Order. Working alongside Admiral Gial Ackbar, starship engineer Walex Blissex, and Rebel pilot Jake Farrell, he helped develop the RZ-1 A-wing interceptor. At one point, Tallon's naval command saw him lead Rebel forces into the Battle of Heterkus. After Palpatine was finally defeated in 4 ABY, Tallon continued to serve the New Republic, as a part of General Jan Dodonna's "Gray Cadre."

## References

* Adar Tallon's face in his icon in the Awakening of the Rebellion mod portrays Pierce Brosnan.
Agent Kyle Katarn

* Kyle Katarn
* The Moldy Crow

* Space
* Ground

### GC Abilities

* 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 Statistics

### Armor Type

400
(2)
(2)

### Unit Hardpoints

* x4 Dual Laser Cannons
* x1 Blaster Cannon Turret

### Unit Abilities

* TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it.
* MAJOR HERO: Can be rescued.
* REMOVE CORRUPTION: Can remove corruption from friendly planets/systems.

## General Information

### Required Planets

N/A
N/A

### GC Abilities

* OVERLOAD BLASTER: Overloads the blaster and allows to shoot a powerful shot
* SPRINT: Increases movement speed, but lowers defense

## Combat Statistics

### Armament

* Primary: Bryar Blaster Pistol
* Secondary: Thermal Detonator
* Tertiary: Concussion Grenade

### Max Speed

500
9

### Bonus

* Infantry Tactician: 10% combat bonuses for all Infantry Units

## Combat Description

### **Player Evaluation**

**Kyle Katarn is a heavily skilled stealth hero that can be used to great effect on the Galactic map. He comes equipped with a stealth modifier that allows him to pass enemy planets and fleets on his own undetected and spy on the inhabitants. Kyle is also able to remove corruption from friendly planets for a lower cost then a Rebel retrieval agent. In ground combat Kyle Katarn gives all infantry a 10% combat bonus on all stats. Kyle also brings a spec-ops team as an escort and is equipped with his custom Bryar blaster pistol, thermal detonators, and concussion grenades. In space combat Katarn brings his custom ship into action, the Moldy Crow, which has four dual laser cannons and a blaster cannon turret. The Moldy Crow has the turbo ability to increase speed drastically. Kyle Katarn is a major hero and cannot be killed permanently. If Kyle is neutralized, it will only be for a short amount of time before a rescue mission will appear to retrieve him.**

## Lore Description

**Kyle is a former Imperial Commando who defected to the Rebel Alliance when he discovered that the Empire has killed his father. Kyle is adept with many weapons, including high explosives. He is also well known for his transport, the Moldy Crow.**
Golan III Battlestation

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

## General Information

### Price Cost

0
* 8250 (Galactic Conquest)

### Upkeep

* 275 Seconds (Galactic Conquest)

195 Credits

### Required Structures

None
* Imperial Small Dockyard

## Combat Statistics

### Shield Refresh Rate

16000
Slow Charging Balanced
* 20 per second

### Health Regeneration Rate

32000
Heavy
* 0.005 per 10 seconds

### Unit Hardpoints

Targetable:* 12x Hvy LR Dual TL
* 4x Hvy 3-Burst Assualt MSL
* 12x Hvy Lrg Proton TRP

Non-Targetable:

* 12x Med Dual TL
* 12x Lt Dual TL
* 8x Hvy LC

### Garrison

* 1/2 TIE-Punisher Squadron

1/2 ATR-6 Squadron

## Player Evaluation

The Golan III Platform is the most powerful of its class, having deck upon deck of turrets, hull plating, and general defenses. These stations can hold off medium-sized fleets of enemy capital ships long enough for your supporting units to swoop in and destroy what's left. However, the large advantage in firepower and armour costs a lot to construct, and these stations can strip you of credits needed elsewhere. Also, while they don't suffer the lack of shielding and anti fighter weapons as much as the lower tier Golan platforms, those aspects still tend to be problematic for these stations.

## Lore Description

Built as a more powerful successor to the dangerous Golan II, the Golan III was larger and arguably better armed than an Imperial-class Star Destroyer. Just as the Golan II had stronger deflector shields and a sturdier hull than the Golan I, the Golan III had shields at least 25% stronger than the Golan II and a similar increase in hull durability.
Captain Juno Eclipse

## Juno Eclipse

* Space

1

### Unit Abilities

* POWER TO SHIELDS: Increases shield recharging rate at the cost of movement speed and fire rate. Can be interrupted when the unit is hit by Ion Weaponry
* TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it

### Bonus

* ADMIRAL: 5% Combat Bonus for all ships
* FIGHTER TACTICIAN: 10% Combat Bonus for all Fighters/Bombers

## Technical Specifications

### Passive abilities

None

After the formation of the Rebel Alliance, Juno Eclipse commanded the Salvation II, which is a modified Rebel Alliance Light Frigate.

Juno Commands the Salvation II, a modified Alliance Light Frigate and possesses several neat bonuses to boot. Juno Eclipse serves as a useful supplement to the Liberation, supporting it with it's dual heavy long range turbolasers, while being able to take some hits with her shield overcharge ability. She also posses a 10% fighter bonus and a 5% admiral bonus, making her a great early game admiral.

However, Eclipse is still fragile, relying on not being the primary target of the enemy forces and using her speed to get out of danger. She is not meant as the primary lead of the fleet, meant more as a fire support ship, supplementing the front line with additional firepower.

## Lore Description

**Juno Eclipse** was a Human female officer and pilot in the Alliance to Restore the Republic. Prior to her service in the Alliance Fleet, Eclipse served in the naval forces of the Galactic Empire. A graduate of the Imperial Academy on Corulag, her homeworld, she ultimately attained the rank of Captain after making a name for herself as an exceptionally skilled TIE pilot. At the height of her military career, the young Imperial officer was personally chosen by Darth Vader to lead the Black Eight Squadron. Although she was initially honored to serve under Vader's command, Eclipse was disturbed by the Sith Lord's tactics, which she considered excessively brutal. When Starkiller revealed his plan to incite a full-scale rebellion against Emperor Palpatine, Eclipse was the first to join his cause.

After the formation of the Rebel Alliance, Juno Eclipse commanded the Salvation II, which is a modified Rebel Alliance Light Frigate.
Alliance Warship Dockyard

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

## General Information

### Population Cap Increase

Large Dockyard/Local Defense Fleet
0

### Build Time

* 7000 (Galactic Conquest)

* 300 Seconds (Galactic Conquest)

### Income

None
None

## Combat Statistics

### Shield Refresh Rate

18000
Fast Charging Balanced
* 60 per second

### Health Regeneration Rate

24000
Heavy
* 0.005 per 12 seconds

### Unit Hardpoints

Targetable:* 2x Hvy 4-Burst Artillery RKT

Non-Targetable:

* 4x Hvy Dual Flak LC

### Garrison

* 3/9 X-Wing Squadron
* 3/9 Y-Wing Squadron
* 1/2 Dornean Gunships
* 2/0 Corellian Corvettes
* 2/0 Hammerhead Corvette
* 2/0 Nebulon-B Frigates
* 1/0 Bulk Cruisers
* 1/0 Dreadnaught Cruisers
* 1/0 MC-89 Justice
* 2/0 Deployable Flak Turrets

## Lore Description

Capital Shipyards can range from small docks to huge, planet-encircling behemoths. The Capital Shipyard gives access to a factions capital ships (Capital Ships can only be built if you have the correct tech built). Only certain planets have the ability to build these Shipyards. The Shipyard unlocks advanced Shipyards, for the Empire, which give access to ships with better fighter load outs and large capital ships. The Black Sun doesn't build Shipyards, they instead use the Ship Trader.

## Player Evaluation

The Alliance Warship Dockyard is the largest buildable shipyard, capable of producing powerful, capital-sized ships that can swing the tide of the war. Keeping these stations safe is a top priority, and because of the very few planets that these are actually buildable on, they are easy to destroy if caught without proper defenses, though they still do have a very powerful garrison on their own. If destroyed, the Rebellion will most likely lose the ability to produce capital ships in that sector, providing a significant advantage to the advisories.
Cutlass-9 Patrol Fighter

None

* 26 Seconds (Galactic)
* 10 Seconds (Skirmish)

### Player Evaluation

The Cutlass was an interceptor produced by SoroSuub with good weaponry and high maneuverability. It is one of the more solid early tech fighters the Rebellion has access to. Its major issue is the fact that it has survivability issues against enemy fighters of similar strength. This means that most of the time Cutlasses should be used as support fighters helping to protect your ships from bombers and shouldn't engage in dogfights since they won't be able to last as long as they would otherwise. Overall the Cutlass is a solid fighter that eventually will get outclassed for a better interceptor in the A-Wing.

In the recent update, Cutlass-9 received a buff on her statistics. Now her survivability outclasses the Z-95 and is more comparable to the R-41. This change gives Cutlass-9 the ability to compete directly with high-end fighters like X-Wing in the air superiority fighter role.

## Lore Description

The Cutlass served as a defense fighter for the SoroSuub shipyards. Some of these star fighters were "stolen" by the Rebellion before being more widespread after the battle of Sullust shortly before the battle of Endor. The Cutlass was a solid fighter however its limited numbers and late introduction into the war effort meant that it didn't achieve widespread popularity within the Rebellion and eventually New Republic.
Cato Neimodia

### Planetary Bonuses

HIGH INCOME: This planet has a high income, provided by treasures of the Trade Federation.

## Special Structures

### Rebels/New Republic

* Alliance Base
* Heavy Factory (Rebel)

### Black Sun

* Black Sun Palace
* Black Market

## Historical Reference

The oldest of the Neimoidian purse worlds, Cato Neimoidia was the location of Nute Gunray's secret redoubt. The planet was near the Neimoidian homeworld of Neimoidia, also in the Colonies region. Only the richest of the Neimoidians were allowed to live on the planet. Their treasures were protected in vaults located in difficult landscape and protected by B1 battle droids. The cities of Cato Neimoidia were built on large bridges spanning massive rock arches. Cato Neimoidia featured vast forests rich in flora and fauna. Notable species included the Neimoidian kreehawk, a dangerous but beautiful avian found in some aviaries.
Grand Admiral Thrawn

## Thrawn

* Grand Admiral Thrawn
* The Chimaera
* Chimaera Symbol

* Space

* 28000 Credits (Random Galactic Conquest)
* 16900 Credits (Space Skirmish)

Refer to "The Hunt" mission guide

* Galactic Fleet Reveal: Allows you to see fleets stationed in connected systems

## Combat Statistics

### Shield Refresh Rate

15000
Slow Charging Balanced
9.375 Per Second

### Health Regeneration Rate

20000
Heavy Armor
0.1% Per Second

### Max Speed

4570
250

### Unit Hardpoints

* 8xLt LR 4-Rapid Burst Dual TL
* 2x Medium Turbo IC
* 2 Shield Generators
* 1 Hangar
* 3 Engines
* 1 Tractor Beam Emitter

Untargetable:

* 3x Med 3-Burst TL
* 4x Lt TL
* 6x LC

### Ship Complement

* 1/1 TIE-Defender Squadron
* 1/1 Scimitar Squadron
* 1/1 TIE Claw Squadron

### Unit Abilities

* TRACTOR BEAM: This unit can tractor beam smaller units and stop them from escaping.
* Divert power to main batteries: Increases firerate of main batteries by 3x, but disables other weapons.

### Bonus

* ADMIRAL: (15% Combat Bonuses for all ships)

## Technical Specifications

### Passive abilities

* ORBITAL BOMBARDMENT
* BOMBING RUN

## Lore Description

**Mitth'raw'nuruodo**, more commonly known as **Thrawn**, was a Chiss male who served as a member of the Chiss Ascendancy and as a Grand Admiral in the Galactic Empire prior to the Galactic Civil War. Thrawn hailed from Csilla in the Unknown Regions, the knowledge of which Emperor Palpatine coveted. He worked with the Sith Darth Vader. In his battles, Thrawn notably employed his tactics based around understanding the philosophy and art of his enemies in order to best weaken and outmaneuvered them.

Thrawn was discovered by the Republic's successor state, the Galactic Empire, on a planet in Wild Space. Thrawn was brought before Palpatine, who was impressed by the Chiss's knowledge of the Unknown Regions, and Thrawn joined the Empire. Thrawn rose through the Imperial ranks. After defeating his enemy "Nightswan" he became a Grand Admiral and was an important figurehead within the Imperial Navy.

## Acquisition

Early in the Galactic Empire campaign, a mission will come from the Emperor, saying that if you obtain 44 total planets he will give you a gift. After you obtain the 44 planets, Grand Admiral Thrawn will be under your command.
DP-20 Corellian Gunship

None

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

### Unit Abilities

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

## Player Evaluation

The DP-20 is much like the CR-90 Corvette, both are intended to perform anti corvette duties. The DP-20 however ultimately does this job better, due to the addition of an concussion missile launcher. This improves its effectiveness by a large majority. Some downsides are obvious however, it cannot take fighters on well and can be overwhelmed by strike fighters and other corvettes like the Etti-4. For the most part these are meant to be a straight upgrade to the CR-90, and it lives up to the expectations.

## Lore Description

The **DP-20 Frigate** is a dedicated warship that was manufactured by the Corellian Engineering Corporation (CEC). It was designed as a small, fast gunship with heavy firepower.

Following the popularity and success of the CR-90 Corvette during the age of the Galactic Republic, CEC began developing a new design intended for exclusive use by the late Republic Navy. This was intended to be a versatile replacement for the hastily retrofitted *Consular*-class Cruisers, which the navy was attempting to operate as fast attack vessels.

However, the introduction of the DP-20 would come too late to sell to the Republic in mass, since the Republic was transformed into the Galactic Empire and the Empire had no place for them under the Tarkin Doctrine. They were instead bought by planetary defense forces, and frequently stolen by pirate organizations.

As a result it is unsurprising that some DP-20s fell into the hands of the Rebel Alliance, which desperately needed a better anti-fighter ship than the standard CR-90 Corvette to counter Imperial fighter swarm tactics.
Guri

* Ground

N/A

* Thermal Detonator

## Lore Description

**Guri** was a Human replica droid, designed to be an almost perfect replica of a Human female, and the only one of her kind engineered as an assassin.

## Player evaluation

Guri is a general, and though only a 5% general, is incredibly useful on raids. She brings a Black Sun elite platoon, which can supplement the 4 Elite platoons you already should have. 5 Black sun elite platoons are no joke, and she can bribe. However, due to lack of cloaking, it is hard for her to bribe stronger vehicles who can easily kill her as she moves in to bribe, such as ATATs, ATSTs, and Imperial royal guards.

## Additional Information

The Black Sun Elite team escorting Guri is slightly different in composition than the regular Black Sun Elite Platoon. She gets only one flamethrower, one Sergeant, and two each of gunners, disruptor riflemen, and soldiers.
Droid Factory

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

## Combat Statistics

### Armor Type

* 2000

* Building

### Garrison

* 2/6 B1 Battle Droids Squad
* 1/2 B2 Super Battle Droids Squad

### Passive Abilities

* Build Time Reduction (Reduces Build Time of all Vehicles and Droids by 33%)

## Production Options

#### **Infantry**

* **B1 Battle Droids**
* **B2 Super Battle Droids**
* **IG-86 Sentinel Droid Platoon**

#### **Droid**

* **Destroyer Droid Squad**
* **Destroyer Droid MK2 Company**

#### **Vehicle**

* **LR-57 Combat Droid Company**
* **SD-6 Hulk Droid Company**
* **GRZ-6B Droid Company**
* **CLL-M2 Droid Company**

## Lore Description

An old factory of the CIS, reactivated to produce the same droids and tanks that were used during the Clone Wars.
Corona-class Armed Frigate

None

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

* Average Charging Anti Laser

* 6.67 Per Second

* Light Armor

1% Per 6 Seconds

Non-Targetable:

* 8x Repeating PD
* 8x 2-burst concussion missiles

## Player Evaluation

Due to the unique shape of the ship, it's capable of firing its armament in any direction without having to turn towards the target which makes the Corona an effective screener against enemy fighters. Its concussion missiles also further assert this role as it will debuff enemy fighters to allow the Black Sun's own rather weak fighters an edge in a dogfight. The Corona uniquely comes with a squadron of Flarestar-class Attack Shuttles which can further bolster your offensive and defensive power. The Laser Defense ability gives it a level of versatility as well, being able to temporarily protect itself and your fleet from torpedoes and missiles. It is very much the Black Sun's anti-fighter bunker similar to the Empire's Lancer-class Frigate.

This unit's weaknesses are very clear, however, in its light armor and lack of strong weapons that can threaten anything bigger than a fighter. They will fall extremely fast to Heavy Laser cannon fire and its status as a frigate can make it susceptible to bombing runs from strike fighters, namely the X-Wing and TIE-Hunters which have Light Proton Torpedoes. It is very slow too so don't expect it to be able to move from hot zone to hot zone or, even more unlikely, to survive a retreat to a safer area. The Corona's shields allows it to take a few hits from Hunters or Pickets, but it is better off sitting behind your line as a support craft with a contingent of fighters to protect it.

## Lore Description

The Corona-class Armed Frigate, also known as the pirate saucer mothership, was designed, produced, and advertised by Haor Chall Engineering the infamous designers of countless ships that were popular among pirates and brigands, with the Corona being no exception. Being akin to an upgrade from the Flarestar-class Attack Shuttle, the Corona was extremely popular among pirate gangs for being an almost perfect craft for ambushing convoys and looting. Having a unique profile, the Corona is not lacking in firepower, shields, or engines. The Corona is given a heavy armament that can absolutely decimate small convoy ships, and is featured with the unique ability to land with ease on most ground surfaces, perfect for awaiting an ambush in an asteroid field. In addition to having a 360 degree attack angle that can be used on pursuing and fleeing enemies. Dating back to the Clone Wars, the Corona was most famously used by the Weequay pirate gang leader Hondo Ohnaka. In the Galactic Civil War era the Corona was used by Tyber Zann as a combat frigate for the criminal fleets in addition to serving as a freighter escort. While outdated, the Corona could still put up a fight and was an inexpensive fast option for Tyber.
Alliance Advanced Medium Shipyard

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

## General Information

### Population Cap Increase

Repair Yard/Specialized Dockyard
0

### Build Time

* 5000 (Galactic Conquest)

* 150 Seconds (Galactic Conquest)

### Income

30 Credits
None

## Combat Statistics

### Shield Refresh Rate

15000
Avg Charging Balanced
* 33.33 per second

### Health Regeneration Rate

10000
Medium
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 2x Hvy 3-Burst Assault MSL

Non-Targetable:

* 4x Hvy Dual Flak LC

## Technical Specifications

### Passive Abilities

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

## Player Evaluation

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

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

## Am-Shak Corvette

* Am-Shak Deployed
* Am-Shak Flightmode

## General Information

###  Role

Hoar Chall Engineering
Artillery

### Build Limit

* Galactic Mode: 2
* Tactical Mode: 8

None

### Build Time

* 1800 Credits (Galactic Conquest)
* 1600 Credits (Space Skirmish

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

## Combat Statistics

### Shield Refresh Rate

* 400

* Average Charging Balanced

* 2.66 Per Second

### Health Regeneration Rate

* 550

* Light Armor

* 1% Per 4 Seconds

### Max Attack Range

* Max Range: 4500
* Ideal Range: 2000

### Unit Hardpoints

Non-Targetable:* 2x Light LR 2-Burst TL
* 3x Heavy LC
Golan I Battlestation

## Golan 1 Battlestation

Non-Targetable

* x6 Turbolaser Battery
* x5 Point Defense Cannon

Corporate Sector Authority

* x3/3 IRD-A Starfighter Squadrons
* x3/3 ARC-170 Starfighter Squadrons

## Player Evaluation

The Golan I Platform is a heavily defended station that is relatively cheap, yet very powerful for its size. Its heavy Turbolasers and strong hull make it a threat to most medium-sized ships and even some weaker capitals, but it relies pretty heavily on its hull and has little shield power too it. Also, the station has a lack of anti-fighter weaponry, making enemy bombers its deadliest enemy.

## Lore Description

The Golan 1 was the first in the Golan line of defense platforms created by Golan Arms used by the Galactic Empire. First appearing during the Clone Wars, these stations are now used to protect secondary locations and less critical worlds around the galaxy, serving as both a planetary defense station and as customs and command stations.
Adumar

## Historical Reference

Adumar was a temperate planet located near the Coreward edge of Wild Space first settled by Humans in the Ductavis Era. The settlers, who had been exiled from the Republic, lived in isolation for years, and developed into several nations that spread across the world. Their culture became obsessed with the arts of blastsword fighting and starfighter combat, to the point where skilled swordsmen and pilots were highly revered. Their society also made considerable use of formal duels as means for settling disputes or even just for entertainment, and also had a rigid social hierarchy.