recursal/Fanatic-Fandom huggingface dataset:
A-F5 Heavy Tramp Shuttle

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## General Information

### Population Value

Armored Personnel Carrier, Disabler
1

### Price Cost

None
* 2650 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

### Required Structures

* Rebel Global Ground Tech: Mechanized Armor I
* Medium Factory

## Combat Statistics

### Weapons

* 1x 2-Burst Dual Blaster Cannon
* 1x Medium Ion Cannon (Stuns up to Medium Vehicles)

### Armor Type

* Anti-Light

* 200

* Medium Vehicle

## Lore Description

The **A-F5 Heavy Tramp Shuttle**, or more famously known as the "F-5", is a modified combat speeder truck used by the Rebel Alliance to transport infantry across the frontline or advance alongside them.

For that purpose the Combat Transport was equipped with a shield generator and reinforced armour, while also being equipped with a heavy ion cannon and anti-infantry weaponry.

Smoke launchers were also added to give Rebel infantry cover during assaults. Besides from units, it also transported medic supplies for any nearby infantry units in need of healing.

It was most notably used by Rebel forces on Barkesh.

## Combat Information

### Player Evaluation

The F-5 is a good support vehicle for the Rebel Alliance.

Its shield, medium armor and healthpoints are great for a transport ship, while its weaponry makes it excellent to support infantry assaults. The recently installed Heavy Ion Cannon will deplete enemy vehicle shields or dissable them when unshielded. The cannon its also useful against droid units.

The Smokescreen ability gives a good boost to Rebel Infantry defence. This will prolong the life of infantry when combined with their passive healing. If the infantry platoon is about to get wiped out, you can get them into the F-5 and relocate them. The heavy ion cannon also helps rocket infantry to have an easier time hitting stunned vehicles that wont be able to avoid the rockets.

The F-5 for this reasons is a good support vehicle/transport for infantry and can help also heavier vehicles like the T-3 Series against infantry.

## Trivia

* The A-F5 has camouflage that changes depending on the type of environment they are in.

## References

* The A-F5 Heavy Tramp Shuttle is the Combat Vehicle that appears in the Nintendo 64 Star Wars: Rogue Squadron video game.
* The "F5" name is a reference to Factor 5, a video game development company that made the Star Wars: Rogue Squadron video game series.
Gamma-class ATR-6 Assault Transport

None

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

### Player Evaluation

Assault transports are used to attack starships and space installations, using heavy weapons and ion cannons to breach defenses.

Accordingly, they are well armed. They are very comparable to bombers in terms of firepower, while also sporting a mix of heavy lasers, ion cannons, and turrets to deal with smaller threats.

The Imperial Navy lacks dedicated heavy bombers that are hyperspace capable. A new assault bomber, the Scimitar, is in development to fill this role, but until it is ready the ATR-6 can function as an adequate substitute if carrier ships fielding TIE Bombers are unavailable.
HWK-290 Light Freighter

None

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

.175 per second

### Unit Abilities

* DEPLOY MASSDRIVER TURRET: Deploys a satellite turret that is equipped with a medium massdriver. Runs out of energy after some time

## Technical Specifications

### Passive Abilities

FIGHTER CREW REPAIR: The fighter has a large repair crew onboard the ship to fix any damage over time

## Combat Information

### [Player Evaluation]

**Universal:** Once one of the most used freighters of CEC that has been modified to work as a fleet support unit. This HWK-250 is equipped to deploy heavy mass driver turrets, and is equipped with four medium dual lasers. Light massdriver turrets are good at supporting fire against bigger ships, and if it's needed HWK itself can help out friendly fighter groups by destroying enemy fighters. However, it cannot easily escape from danger, due to it's low speed, so take care not to lose this fairly expensive investment. It is better to use them in the flanks of the fleet formation, away from enemy anti-fighter vessels and deploy turrets as much as you can to fire at enemy ships from the flanks. The Longer HWKs live, the more damage the enemy will take.

## Lore Description

The HWK-290 is a variant of light freighters designed and manufactured by the Corellian Engineering Corporation decades previous to the Clone Wars and the Galactic Civil War. Upon it's release sales were moderate, and the freighter was mostly marketed to government officials and wealthy individuals. Couriers took a keen liking to the ship due to the adequate cargo hold, highly customizable features, and extreme speed. More nefarious individuals however, were more interested in the weapons configurations. The HWK-290 was popular with criminals for the varied amount of weapon attachments and weapons the cargo hold could carry, along with spices and various illegal materials. HWK-290's could be converted into bombers, heavy fighters, gunships, imagination was the limit. Of course, wealthy criminal syndicates such as the Black Sun were the first to take notice and already used them for pirate operations before Prince Xizor's open rebellion against the Empire. To this end, Xizor personally directed the standard modifications as seen above in the player evaluation due to his favor of massdriver technology.
Aggressor Destroyer

None

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

* Slow Charging Balanced

* 10 Per Second

* Medium Armor

* 0.75% Per 10 Seconds

Non-Targetable:

* 8x Light LR Dual TL

## Player Evaluation

"*There'll be nothing left but smoke*"

The ***Aggressor-class Star Destroyer***, or simply the Aggressor is a truly terrifying sight to behold on the battlefield, It boasts two massive cannons, a Mega Proton Cannon which is powerful enough to penetrate shields and destroy hardpoints on most ships in a single shot while also damaging or destroying other nearby hardpoints with the weapon's splash damage, and a Mega Stun Ion Cannon which damages shields and cripples any vessel unlucky enough to be hit by it for an extended period of time, the ship is also armed with an array of Light and Medium Longrange Turbolasers making for an exceptionally deadly artillery platform best used against enemy Capital Ships or Combat Stations.

The Aggressor lacks any sort of Anti-Fighter weaponry leaving it helpless if caught out of position by enemy Bombers or Strike Fighters the Aggressor also suffers from poor survivability, and is easily crippled as it's most vital hardpoints (it's main guns) are very exposed, it is for these reasons that the Aggressor is best kept at range behind other vessels and well protected with support ships.

Careful Targeting and positioning is key when using the Aggressor, it is recommended to first target shielded capital ship hardpoints to make full use of the Mega Proton Cannon's shield piercing, after the shields are down the other guns on the Aggressor can begin to do damage and kill hardpoints before the Mega Proton Cannon can land a shot leading to wasted damage, the best way to avoid overkilling enemy hardpoints is to target the Hull hardpoint, this also generally grants better accuracy leading to less missed shots, one could also try destroying enemy engines before the enemy can get into range of the Aggressor, once crippled the Aggressor can simply bombard the Vessel until destroyed.

On the Galactic Conquest side of things, the Aggressor is a very expensive and time consuming ship to build making it important to capitalize on discounts and build time reductions when possible, it is however well worth the high price tag provided you can also afford to supplement it with support ships and frontline vessels.
Bossk

* Hound Tooth
* Bossk

* Space
* Ground

* 4000 Credits (Galactic Conquest)
* N/A (Space Skirmish)
* 2000 Credits (Land Skirmish)

Ground Skirmish:

* Black Sun Palace

Trandosha or Mercenary Recruitment on Trandosha

1

Spy:

* Ground units and space only

Stealth:

* This unit can move around the galaxy undetected

Major Hero:

* Can be rescued

* 450

### Unit Abilities

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

## General Information

### Price Cost

* Galactic Mode: 1
* Tactical Mode: 1

* 4000 Credits (Galactic Conquest)
* N/A (Space Skirmish)
* 2000 Credits (Land Skirmish)

### Required Planets

Galactic Conquest:* Black Sun Palace
* Xizor Trade Systems Global Space Tech II

Ground Skirmish:

* Black Sun Palace

Trandosha or Mercenary Recruitment on Trandosha

### Build Limit

* 200 Seconds (Galactic Conquest)
* 100 Seconds (Ground Skirmish)

1

### GC Abilities

Assassination:* Can assassinate enemy minor heroes

Spy:

* Ground units and space only

Stealth:

* This unit can move around the galaxy undetected

Major Hero:

* Can be rescued

## Combat Statistics

### Armament

Primary:* Revly V-10 Heavy Blaster Rifle

Secondary:

* Grenade Launcher Attachment

Tertiary:

* Plasma Grenade

Quintinary:

* Stun Grenade

### Unit Abilities

Fire Grenade Launcher* Fires Grenades that do heavy damage to infantry and slow their movement speed down, but are inaccurate.

### Debuffs

Slow* Grenade Launcher Attachment

Stun

* Stun Grenade

### Max Speed

600
10

## Player Evaluation

An okay bounty hunter, Bossk doesn't have any exceptional abilities. He can kill people with is sniper rifle, reveal all infantry, and shoot some grenades, but hes honestly very underwhelming. Just buy him to pad out your raiding force. He's okay in space, and could be a free fighter tactician, but unlike Boba and IG-88, his spacecraft ability is quite underwhelming. Missle jam just aint that good.

## Lore Description

**Bossk**, also known as **Bossk'wassak'Cradossk**, was a male Trandoshan bounty hunter .After the rise of the Empire, Bossk continued to be one of the biggest names in the bounty hunting business despite eventually drifting apart from Boba and working mostly solo.
A-Wing Interceptor Squadron

## RZ-1 A-Wing Interceptor

None

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

Non-Targetable:

* 1x Lt Repeating Laser
* 2x Concussion MSL

### Player Evaluation

The RZ-1 A-Wing is an interceptor used by the Rebel Alliance that excels at fighter screening and taking out bombers and fighters with strafing runs. The A-Wing can be used as a dogfighting vessel but it will less effective then if it’s on the move and bouncing between targets. Thanks to it's swivel lasers it can run circles around enemy fighters and blast its target even when not in the direct line of sight. It high speed and maneuver ability outclass most fighters the Black Sun and Empire field. The RZ-1 A-Wing is good star fighter squadron that is great from when unlocked at Space Tech 2 to the New Republic Era.

General Jan Dodonna has the ability to cut production cost of A-Wings by half on the world he stations on, which make the A-Wing an outrageously spammable unit if player manage to keep this hero alive

## Lore Description

The **RZ-1 A-Wing Interceptor** was a fast interceptor starfighter utilized by the Rebel Alliance and the New Republic. It was designed by General Jan Dodanna and the engineer Walex Blissex.

Soon after the destruction of the first Death Star over at the Yavin system, Dodonna, who had been responsible for the Alliance battle plan, observed that a single trio of TIE Fighters had nearly foiled all of the trench run attempts to destroy the Death Star.

Meanwhile, the Galactic Empire responded to their defeat by contracting Sienar Fleet Systems to increase the production of TIE Interceptors, in the hope of countering the Alliance's starfighters with greater speed. Upon learning of this, Dodonna approached towards the former Kuat Systems and Rendili StarDrive engineer Walex Blissex, hoping to work with him to develop the Alliance's very own interceptor to rival the TIE Interceptor.

The new design was based on the older Tammuz-an R-22 Spearhead design, combined with Blissex's experience of creating KSE's interceptor class starfighters for the Galactic Republic. The assistance of Alliance pilot Jake Farrell also contributed to the new craft which became known as the A-Wing. Unfortunately the introduction of the fighter was ill-timed, but regardless the A-Wing began production in sympathetic shipyards under the approval of Mon Mothma, albeit with a reduced budget.

The RZ-1 A-Wing proved to be an excellent starfighter throughout the Galactic Civil War, with numerous strong combat performances against the Galactic Empire's various TIE series fighters. Crucially, it also proved capable of outperforming the TIE Interceptor. However, piloting the craft required careful use of its combination of highly sensitive controls, whilst its unmatched speed, fragile shields and weak armor made it uncomfortable to fly for ordinary pilots. Maintenance was also difficult, but nonetheless, the A-Wing Interceptor proved a valuable asset to the Rebel Alliance and later the New Republic due to its excellent performance in carrying out reconnaissance missions and hit-and-fade tactics.
AotR Wiki Staff

This wiki is currently managed by four of us, Leyamasa, General Brooks, FatalAsylym and Cheese Rat. Leyamasa is an AotR dev responsible for voiceover work and documentation and design, General Brooks is AOTR's Community Manager over on the discord and Steam, FatalAsylym is a tester for the mod, and Cheese Rat is a tester for the mod and moderator for the discord. We are active on the official AotR discord.

We welcome any assistance that people may be willing to offer in the editing of this wiki, as it is a large project we do not always have time for. Please review the editing guidelines before getting involved, and don't hesitate to contact us with any questions you might have.

Thank you to all who have contributed thus far, we couldn't have done all this without you.

Special shoutout to the following people who have done considerable jobs on the wiki and therefore earned the wiki team discord role:

* Kalani6342
* HyperConnect
* TSBG Gaming
* NickDaGamer1998
* Peter C. 3200
* Admiral Helio
* WisperAOTR
* benthebest5
* jerry507
* Lazy
* Ace
* If you've got the wiki role and you aren't on the list, add yourself!

An extra special shoutout to AdobeOneKenobi, a former tester and manager of the wiki who worked with Leyamesa and General Brooks to bring the wiki to where it is today. He shall forever live in our wiki hearts.
Bothawui

### Planetary Bonuses

* GALACTIC REVEAL: Reveals Space and Ground Bases of nearby systems due to the presence of the Bothan Spy Network.
* PLANETARY DEFENSE: This planet can build the Bothan Planetary Defense.

## Special Structures

### Rebels/New Republic

* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Black Market

## Subsidiary Information

### Wildlife

Kra'jya, Ganjuko, Halkra, Krak'jya, Skar'kla, Rals

## Historical Reference

Bothawui is a theoretically neutral Mid Rim world, which is most well known for being the base of the Bothan spy-net. A clean, mountainous, forested and cosmopolitan planet, the streets of Bothawui's major cities are clean and wide, lined with tall buildings constructed using natural glittering stone. This well-organized world has long been considered neutral territory, since it has served as an active hub for operatives of every stripe. Although they have much to offer the galaxy, Bothans are probably most well-known for their intrepid spies. The Bothan spy-net is among the largest intelligence organizations in existence, with operatives stationed throughout the galaxy.
Bothan Planetary Defense

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## General Information

### Build Time

* (Galactic Conquest)

* Seconds (Galactic Conquest)

### Income

Credits
Credits

## Combat Statistics

### Health Regeneration Rate

* per second

* per seconds

## Player Evaluation

The Bothan Planetary Defense is only buildable over the planet of Bothawui and has the ability to produce Bothan designs. Because of its rarity, destroying this space station or taking the planet before the rebels reach the New Republic Era will prevent them from obtaining these ships until they re-capture it.
Commander Pter Thanas

* Commander Pter Thanas
* Modified Carrack Cruiser 'Dominant'

* Space

* 4000 Credits (Galactic Conquest)
* 3000 Credits (Space Skirmish

None

1

* Average Charging Anti Laser

* 6.66 Per Second

* Light Armor

* 0.75% Per 6 Seconds

* 350

Non-Targetable:

* 4x Heavy LC
* 6x Repeating Dual PD

## Player Evaluation

Thanas comes in a modified Carrack class outfitted with point defense lasers instead of the standard turbolasers present on a regular Carrack. He is something of an odd-ball hero, acting as a Screener and buffing your frigates by 10%. The *Dominant* keeps the speed of a Carrack along with similar armor and weaknesses, making him something of a speedy Lancer-class. He is most useful early game before you tech into Lancers and he is reasonably cheap. Late game, his role shrinks slightly though he can still find use in buffing the Lancer-frigates in your battle line.

Just like any screener, he can be overwhelmed by large fighter numbers so synergy with your own fighters is essential. His own weapons are only useful for eliminating fighters as well so defend him from heavy gunships like the C-ROC. Use foresight and pull him out of danger if you see heavy damage coming his way from cruisers, frigates, and corvettes.

## Lore Description

The Human male Pter Thanas was born and raised on the galactic capital of Coruscant prior to joining the Imperial Navy. His military career was attached to the *Carrack*-class cruiser *Dominant*. Early in his career, Thanas led an Imperial task force formed around the *Dominant* against the Crimson Nova pirates. While the pirates put up heavy resistance against the Imperial forces, Thanas was able to defeat their fleet and destroy their base on F’Dann IX

## References

* **Pter Thanas's face in his icon in the Awakening of the Rebellion mod portrays John C. Reilly.**
Corellian Carrier

* Galactic Mode: 3

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

5.33 per second

Non-Targetable:

* 2x Heavy LC
* 2x LC
* 2x Flak LC
* 1x Hangar

## Player Evaluation

CorSec Carriers exist to provide a fleet with additional fighters and to reinforce and repair any starfighters it might already have. Besides their carrying capacity, they have a mixed weapon loadout of laser cannons, giving them a chance against small vessels, and are fast and maneuverable. If necessary It can overcharge it's engines to retreat out of harms way.

Keep in mind the fighters they carry use Heavy Lasers as their main armament, which is good for anti bomber/gunship duty's, but don't track lighter unit like the Tie-Fighter very well. Therefore, it is good to mix it in with other carriers such as Liberator, that provide dedicated air supremacy fighters.
Commander Syub Snunb

* Space

N/A

## Combat Information

### Player Evaluation

Syub Snunb is a capital ship hero for the Rebellion, and supports the Rebel forces on the south side of the Galaxy in partnership with Captain Huoba Neva. Syub uses a standard Dauntless-class Heavy Cruiser in battle giving him more then enough firepower to outgun Star Destroyers in one-on-one engagements. Syub also gives all friendly ships a 5% combat bonus across the board, so be sure to stick him with a good fleet. Syub fills the desperate need for tanky ships for the Rebels early on; his cruiser can negate missiles with a jamming ability along with a large shield and health pool to soak up hits. Syub's Dauntless cruiser also handles other capital ships well but will have a tough time with fighters. Although, he does make up for this fault by having a sizeable fighter complement to protect him.

All in all Syub is certainly in the top rosters of space heroes in terms of capability, perhaps a sort of Sullustan version of Admiral Gial Ackbar even. Snunb still lacks heavily in terms of galactic abilities, typical of minor heroes.

## Acquisition

Syub has a unique acquisition fitting in line with Captain Huoba Neva. According to the Missions chain, you must first capture Sullust. After capping Sullust Huoba will appear and join you while telling of a legendary hero imprisoned on Eriadu. After capturing Eriadu and waiting a short time Syub will join the Rebellion and become available for use. Strategically speaking, going after the Bakuran shipyards would be first on your list in the south, and then taking neighboring intersections and Ord Ibanna, and then going after Sullust. If you feel more aggressive going after Sullust first is always a valid option. You could go around and attack Eriadu first, but you risk leaving the imperial capital shipyards at Sullust to their own devices which could hurt in the long run.

## Lore Description

As the Empire invaded Sullust, the natives of the planet began to resist. However, faithful to the imperial doctrine, the protests were brutally struck down. Because of this, Snunb joined the Rebellion to liberate his people from the bloodthirsty tyranny. He served as a contact between the Alliance and Sullust, though his connections to them eventually got him caught and imprisoned on a nearby planet. However, the rebels later rescued him and let him fully join the Alliance. Through his influence during the occupation, Sullust provided the rebels with several Quasar Carriers, which in return motivated them to promote Snunb to the rank of General.
CR-90 Corvette

## CR90 Corellian Corvette

None

* 40 Seconds (Galactic Conquest)
* 12 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.

## Combat Information

### Player Evaluation

The CR-90 is an agile, multi-role corvette that is a staple in any rebel fleet. The ship works well as a fighter screener escorting larger ships using its laser weaponry or can be used to hunt down enemy corvettes with its dual heavy laser cannons. The ship pairs well with the DP-20 and Hammerhead corvette, all of which have high mobility from power to engines ability and can form a deadly wolfpack. The CR-90 can also go up against larger ships, like ISD’s and Venator. It’s heavy laser cannons can pierce the hull of an ISD, but the damage is pretty minimal and is best used taking out subsystems with support from larger vessels. In exchange for speed and firepower the ship is fairly fragile, especially to assault missiles and other, more powerful corvette hunters. Its best defense is to keep moving, cycling in and out of the frontlines as it takes damage or draws too much attention. While it performs well if just left in fleet formations some micromanagement will bring out the best of this ship.

## Lore Description

The **CR-90 Corvette**, manufactured by the Corellian Engineering Corporation, was used extensively across the galaxy. It served both governmental organizations and private interests for a substantial length of time, having first been introduced during the last decades of the Galactic Republic.

The immense popularity of the CR-90 can be explained by its modular design, which allowed it to be configured for a wide variety of roles ranging from freighter services to acting as a military escort, even extending to use as a consular transport.

Following the transformation of the Galactic Republic into the Galactic Empire the CR-90 continued to be used by the government as an escort vessel for military and diplomatic services. However, the famed corvette also fall into the hands of the Rebel Alliance, pirate groups, and smugglers, by which it was nicknamed the "blockade runner" due to its ability able to slip through Imperial blockades. As such, CR-90s were used as versatile frontline combat vessels throughout the Galactic Civil War and later under the New Republic.
Death Trooper Platoon

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## General Information

### Population Value

Rangers
1

### Price Cost

5
* 2750 Credits (Galactic Conquest)
* 1875 Credits (Ground Skirmish)

### Build Time

* 183 Seconds (Galactic Conquest)
* 91 Seconds (Ground Skirmish)

### Required Structures

* Elite Barracks
* Imperial Global Ground Tech - Infantry 3

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 6x Heavy Rifleman + Frag Grenade
* 9x Rifleman + Thermal Detonator

### Unit Abilities

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

## Player Evaluation

One of the most elite Stormtrooper platoons in the Empire, Death Troopers are meant to sniff out enemy resistance with force. Their high damage thanks to their Heavy Blaster Rifles makes them a force already, but the combo of Thermal Detonators and Concussion Grenades makes them a scary sight for enemy infantry. Top it off with high survivability, and these soldiers become the bane of the enemy.

Their biggest weakness is armor. Despite good survivability and health, they won't stand a chance against armor. Supporting them with friendly armor or anti-armor infantry will allow them to do their job well.

## Lore description

**Death troopers** wore black suits of body armour and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. They were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, and left little to no evidence of their missions.
Aargau

### Planetary Bonuses

* HIGH INCOME: This planet has a high income due to being the headquarters of the Bank of Aargau.
* CHEAPER PRODUCTION: Mining Facilities are 25% cheaper on this planet.
* MINING PLANET: This planet can build Ground Mining Facilities.

## Special Structures

### Rebels/New Republic

* Mining Facility
* Alliance Base
* Heavy Factory (Rebel)
* Manufacturing Base

### Galactic Empire

* Mining Facility
* Army Headquarters

### Black Sun

* Black Sun Palace
* Space Casino
* Black Market

## Historical Reference

Aargau is the headquarters of the Bank of Aargau (a member of the InterGalactic Banking Clan), and countless other credit institutes and concerns. These are accommodated in a vast, pyramid-like building, which is separated into seven levels. Every citizen of Aargau is allowed to carry a weapon for the means of self-defense. Officially, Aargau was neutral during the Clone Wars, although clone troops secured the planet permanently for the soon-to-be-proclaimed Empire. After the battle of Endor and the imperial civil war, officials supported the development of Aargau towards a fortress world to be able to protect it better.
Duro Mercenary

* Modified Corellian Destroyer
* Duro Mercenary

* Space

* 7500 Credits (Galactic Conquest)
* 6500 Credits (Space Skirmish

Space Skirmish:

* Research Starbase

* Corellia or Mercenary Recruitment on Corellia

* 3

* Average Charging Balanced

* 11.11 per second

* Medium Armor

* 0.75% Per 8 Seconds

* 250

Non-Targetable:

* x1 Heavy LR 2-burst Turbo IC
* x4 Heavy LR TL
* x4 Light LR Dual TL
* x2 LC

### Passive abilities

* Combat Salvage: Grants a small amount of salvage for each destroyed enemy unit.

## Player Evaluation

Piloting a modified Correlian destroyer with pursuit, a cruiser command bonus, and changing all the medium turbos and turbo ion cannons to heavies, the Duro mercenary is a must have. In other aspects, however, it's a normal Correlian destroyer and posses the same weaknesses, such as a low amount of hull and pathetic anti fighter capabilities, so keep it away from any bombers. Another differing factor between it the correlian destroyer is pursuit. Pursuit gives 200% fire rate, 150% speed increase, and 10% bonus damage, making it excellent at dealing damage or running away. However, be careful, as using pursuit to increase damage could prevent the Duro mercenary from making a quick escape!

## Lore Description

Unlike the Nikto and Weequay mercenaries and pirates, the Duros actually live in relative safety and security on their homeworld due to being designated a coreworld and had special status during the Clone Wars. However, the Duros had the unfortunate problem of being non-human like despite being humanoid. Having features such as green or blue colored skin along with large solid color eyes. With this in mind Imperial control was oppressive for the Duros, and many became fugitives as they rose up against the Empire. Some joined the Rebellion, others however, chose a less heroic path and joined criminal gangs and syndicates to get back at the Empire in a different method. Of course, due to their core world status prior to becoming criminals, most of the Duros were highly intelligent and knew strategy as well as a small amount of diplomacy. Thus, Prince Xizor sought them out, as they were highly valuable assets and warriors. The Duros were given Corellian destroyers as their main flagship due to their status as great ship captains. However, the Duros were an adventurous species due to being one the first species to discover hyperdrives. So, their ships often had modifications that increase speed and firerate.

## Acquisition

To Acquire Duro Mercenaries the player must control Corellia or have corrupted the planet with Mercenary Recruitment, after that the player can recruit Duro Mercs from the Black Sun Palace for 7500 credits, a total of 3 can be recruited but one can acquire more from completing missions.
AAC-3 Speeder Tank

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

## General Information

### Population Value

Tank Destroyer
1

### Price Cost

* 3250 Credits (Galactic Conquest)
* 1625 Credits (Land Skirmish)

### Build Time

* 217 Seconds (Galactic Conquest)
* 54 Seconds (Land Skirmish)

### Required Structures

* New Republic Heavy Factory
* New Republic Global Ground Tech: Mechanized Tech I

## Combat Statistics

### Weapons

* 2 Lt LR LC
* 4-Burst Smart Missile

### Health Points

Medium Vehicle
300

### Movement Type

Strafing Hover, faces the target when moving by

### Unit Abilities

Full Salvo:* Increases the firing rate of rockets

## Lore Description

The AAC-3 Speeder Tank is an upgraded version of the AAC-1 Speeder Tank used primarily by the New Republic. Unlike it's predecessor, the AAC-3 went in a slightly different direction in terms of combat capabilities. It is armed with armor-piercing missiles, unlike the explosive rounds used by the AAC-1, and were launched from 4 rocket pods on the top of the vehicle. It was also more armored, but less maneuverable, preventing it from performing true hit-and-runs like it's younger predecessor.

## Combat Information

The AAC-3 is the New Republic's long range anti-vehicle unit. Using it's heavy anti-vehicle rockets at range, it can take down even the toughest of Imperial armor in a few volleys. If the enemy is able to close the gap, the AAC-3 comes back with two Light Long Range Laser Cannons that can do medium damage to all but the thickest armor of units. Combine that with good armor and decent mobility, and the AAC-3 is able to inflict damage to any enemy army.

This firepower comes at a cost, however. First, despite it's decent mobility, it is not as mobile as the AAC-1, making hit-and-runs less likely. Along with that, it's armor is good, but won't survive a few shots from heavy vehicles such as AT-AT's, and it's limited speed means that it can have trouble escaping if it's not careful. Finally, all of it's weapons are geared towards taking down vehicles. This makes it vulnerable to infantry, as it's weaponry will not do much damage to them. Keeping it in the back of your army and protecting it with anti-infantry units will bring out the best of this New Republic artillery.
General Garm Bel Iblis

* Peregrine
* Gargantuan

* Space
* Ground

N/A

N/A

## Combat Description

### Player Evaluation

In space, Iblis commands the *Peregrine,* a Dreadnaught-class frigate that had it's laser cannons removed and replaced with two Ion Cannon Batteries. He also spawns with two free Ion Dreadnaughts, which are also modified Dreadnaughts with the same modifications as the *Peregrine.*

Iblis is arguably one of the best heroes for the Rebel Alliance. With his modifications, he loses a bit of firepower for significantly more damage to shields, allowing him to drop shields faster. The two free dreadnaughts also gives more firepower, and giving 3 dreadnaughts for 9 pop cap allows for more player flexibility, as these dreadnaughts still serve as tank units, able to soak up damage. Finally, his 10% combat bonus to all units in space makes him an excellent fleet commander, and should be included in any battle in which his fleet is a part of.

Despite all of that, fighters are Iblis's biggest weakness. The removal of the laser cannons takes away his true defense against fighters, so corvettes and fighter support are a must. Also, dreadnaughts in general don't have strong shields. and Iblis is no exception, as his shield will fall pretty quickly to hostile fire.

On the ground Iblis commands the *Gargantuan,* a mobile weapons platform that he stole from the Empire before defecting. The Gargantuan is a heavily armed tank, with 2 Heavy Laser Cannons meant to destroy hostile armor, 4 Light Laser Cannons able to engage infantry, and 2 Blaster Cannons which serve a dual role against both armor and infantry. He also comes with a shield that can absorb heavy damage and thick armor that can withstand a good beating. Add in a 15% combat bonus to all units on the ground, and Iblis is able to bring the fight.

Iblis is able to do the best against the Empire and their mechanized might, given most Empire units are not able to penetrate shields and his heavy weapon loadout can make easy work against all but the heaviest armored units. He will struggle more against the Black Sun, however, as the large array of shield piercing units on the ground, combined with high vehicle damage from most of those units, will render Iblis a burning wreck if he is not careful. But if escorted well with infantry and additional armor, Iblis will crush through any ground base with ease.

## Lore Description

Garm Bel Iblis is one of the co-founders of the Rebel Alliance, but left it due to differences between him and Mon Mothma. He then founded a rebel splinter group to fight the Empire on his own. He purchased several dreadnaughts from a smuggler, restored them and rearmed them with ion cannons. On the ground he uses a mobile weapons platform, which he stole from the Empire. As the original Rebellion asserted itself against the Empire, he returned. He also later played a key role in assisting the New Republic against Imperial Remnant forces.
Empire Land Structures

## Production Structures

* **Imperial Global Ground Tech**
* **Simple Barracks**
* **Standard Barracks**
* **Elite Barracks**
* **Standard Imperial Factory**
* **Medium Imperial Factory**
* **Large Imperial Factory**
* **Heavy-Vehicle Foundry**
* **Large Heavy-Vehicle Foundry**
* **Research Facility**
* **Inquisitor Temple** **(Only on Korriban)**

## Defensive Structures

* **Power Generator**
* **Outpost**
* **Army Support Post**
* **Army Headquarters**
* **Small Landing Platform**
* **Large Landing Platform**
* **Turbolaser Defense**
* **Shutter Shield Generator**
* **Base Shield Generator**
* **Ground Planetary Turbolaser**

## Economic Structures

* **Imperial Palace**
* **Governor's Palace**
* **Moff Palace**
* **Mining Facility**
* **Imperial Weapon Labor Camp**
* **Imperial Manufacturing Prison**

## Build Pad Structures

**SMALL BUILD PAD**

* **Bp.2 Anti-Infantry Turret**
* **Bp.4 Anti-Vehicle Turret**
* **Bp.5 Anti-Aircraft Turret**

**LARGE BUILD PAD**

* **Field Bacta Tank**
* **Automated Repair Droid**
* **X2-a Series Sensor Node**
* **Bunker Turret**
Bothan Assault Cruiser

3

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

* Anti-turbolaser

* 20

* Heavy Armour

* 0.0075

Non-Targetable:

* x6 Dual Close Range Medium Turbolaser
* x3 Heavy Laser Cannon
* x1 Hangar

## Lore

Designed and manufactured by the Bothan species on the homeworld Bothawui, it's namesake, the Bothan Assault Cruiser was a highly advanced capital ship built specifically to counter Victory star destroyers for the Rebel Alliance, and later the New Republic. Carrying most of the same design traits in terms of weapons, the Bothans intended for the cruiser to be a close range torpedo boat that fit the signature profile for maneuverability in terms of Alliance ships. Although the cruiser proved effective, only a limited number could be built at any given time due to Bothan concerns over production rights and high costs.
Lancer-class Frigate

None

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

### Unit Abilities

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

## Player Evaluation

The Lancer frigate along with the Raider corvette are two screeners available to the empire. While Raider is faster and more maneuverable, allowing player to pursue enemy fighters and bombers, Lancer is more like a flying anti-fighter bunker. Lancer's maneuverability is smaller than raider's, also it has low acceleration, so repositioning the frigates when enemy attacks from a different direction than you expected is not an option. Lancer is armed with 9 repeating dual PD, which allow it to engage and destroy multiple enemy fighter squadrons around the frigate. If enemy fighters decide to directly attack the Lancer, it can activate its personal laser defense, allowing it to destroy some of the incoming ordnance. But once the ability timer runs out Lancer is again vulnerable to enemy strike fighters. Strike fighters, like the R41 are the biggest fighter threat to lancer, because of their assault missile, which penetrate shields. To protect Lancer against strike fighters, it is advised to have them in close formation with Nebulon B2 frigates, whose missile jam ability can protect the anti-fighter frigates. Another useful ship Lancer can be paired with is the Star Galleon class frigate. The Star Galleon can debuff enemy fighter with its concussion missiles and flak canons and then Lancer will destroy them with its PD weaponry. Lancer's shield is an anti-laser variant, so attacks by enemy fighters will have little effect, unless they have shield penetrating weapons. Lancer is a very specialized ship and except engaging enemy fighters and bombers, it has no other use. Its weapons can't engage anything larger than a fighter and it needs to be kept out of range of enemy hunters or pickets otherwise it will be destroyed quickly.

## Lore

As the Rebellion used heavily shielded and armed starfighters against the Galactic Empire, more and more Imperial admirals became weary of such attacks on their Star Destroyers. Following the catastrophic destruction of the first Death Star at the hands of starfighters, the need for stronger starfighter defenses became painfully clear. Designed by Imperial Navy Command themselves and manufactured by Kuat Drive Yards, the Lancer found itself pit against the Rebel Alliance where it had various success. Many admirals however considered the design too costly, and instead preferred to use sheer numbers with expendable TIE-Fighters as their defense.
AAC-3 Hovertank

* 217 Seconds (Galactic Conquest)
* 54 Seconds (Skirmish)

Secondary:

* x2 Medium Laser Cannons

## Lore Description

The **AAC-3 Hovertank** was designed by the New Republic as a support unit to the rather slow T4-B against heavily armoured vehicles like the AT-AT.

The AAC-3 was based on the older AAC-1. It was a bigger more armoured version, but its main focus was totally changed. The AAC-3 was envisioned as a medium tank/self propelled artillery platform with anti-vehicle capabilities, so it was equipped with 2 Medium Laser Cannons and 4 Anti-Vehicle Rocket Launchers.

This made the AAC-3 the perfect anti-vehicle support unit for the New Republic.

## Combat Information

### Player Evaluation

The **AAC-3** is one of the best medium tanks available for the Player after advancing from the Rebel Alliance to the New Republic Era.

Its hitpoints and speed makes it a capable Medium Tank, while its Rocket Launchers can melt enemy vehicles very fast. This is enhanced by its **Full Salvo** ability.

Although well armoured, it will not withstand a hard punishment and will be destroyed by enemy focused fire. Its also especially vulnerable to rocket infantry, due to its weaponry being Anti-Vehicle focused.

For this reasons its better to keep the tank in the second line as a support anti-vehicle craft, letting heavier units soak up damage while the AAC-3 devastates enemy armor with its Rockets.

If needed, the AAC-3 speed can be exploited for its use as a flanking unit, hitting enemies from behind. Other option could be to use Hit-and-Run tactic, attacking when the missiles are ready and falling back when they are launched. However, this can be risky due the necessity of the tank to be a little close to the enemy units for the rockets to be launched.
Empire Heroes

## Major Heroes

* **Emperor Sheev Palpatine**
* **Darth Vader**
* **Admiral Kendal Ozzel**
* **General Maximilian Veers**
* **Bevel Lemelisk**
* **Grand Admiral Thrawn** (Imperial Remnant)
* **Moff Tiaan Jerjerrod**
* **Captain Gilad Pellaeon** (Imperial Remnant)

## Minor Heroes

### Space

* **Agent Arliz Hadrassian**
* **Moff Bin Essada**
* **Garindan**
* **Admiral Natasi Daala**
* **Commander Pter Thanas**
* **Colonel Vindoo Barvel**
* **Baron Soontir Fel**
* **General Rom Mohc**
* **Admiral Firmus Piett**
* **Captain Brandei**
* **Admiral Terrinald Screed**
* **Captain Lorth Needa**
* **Tan Maarek Stele**
* **Commander Tomax Bren**
* **Commander Orlok**

### Ground

* **Lieutenant Tok**
* **Captain Atana**
* **Commander Grung**
* **Sergeant Fulik**
* **Commander Tashkin**
* **General Heget**
Empire Space Units

## Starfighters & Bombers

**GALACTIC EMPIRE**

* **TIE-Fighter**
* **TIE-Bomber**
* **TIE-Scout**
* **TIE-Interceptor**
* **TIE-Avenger**
* **TIE-Brute**
* **TIE-Hunter**
* **TIE-Punisher**
* ***Alpha*-class XG-1 Star Wing**
* ***Gamma*-class ATR-6 Assault Transport**

**IMPERIAL REMNANT**

* **TIE-Claw**
* **I-7 Howlrunner**
* **TIE-Defender**
* **TIE-Scimitar**
* **Preybird Starfighter**

## Freighters & Transports

**GALACTIC EMPIRE**

* **TIE-Advanced v1**
* ***Lambda*-class T-4a Shuttle**
* ***Sentinel*-class Landing Craft**
* **Imperial Action Transport**
* **CR-25 Troop Carrier**
* **Gozanti Freighter**
* **BFF-1 Bulk Freighter**

**IMPERIAL REMNANT**

* None

## Corvettes & Gunships

**GALACTIC EMPIRE**

* ***Gozanti*-class Cruiser**
* **IPV-1 System Patrol Craft**
* **Ye-4 Gunship**
* **Imperial Escort Carrier**
* ***Lancer*-class Frigate**
* ***Raider-*class Corvette**

**IMPERIAL REMNANT**

* None

## Frigates & Cruisers

**GALACTIC EMPIRE**

* ***Carrack*-class Light Cruiser**
* ***Arquitens*-class Light Cruiser**
* ***Dreadnaught*-class Heavy Cruiser**
* ***Victory I*-class Star Destroyer**
* ***Star Galleon-*class Frigate**
* ***Ton-Falk*-class Escort Carrier**
* ***Gladiator I*-class Star Destroyer**
* ***Vindicator*-class Heavy Cruiser**
* ***Victory II*-class Star Destroyer**
* ***Broadside* Cruiser**
* **Immobilizer 418 Cruiser**
* **Nebulon-B2 Frigate**
* **Strike Cruiser**

**IMPERIAL REMNANT**

* ***Eidolon*-class Strike Cruiser**
* ***Dreadnaught*-class Heavy Cruiser Mark II**
* ***Harrow*-class Star Destroyer**

## Capital Ships

**GALACTIC EMPIRE**

* ***Imperial I*-class Star Destroyer**
* ***Tector*-class Star Destroyer**
* ***Imperial II*-class Star Destroyer**
* ***Interdictor*-class Star Destroyer**

**IMPERIAL REMNANT**

* ***Imperial III*-class Star Destroyer**

## Command Ships

**GALACTIC EMPIRE**

* ***Bellator*-class Dreadnought**
* ***Executor*-class Star Dreadnought**

**IMPERIAL REMNANT**

* ***Allegiance*-class Battlecruiser**

## Special Units

### Starfighters

* **Fang Fighter**
* **TIE-Phantom**
* **TIE-Droid**
* **Zenuas 33 Umbaran Starfighter**
* **TIE-Claw**
* **TIE Experimental M1 "Bizzaro"**
* **TIE Experimental M2 "BigGun"**
* **TIE Experimental M3 "Warhead"**
* **TIE Experimental M4 "Bomb"**
* **V-Wing Starfighter (not buildable)**
* **ARC-170 Starfighter (not buildable)**

### Frigates & Cruisers

* ***Acclamator II*-class Assault Ship**
* ***Victory II*-class Frigate**
* **Hapan Battle Dragon**
* **Nova-class Cruiser**
* **Corellian Carrier (Imperial Remnant)**
* **Corellian Heavy Frigate (Imperial Remnant)**

### Capital Ships

* ***Venator*-class Star Destroyer (not buildable)**
* ***Bakura*-class Destroyer**
* **Corellian Battlecruiser** **(Imperial Remnant)**
AAC-1 Speeder Tank

## AAC-1 Hovertank

* 183 Seconds (Galactic Conquest)
* 45 Seconds (Skirmish)

Secondary:

* Light Howitzer Cannon

Tertiary:

* Blaster Cannon

## Combat Information

### Player Evaluation

An excellent light attack vehicle, the **AAC-1** is best used as a hit and run unit, as it possess high alpha damage capabilities with its barrage of missiles. However, these missiles fire in salvos instead of a continuous stream, making it necessary for them to retreat and reload salvos after each shot. The AAC-1 is fast and nimble, and is best at engaging light armour (as its missiles lack the accuracy and splash damage to eliminate infantry), or even heavier armour if it can position itself safely.

While fast and well armed, the AAC-1 is not intended to be a front-line tank, instead it is a sort-of mini-artillery. As such, its armour is sub-par and it lacks the shields of the mainline Alliance combat tanks. It also struggles against multiple targets (as its barrage can only be aimed at a small number of targets) such as infantry clusters or large groups of amour. Overall, a solid but fragile second-line long range fire-support unit.

## Lore Description

The **AAC-1 Hovertank** was a multipurpose light artillery vehicle designed by SoroSuub Corporation during the first years of the Civil War.

The designs from both the V-25 and the AAC Hovertank fell into the hands of the Rebel Alliance after a designer from SoroSuub lost them to Rebel Agents, selling them as a payment for its debts.

The vehicle had medium armor and was armed with a great variety of weapons: Blaster Cannon, a Light Howitzer Cannon, and 6 Anti-Infantry Rocket Launchers. This all together made the AAC-1 a threat to infantry squads and light vehicles alike.
H-Wing

None

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

* Slow Charging Anti-Laser Cannon

* 0.2 Per Second

* Heavy Fighter Armor

None

## Player Evaluation

A rebel bomber to bridge the gap between the Y-wing and B-Wing, The H wing posses heavy proton bombs which can devastate hardpoints. It also is incredibly hard to kill, and therefore will usually reach the target, much like a Freefall. However, they rarely get back unless you posses total fighter superiority, as they can be easily sniped out of the sky even by the ISD's heavy lasers. And their not cheap. They cost 1400 Credits, and unlike B wings and A wings, you dont get them for any large discounts. Therefore, use them wisely and in decisive fights, where destroying a few hardpoints could turn the tide.