recursal/Fanatic-Fandom huggingface dataset:
Empire Space Structures

## Defensive Structures

* **Golan I Battlestation**
* **Golan II Battlestation**
* **Golan III Battlestation**
* **Imperial Mobile Support Station**
* **Gravity Well Station**

## Production Structures

* **Imperial Global Space Tech**
* **Imperial Small Dockyard**
* **Imperial Medium Dockyard**
* **Imperial Large Dockyard**
* **Imperial Advanced-Fighter Dockyard**
* **Imperial Advanced-Cruiser Dockyard**
* **Imperial Dockyard Warship Extension**
* **Bakuran Planetary Defense**

## Economic Structures

* **Imperial Population Center**
* **XQ-3 Customs Station**
* **Asteroid Mining Colony**
* **Tibanna Gas Refinery**
Gravity Well Station

**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

Interdictor/Scout
None

### Build Time

2500 Credits
83 Seconds

### Required Structures

30 Credits
* Empire: Imperial Small Dockyard
* Rebels: Alliance Light Shipyard
* Black Sun: Small Pirate Outpost

### Faction Affiliation

* Galactic Empire
* Rebel Alliance/New Republic
* Black Sun Underworld
* Corporate Sector Authority
* Hutt Cartel
* Hapes Consortium
* Pirates

## Combat Statistics

### Shield Refresh Rate

2000
Avg Charging Balanced
4.44 Per Second

### Health Regeneration Rate

5300
Light
0.01 Per 8 Seconds

### Unit Hardpoints

Targetable:* None

Non-Targetable:

* 6x Dual Flak LC

### Garrison

* Empire: 1/3 TIE-Fighter Squadron
* Rebels: 1/3 Z95 Headhunter Squadron
* Black Sun: 1/4 V-Wing Squadron
* CSA/Hutts/Hapans/Pirates: 1/3 Razor Starfighter Squadron

## Technical Specifications

### Abilities

* SENSOR REVEAL: Reveals enemy units and movements within a large area from the ping.

### Passive Abilities

* GRAVITY WELL: Stops enemy units from retreating using its gravity well generators.

## Player Evaluation

This structure can be built at the following planets: Intersections.

The Gravity Well Station is a defensive platform buildable over the intersections, and while poorly defended, they have the ability to prevent enemy ships from retreating into hyperspace. Building these over the intersections can prevent enemy forces from passing through if you are only using the station as a point to get from the middle of the galaxy to the outskirts and vice-versa. However, because of its poor defenses the station is weak to large fleets coming through the area and might not be worth the price if they are destroyed by what they are trying to stop.
Grand Campaign Guide: Rebellion

*The Death Star has been destroyed. The galaxy has seen the Empire's greatest weapon disappear in a flash. More importantly, the galaxy learned one thing; the Empire is weak. They CAN be defeated. Already, planets and cells across the galaxy have risen up against the Empire's corruption and oppression. Support for our cause has grown, but we have a long ways to go. We will never give up, we will never back down, we will never surrender! The Empire's time has come; at the end of this "Galactic Civil War," the Rebel Alliance will succeed, and we will bring back the Republic that made the galaxy great. Our struggle has only just begun...*

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

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

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

## Historical Reference

Once, Anoat was a colony of the Ugnaughts who came to claim the planet from their nearby homeworld Gentes. The only great City, Anoat-City, was left several decades ago however, because all the City and its surrounding area was contaminated with toxic waste. Since then, the former capital is only housed by starving Dianogas,  who roam the canalization and could even pose a threat to humans.
Flarestar-class Attack Shuttle

.2 per second

### Passive Abilities

* HEAVY CREW REPAIR: The unit has a large repair crew onboard the ship to fix any damage over time
* CO-PILOT ACCURACY BOOST: The unit has a co-pilot which increases the accuracy of all weapons

## Combat Information

### [Player Evaluation]

**Universal:** Flarestar-class attack shuttles are versatile gunships that have decent corvette killing capabilities but excellent survivability and dogfighting power. Flarestars deal heavy damage to starfighters and bombers with two medium lasers and attack light corvettes such as the CR90 and Arquitens with an additional two proton torpedo launchers. Flarestars are also remarkable tanks; coming with heavy shields and armor for the gunship class. In addition, each squadron is a group of four in total, has decent speed, and has an ability to launch flares that throw off any missiles locked on it. Seeing as how the Flarestar is practically a support tank, keep them within your main starfighter core and use them as a spearhead for your weaker fighters. Missile boats especially should be your provoking target; with bombers and corvettes coming secondary to protect your large ships and starfighters. Always be sure to keep them away from regular laser cannons and heavy laser cannons, and even though they have good dogfighting skills keep them away from alpha strike fighters and interceptors.

## Lore Information

The Flarestar-class Attack Shuttle, Flarestar-class Weequay Ship, or Weequay saucer craft is a small shuttle shaped like a saucer that was most famously used by Weequay pirates, specifically the infamous brigand Hando Ohnaka. Designed and manufactured during the times of the Clone Wars by Hoar Chall Engineering, the Flarestar was unique in the Saucer design shared by it's mothership, the Corona-class Armed Frigate, also famously used by Weequay pirates. Equipped with no hyperdrive and a unique docking system port with the Corona Frigate; the Flarestar was much cheaper then other options and had adequate firepower, but was impossible to use on it's own without a mothership. Therefore only very large pirate crews and syndicates could use them, such as the Hutt Cartel and Black Sun Underworld. During the time of the early Empire and subsequent Galactic Civil War, the Flarestar was still being used for it's cheap price and exceptional combat power, at least when fighting commerce freighters.
Etti IV

### Planetary Bonuses

* HIGH INCOME: This planet has a high income, due to its position as the capital of the Corporate Sector Authority.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Medium Shipyard
* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Imperial Medium Dockyard
* Shipyard Extension for Advanced Cruisers and Frigates
* Shipyard Extension for Advanced Fighters
* Moff Palace
* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

* Black Sun Palace
* Ship Trader
* Tank Dealer
* Arms Dealer
* Black Market

## Historical Reference

Etti IV is a hot, stormy and dense world which serves as the capital of the Corporate Sector Authority. The planet was settled by the Etti, a blue-skinned race of Near-Humans which left the Core Worlds circa 20,000 BBY in order to escape persecution. It is located at a crossroads for several major trading routes, and is hospitable to most human and humanoid races, making it a logical centre for Authority administration.
Alliance Light 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

Small Dockyard/Local Defense Force
0

### Build Time

* 3000 (Galactic Conquest)

* 75 Seconds (Galactic Conquest)

### Income

None
None

## Combat Statistics

### Shield Refresh Rate

13500
Fast Charging Balanced
* 45 per second

### Health Regeneration Rate

18000
Light
* 0.01 per 12 seconds

### Unit Hardpoints

Targetable:* 2x Hvy 5-Burst Concussion MSL

Non-Targetable:

* 4x Hvy Dual Flak LC

### Garrison

* 1/3 Z-95 Squadron
* 2/6 R-41 Squadron
* 2/6 T-Wing Squadron
* 2/6 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
* 2/0 Deployable Flak Turrets

## Player Evaluation

The Alliance Light Shipyard is a very poorly defended station, being limited to lighter weapons designed for mostly anti-fighter, as well as weak armour and shielding. This station uses a garrison to defend its production of many types of fighter craft, corvettes, small frigates, and other similarly sized ships to provide to the Rebellions Galactic-wide effort. Destroying this station will remove the factions ability to produce those units on that planet, though they are widely available stations so it doesn't negate production too much.
AT-MAA Company

## Lore Description

**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

* 1800 Credits (Galactic Conquest)
* 900 Credits (Skirmish)

### Build Time

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

### Required Structures

* Large Imperial Factory
* Imperial Ground Tech - Light Vehicles 3

## Combat Statistics

### Weapons

* 1x 4-Burst SAM/4-Burst SF MSL
* 1x Dual BC

### 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 the hull for a short period of time. Reduces movement speed.

## Technical Specifications

### FOW Reveal

600

After Rebel Alliance started fielding X-wings in large number, it resulted in their deployment as support craft to planetary invasions more and more often. This proved to be a problem for imperial ground forces, because shielded X-wings with proton torpedoes and medium laser canons could easily destroy imperial light and medium armor. The natural response was deployment of AT-AA batteries to defend imperial systems, but X-wings were more armored and more maneuverable than T-47 speeders and managed to evade AT-AA flak guns. Because of these shortcomings Imperial Department of Military Research started working on improved variant of AT-AA to combat hardened and more maneuverable rebel fighters. Result of the research was of a new weapons module, which was about to be fitted on the existing chassis of standard AT-AA. This module housed missile tubes for homing anti air missile which could track down, hit enemy fighter, penetrate its shields and destroy it.

## Player evaluation

Improved AT-AA is your way to fight more advanced shielded fighters of both the Rebellion and Black Sun such as X-wings or MorningStar-B Starfighters. Its missiles will track down these fighters and destroy them with one or two volleys. Once the AT-MAA is on the battlefield, all air access is denied.

The improved variant retains the missile shield ability of its predecessor so it can as well work as a support unit for your armored formations.

As well as the standard variant, the improved variant lacks any serious weapons against ground targets, so you have to keep it protected from everything that doesn’t fly. Another drawback is that because the homing missile can lock on and fire only on one target at once, single unit might get overwhelmed if there are too many enemy fighters in the air. Because of this reason one unit needs to fire three times to take down enemy bombing run compared to one well aimed shot from the standard AT-AA which houses flak gun with area effect. So, in summary standard AT-AA is better against bombers and T-47 airspeeders and the improved variant is better against armored shielded fighters.
Devaron

### Planetary Bonuses

GALACTIC REVEAL: Reveals moving enemy fleets, due to Devaronian knowledge about nearby hyperspace routes.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Black Sun

* Black Market
* Arms Dealer

## Historical Reference

The history of Devaron was marked by its cultural division between the two genders of the Devaronian species; while males were struck with wanderlust, females sought to establish cities and grow the culture. Developing this divide during the pre-industrial era, males had to travel several days from settlements to hunt for prey while the females maintained the safety and organization of the camp. As wandering the jungles on hunting expeditions became a cultural rite of passage for males of the species, the Devaronian females began to industrialize, evolving over time into a spacefaring culture as early as 30,000 BBY. Harnessing hyperdrive technology, Devaronians began exploring the region of space around Devaron, helping to blaze the Corellian Trade Spine once contact was made with the greater galaxy.
Gangster Gunner 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

### Build Time

* 800 Credits (Galactic Conquest)
* 400 Credits (Ground Skirmish)

* 53 Seconds (Galactic Conquest)
* 20 Seconds (Ground Skirmish)

## Combat Statistics

### Composition

* x1 Lieutenant
* x2 Sergeant
* x9 Gunner
* x9 Rifleman
* x3 Carbine
* x2 Vornskr Wolf

### Armament

Lieutenant, Sergeant* XTS Dual Blaster Carbine
Gunner

* T-21 Repeating Blaster Rifle
Rifleman

* Long-barreled Blaster Rifle
Carbine

* LL-30 Blaster Carbine

### Unit Abilities

* Spread Out
* Stim Pack

### Debuffs

* Suppression (T-21 Repeating Blaster Rifle)

### Buffs

* Increased Movement Speed (Stim Pack)
* Increased Damage (Stim Pack)

## Combat Information

### Player Evaluation

Another answer against infantry, Gangster Gunner Platoons are made to pin down enemy units. While not able to deal as much damage as their Grenadier counterparts, they are able to engage at a longer range and able to continue firing at enemy infantry. Once suppressed, they can eliminate the enemy with their long range Rifleman.

Their biggest weakness is vehicles, since this platoon is built for anti-infantry duty. Friendly vehicles or anti-armor infantry will keep these guys firing.

This platoon also comes with 2 Vornskrs. Fast and deadly wolfs, they are able to hunt down enemy infantry and eliminate them with their powerful bite, healing themselves in the process. Their biggest contribution is their high damage against Force-users, and Vornskrs will prioritize these units over everything else.
Alliance Army Suppression 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

Entrenchment, Suppression Infantry
1

### Price Cost

* 1500 Credits (Galactic Conquest)
* 750 Credits (Skirmish)

### Build Time

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

### Required Structures

* Alliance Headquarters
* Alliance Global Ground Tech Infantry I

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 9x Gunner
* 6x Rifleman + Frag Grenade
* 6x Rifleman

### Unit Abilities

Deploy Barricade:* Deploys a small Sandbag barricade, that can block incoming fire and provide cover. Only one active barricade per team

Take Cover:

* Takes cover to increase defense, but reduces movement speed

## Combat Information

The Rebel's premier tier two anti-infantry squad. This platoon is built specifically to counter infantry threats. Their A280C's will suppress any infantry squad in their path, making it harder for infantry to fire back, whilst frag grenades will slow them down and destroy them as they attempt to retreat. This combination makes it easier for the accompanying riflemen to eliminate anyone left standing. Besides this offensive capacity, these units are also able to build barricades which will provide cover for any units behind them.

Their biggest weakness is vehicles, as this platoon has no way to counter armored forces. Although they can gradually damage some light armored vehicles, they stand no chance against any greater opponents. These troops therefore need to be deployed alongside vehicle or rocket infantry support if they are to avoid destruction at the hands of enemy armor.

## Lore Description

Army Suppression Platoons were formed in an effort to deal with the growing problem of alliance troopers being outclassed by Imperial Stormtroopers. They were given special training and equipped with the A-280C heavy suppression weapons. These units specialize in eliminating enemy infantry and in providing covering fire and defensive measures for other infantry.
Alpha-class XG-1 Star Wing

## XG-1 Star Wing

None

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

### Unit Abilities

Defensive Formation:* Makes unit fly in defensive formation, which increases defense but reduces speed.

## Technical Specifications

### Player Evaluation

The Alpha class XG1 Starwing, also known as the Assault Gunboat, is a deep space heavy assault starfighter. With heavy ion blasters, heavy lasers, shield piercing barrage rockets, shields, and a hyperdrive, it is equipped with all the tools needed to be effective in situations where a normal TIE starfighter won't do.

The primary use case for XG 1 fighters is dealing with larger, non starfighter threats. It's ion cannons are powerful enough to deal significant damage to the shields of any target, something many starfighters have difficulty with. The unguided barrage rockets, while not as accurate as proton torpedos or missiles, can penetrate shielding and are effective against all but the heaviest of armor plating. For targets that are too fast to hit with unguided rockets, such as corvettes, the XG1 also carries heavy laser cannons comparable to the TIE Brutes. The ship is not without limitations though. While it does have shields and fairly decent armor, it is lacking in mobility.

On a galactic scale, the XG 1 is one of the very few hyperspace capable Imperial starfighters. As such, it does not require a carrier ship, and can therefore be deployed entirely at your discretion. The combination of heavy ion cannons and barrage rockets gives them the advantage of being able to damage shields and hull simultaneously.

XG 1s are better at dogfighting than a typical bomber is, but they are far from the ideal choice for engaging starfighters. Pairing them up with the TIE Avenger will compensate for this weakness, allowing for the creation of starfighter-only strike fleets that are completely immune to turbolasers and other anti-capital ship weaponry, while being fairly difficult to stop.

## Trivia

* This unit is voiced by Mr.President, a developer of Awakening Of The Rebellion.
Falleen

## Historical Reference

During the early years of the New Order, Darth Vader established a bacteriological research outpost on the planet. When a highly-destructive flesh-eating bacterium got loose in 7 BBY, Vader ordered his ships in orbit to raze the laboratory and the city surrounding it in order to save the rest of the planet. Vader wiped out the bacterium, along with an entire city and over two hundred thousand Falleen, including the royal House Sizhran. This left Falleen uninhabitable, and many Falleen, like Prince Xizor , seek revenge on the Empire and Darth Vader.
Freefall-class Bomber

None

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

.25 per second

* x2 Light Lasers
* x2 Heavy Dual Proton Torpedoes
* x4 Proton Bomb

### Unit Abilities

FIRE PROTON BOMBS: Fires proton bombs at the target. Proton bombs are very lethal and large, able to damage or destroy multiple hardpoints in an area.

## Technical Specifications

### Passive Abilities

* HEAVY CREW REPAIR: The unit has a large repair crew onboard the ship to fix any damage over time
* CO-PILOT ACCURACY BOOST: The unit has a co-pilot which increases the accuracy of all weapons

## Combat Information

### [Player Evaluation]

**Black Sun:** Freefall bombers are large, slow, and devastating bombers. Equipped with two large dual proton torpedo launchers and have four destructive proton bombs. Although, the Freefall is equipped with two measly light lasers so don’t expect it to do much before being blown apart by fighters if caught in a dogfight; Freefall bombers are also one of the slowest units in the game. Freefalls make up for this however in raw anti-ship firepower and heavy shields and armor; the large proton torpedo launchers absolutely disintegrate ship subsystems and are a nightmare for ships such as the Liberty, Justice, ISD variants, etc. Proton bombs are even stronger, as they cause more damage and have an area of effect ability to attack multiple subsystems. The trade off is that they are heavily inaccurate and manually dropped, meaning you must be right over the target and trigger the ability yourself, hence these being mainly for capital ships. Obviously, in battle Freefalls are best used on capital ships, cruisers, and large frigates. Keep in mind that they must have an escort at all costs and are best protected against corvettes, starfighters, and especially interceptors like the A-Wing. When using the Freefalls, try to flank the enemy as best you can to avoid taking losses and then use your ability to drop the bombs when you get close. Afterwards, retreat the bombers as quickly as possible to prepare for another attack. It is recommended to target either the weapons, shield generator, or hull first to weaken the ship extensively for other units in the battle.

## Lore Description

Designed and manufactured by the Nubian Design collective for personal use the Freefall Starfighter was a Heavy Bomber and was secretly intended for sale in illegal markets. Made for heavy firepower and survivability, the Freefall was especially popular among crime syndicates. While pirate gangs and smaller organizations such as the Hutt Cartel would dream of owning Freefalls, only the most wealthiest crime syndicates like the Black Sun could own them. This was due to their ammunition alone costing a fortune, aside from the entire bomber. A key prospect in their design was the proton bomb feature, which would allow even the Black Sun to hijack massive ships. While they were used for hyperlane raiding, the Freefall was mainly intended for defense against the Rebellion and Empire if the Black Sun chose to stand their ground and fight.
Eidolon-class Strike Cruiser

None

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

Non-Targetable:

* 6x Med Dual TL
* 2x LC
* 1x Shield Generator

### Unit Abilities

Full Salvo:* Increases fire rate of all missiles, rockets and torpedoes, but lowers fire rate of other weapon systems

## Player Evaluation

The Mon Calamari warships of the new republic are well shielded and heavily armed. The Eidolon class strike cruiser is uniquely equipped to deal with both problems simultaneously.

With an arsenal of both proton and ion torpedoes, the Eidolon can bring down even the strongest shields while simultaneously stripping it's foe of weapons using shield penetrating heavy torpedoes.

Like the Loronar Strike Cruiser it is based on, the Eidolon is best used to provide supporting fire for more durable Capital ships, and can mitigate the need for bombers if anti-starfighter opposition is particularly strong. It is also compact, relatively fast, and cost efficient. The strike cruisers complement of TIE Fighters is replaced with TIE Interceptors to better contend with the more advanced starfighters that are now in use.
Gian Speeder

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

## General Information

### Population Value

Light Tank Destroyer
1

### Price Cost

5
* 1500 Credit (Galactic Conquest)

### Faction Affiliation

* Rebel Alliance/New Republic
* Black Sun Underworld

## Combat Statistics

### Health Points

Open Top Vehicle
125

### Movement Type

Strafing Hover: Faces the target when moving by

## Combat Information

The Gian Speeder is a cheap, quick to produce, and cost effective option against the Black Sun and Empire vehicles. The mounted blaster cannon on the top of the hood can make short work of vehicles up to the AT-ST, and is a great support option for infantry. In addition, the range of the cannon is quite impressive and the Gian also comes equipped with laser cannons to make quick work of infantry. An even better advantage is that of numbers, one Gian Speeder company comes with 3 vehicles each, leading to massive numbers if needed. The problems are quite obvious however, as the speeder is vulnerable even to small arms fire due to the open top armor status of the vehicle. Heavy vehicles will destroy it in one hit often, and medium vehicles could do it in a slightly larger time frame. Be sure to keep them protected and firing from the back line.

## Lore Description

The Gian Speeder was designed for the Naboo security forces and saw combat during the Trade Federation's invasion of Naboo with their droid army before the Clone Wars. The speeder was more heavily armed then its lighter cousin, the Flash Speeder. Under the Empire's rule most were kept on Naboo and still used by the security forces under the authority of the Empire. When Naboo was liberated, the Rebel Alliance quickly started repurposing the old vehicle and modified them to be more effective.
Eriadu

## Historical Reference

Eriadu is a trading and governmental hub in the Outer Rim. It is a slate-grey world of rugged landmasses and toxic slender seas.  Industry holds sway over all Eriadu, fouling air, land, and sea with unrelenting outpourings of toxic by-products. The primary city, Eriadu City is in the southern hemisphere. It is a thriving seaport that has grown up around the mouth of a major river, spreading almost one hundred kilometres inland.
Captain Huoba Neva

## Combat Description

* Huoba Neva
* Neva's Carrier

* Space

None

### 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
* REPAIR FIGHTERS: Can repair nearby fighters

### Bonus

* FRIGATE CAPTAIN: 10% Combat Bonuses for all Frigates

## Technical Specifications

### Passive abilities

* BOMBARDMENT: Can do Orbital Bombardments and carries Bombers for Bombing Runs

### Player Evaluation

Huobo Neva is a carrier hero for the Rebellion, and is a good addition to the forces in the Southern region of the galaxy. Neva is more focused on utility and support rather then head-to-head combat with his fragile Quasar Fire-class Escort Carrier, which lauches three flights of X-Wings and Y-Wings at a time with three flights in reserve for each respectively. So, be sure to keep Huoba in the back lines far away from the fighting as the AI will target your heroes first, especially the ones who provide bonuses. Despite his fragile qualities the carrier does have a small amount of turbolaser cannons for defense so it can at least fight against small groups of fighters. Bombers are the biggest threat, usually slipping through the screening lines to kill carriers. Aside from these weaknesses, Huoba is worth the effort, and his acquisition is easy early on.

## Acquisition

Huoba Neva is acquired by Conquering Sullust, and will appear after a few seconds. However, it is highly recommended to conquer Bakura, Ord Ibanna, and the neighboring intersections to create a small buffer zone. Then, you should go after Sullust and the Naboo chain. Be sure to move quick, if you take too much time the Empire will build some capital ships to defend. The Empire also has a habit of building hypervelocity cannons on the planets surrounding Naboo.

## Lore Description

Huoba Neva once was a simple freighter navigator of SoroSuub. Then he was picked up by an imperial mobile customs check and was accused of smuggling. The Sullustan was enslaved, barely surviving years of back-breaking work in the mines. Luckily the Rebels liberated him and many others working along side him. He was so grateful that he joined the Alliance and made a formidable officer, making his way up the ranks. Neva served the Alliance, and later, its successor state, the New Republic, which was formed following the Alliance victory at Endor in 4 ABY and the death of Emperor Palpatine. She proved to be a capable naval commander, as well as an accomplished special forces operative and ground forces commander.
Alliance Headquarters

## Lore Description

The **Alliance Headquarters** is the upgrade for the Rebel Camp that can be built on planets which are outside of the Core Worlds territory. They are usually situated on the most important or central planets in a sector, which can be turned into formidable strongholds, or on planets that are particularly sympathetic towards the Alliance. The Headquarters contains training facilities which teach ground troops basic battle tactics, and they also feature a much greater garrison of soldiers and vehicles compared to a simple Alliance Camp. Headquarters serve as contact points for sympathetic planets which wish to start negotiations with the Alliance.

## Galactic Overview

### [Land Production]

**INFANTRY**

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

**LAND STRUCTURES**

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

### [Planet/System Locations]

These planet locations are restricted only as far as upgrading up to Alliance Headquarters. The Alliance Headquarters can also be built on Alliance Base planets as well. Check the Alliance Base wiki article under the header "Locations" on the Table of Contents to see what planets can fully upgrade to the Alliance Base.

#### [Colonies]

* **Devaron**
* **Fondor**

#### [Inner Rim]

* **Onderon**
* **Thyferra**
* **Bilbringi**

#### [Mid Rim]

* **Ord Mantell**
* **Naboo**

#### [Outer Rim Territories]

* **Honoghr**
* **Rothana**
* **Rattatak**

**MUUNILINST SECTOR**

* **Muunilinst**
* **Dantooine**

**MANDALORE SECTOR**

* **Mandalore**

**RHEN VAR SECTOR**

* **Rhen Var**

**TATOOINE SECTOR**

* **Tatooine**

**ERIADU SECTOR**

* **Eriadu**

**ALLYUEN SECTOR**

* Allyuen

**CORPORATE SECTOR**

* **Etti IV**

**HUTT SPACE**

* **Nal Hutta**
Captain Brandei

* Captain Brandei
* Harrow SD

* Space

* 15,000 Credits (Galactic Conquest)
* 10,000 Credits (Space Skirmish)

Zhar

Galactic Mode: 1

250

Nontargetable:

* x4 Lt Dual TL
* x4 Repeating Dual PD

## Acquisition

In order to obtain Brandei, the player must take control of Zhar by sending any unit there. This will trigger a cutscene, after which the player will gain the ability to recruit him from any Moff Palace.

## Player Evaluation

Captain Brandei commands a *Harrow*-class Star Destroyer. He can be a powerful fleet leader, particularly in the mid-game, where he can assist in assaults against Mon Calamari capital ships and larger rebel shielded defense stationsa like the Queen and the Empress. His *Harrow*-class Star Destroyer is well armed to deal with their heavily shielded targets thanks to its plasma missiles, which damage shields and Magpulse missile launchers, which reduce the damage output of hit targets. Later in the game he is best deployed alongside larger Imperial vessels, which will destroy targets already weakened by Brandei's volleys of missiles. His bonus of 10% is useful at all stages of the game if a fleet lacks a leader.

Bear in mind that Brandei shares the same weaknesses as most Imperial capital ships; that is, a lack of anti-fighter defense, poor agility and targetable shields and weapons. Considering the small size and hull points of the Harrow, he should never take the full attack of an enemy fleet. Leave that to dreadnoughts or larger ISD class vessels, keep Brandei on the flanks, where he can reposition easily or behind an ISD. In this way he can turn the tide of a battle by disabling enemy capital ships.

## Lore Description

Captain Brandei, serving the Imperial Navy as Fleet Support Branch Technician, a is a competent officer; not too proud to order a retreat if necessary, instead of being slaughtered to the last man. This cautious attitude prevented him from achieving higher ranks throughout his career, but also has given him an opportunity to be in command of the prototype **Harrow**-class Star Destroyer created by Bevel.

Born in 45 BBY on the Outer Rim world of Mantooine, Brandei's early life was deeply influenced by a constant three-way conflict involving two local resistance groups, the Mantooine Liberators and the Fest Resistance Group, and the early Galactic Empire. During battle of Hoth he was a part of Executor command group present on the bridge when invasion was launched. After the battle he was transferred to ISD Judicator, which he commanded even after the battle of Endor. Following arrival of Grand Admiral Thrawn to lead the Empire Brandei joined his personal fleet to fight the New Republic.

## References

* **Brandei's face in his icon in the Awakening of the Rebellion mod portrays Hugh Grant.**

## Trivia

* This unit is voiced by Coryak, a developer of Awakening Of The Rebellion.
Black Sun Land Units

## Infantry

* **Gangster Platoon**
* **Gangster Grenadier Platoon**
* **Gangster Rocketeer Platoon**
* **Gangster Gunner Platoon**
* **Black Sun Enforcer Platoon**
* **Black Sun Elite Platoon**
* **Black Sun Assassins**
* **Black Sun Commander**
* **B1 Battle Droids**
* **B2 Super Battle Droids**
* **Destroyer Droid Squad**
* **Mandalorian Mercenary Platoon**
* **Disruptor Mercenary Platoon**
* **Trandoshan Hunter Platoon**
* **Kaleesh Warrior Platoon**

## Vehicles

* **Skiff Company**
* **WLO-5 Speeder Tank**
* **Armored Assault Tank**
* **AT-AP**
* ***Canderous*-class Assault Tank**
* **Keldabe Tank**
* **Missile Attack Launcher**
* **MZ-8 Mobile Pulse Cannon**
* **MZ-9 Flame Tank**
* **AT-TE**

## Air Support

* **T-16 Skyhopper**
* **Kihraxz Assault Fighter**
* **MorningStar-B Starfighter**

## Landing Craft

* **AEG-77 Vigo Gunship**
* **Action VI Transport**
* ***Kom'rk*-class Fighter/Transport**

## Special Units

### Infantry

* **Nightsister Hunters**
* **Gamorrean Guards**

### Vehicles

* **Flash Speeder**
* **Gian Speeder**
Arms Dealer

**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

* 1/1 Mandalorian Mercenary Squad
* 1/1 Trandoshan Hunter Squad
* 2/2 Disruptor Mercenary Squad

## Lore Description

The **Arms Dealer** supplies the Black Sun with various heavy and often forbidden weapons. Mercenaries Like Mandalorians also hang around Arms Dealers to get a new job. Special offers in certain systems may be found.

## Production Options

**Infantry**

* **Mandalorian Mercenary Platoon - 2250 Credits**
* **Disruptor Mercenary Platoon - 2000 Credits**
* **Trandoshan Hunter Platoon - 2500 Credits**
* **Kaleesh Warrior Platoon - 1100 Credits**

## Buildable On These Planets

* **Adumar**
* **Carida**
* **Concord Dawn**
* **Corellia**
* **Corulag**
* **Coruscant**
* **Devaron**
* **Ession**
* **Fondor**
* **Honoghr**
* **Iridonia**
* **Jabiim**
* **Jakku**
* **Kalee**
* **Kamino**
* **Lok**
* **Malastare**
* **Mandalore**
* **Myrkr**
* **Nal Hutta**
* **Onderon**
* **Ord Mantell**
* **Rattatak**
* **Rhen Var**
* **Rodia**
* **Taris**
* **Tatooine**
* **Telos**
* **Terephon**
* **Trandosha**
* **Utapau**
* **Ylesia**
GRZ-6B Droid Company

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

## General Information

### Population Value

Breakthrough, Demolitions
1

### Price Cost

* 1600 Credits (Galactic Conquest)
* 250 Credits (Ground Skirmish

### Build Time

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

### Required Structures

* Droid Factory
* IG Global Space Tech III

## Combat Statistics

### Weapons

* 2x Beam Cannon
* 1x Heavy Flamethrower
* 1x Close Range Attack (Melee)

### Health Points

* Medium Armor

* 400

## Player Evaluation

The GRZ-6B 'Toaster Droid' is one of the most terrifying heavy droid units utilized by IG-88's Droid Revolution. It is large, cumbersome and overall goofy, but packs one hell of a punch, it's primary armament consists of two arm mounted beam weapons, a heavy flamethrower in it's mouth as well as being able to punch and kick enemy vehicles if it manages to close the distance. These weapons are short ranged but well suited for eviscerating lightly armored and open top vehicles as well as infantry and buildings, despite the high damage output, it's weapons can do little to combat shielded vehicles, and due to it's slow speed it is unable to effectively outrun or catch up to enemy units. It is also unable to effectively combat aircraft and artillery.

Defensively, the GRZ-6B is sturdy enough, especially with brace for impact to survive a few hits from anti vehicle weapons but can be ultimately whittled down to nothing if not properly supported by droid infantry and anti shield weapon wielding droid units like the SD-6 Hulk Droid.

Overall, it is a powerful backbone for any droid army.

## Lore Description

The GRZ-6B was originally a garbage and recycling droid, but IG-88 saw a greater purpose for them, they were reprogrammed to serve as combat units.
Byss

## Historical Reference

The mysterious planet Byss lies at the heart of the Imperial holdings in the Deep Core. An eerie blue-green sunlight bathes everything on the planet in an unusual glow, contributing to the overwhelming strangeness of the world. The planet itself is something of a myth, built up to pique the curiosity of those who have heard of a mysterious paradise planet ruled by the Empire. With tranquil scenery, low geological activity, exceedingly mild seasons, and the feel of a luxury resort, the planet appears to be the perfect place to live, which is exactly what Emperor Palatine wants people to believe. The Emperor's dark side energies corrupted the world and its inhabitants allowing the planet to be quickly built up.
CR-95 Heavy Corellian Corvette

None

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

* Medium Armor

0.75% Per 4 Seconds

## Lore Information

The CR90 corvette was originally designed and manufactured by the Corellian Engineering Corporation for civilian use far before the Empire's time and even before the Clone Wars. Originally designed for freighter and diplomatic duties, the Corellian corvette could also be used for combat duties even in the CR90's stock production model. However, the Black Sun had other plans and illegally modified the CR90 with better weapons, sacrificing a bit of the speed. The result was a heavy corvette that could now go head to head against the modern ships of the Galaxy. Such roles for the Heavy Corellian Corvette included escort, combat, and transport of low priority VIPs.
Gladiator I-class Star Destroyer

Strike Carrier/PIcket

None

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

Non-Targetable:

* 6x LC
* 3x Hangers

### Unit Abilities

Tractor Beam:* Place a tractor beam on an enemy ship. The tractor beam will slow or stop the movement of the targeted ship. Tractor beams are not possible on fighter class ships or large capital ships.

## Player Evaluation

The Gladiator class Star Destroyer strikes a balance between the firepower of a cruiser and the fighter compliment of a full size capital ship.

As a strike carrier, the Gladiator deploys all of its starfighters into battle immediately, holding nothing in reserve. Once the fighters are deployed, the Gladiator itself can move in to provide support.

With an assortment of weapons suitable for medium-sized targets in particular, the Gladiator performs well against corvettes, frigates, and light cruisers. The gladiator deploys two squadrons of TIE Brutes and one squadron of TIE Bombers, which supplement the Gladiator's own role as a destroyer of corvette and frigate-class threats quite nicely.

The Gladiator performs well as a medium assault cruiser, giving fire support and extra fighter cover to capital ships, adding staying power and heavy guns to squadrons of Imperial corvettes, or providing a powerful guardian for other carriers
Black Sun Elite Platoon

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

* DLT-19 Repeating Blaster Rifle
Disruptor Rifleman

* DXR-6b Disruptor Rifle
Carbine+Thermal Detonator

* DE-10 Blaster Carbine
* Thermal Detonator
Carbine+Concussion Grenade

* DLT-19 Repeating Blaster Rifle
* Concussion Grenade
Flamethrower

* Krayt Flamethrower
* DE-10 Blaster Carbine

## Combat Information

### Player Evaluation

An elite stealth force for the Black Sun, this platoon is able to stealth raid enemy planets and cause havoc with their array of weapons. From flamethrowers to burn away infantry and structures to high damage Disruptor Rifles, they have an answer for anything. Combined with several grenades used to do high damage to infantry and lower vehicle armor, and these guys can be a huge threat to non-guarded worlds.

Like most infiltrator units, these guys are not made for front line combat or raiding heavily defended worlds. Despite decent damage to all kinds of threats, they are not great at any, as they fit the saying "Jack of all trades, master of none." They should avoid heavy engagements at all cost, as their low numbers will become their downfall.
Commander Arhul Narra

## Commander Narra

* Narra
* Modified A-Wing

* Space

None

1

* TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it

### Bonus

* FIGHTER TACTICIAN: 10% Combat Bonuses for all Fighters/Bombers

## Technical Specifications

### Player Evaluation

Commander Narra is an excellent hero for the Rebellion and is great for destroying fighters. Engaging in modified A-Wing interceptors that provide more shields, armor, and a second ability to the standard A-Wing, Narra and his wingmen are a nightmare for any starfighters that cross their path. While lacking enough armament to deal good damage to corvettes and larger, Narra can pulverize large groups of fighters and lure the enemy away for an ambush. However, Narra is best at destroying enemy bombers and acting as a spearhead with his lure and turbo abilities. Red Squadron's missile launchers are especially deadly to slow moving bombers, and allow him to preform hit-and-run attacks efficiently. Although he has no galactic map abilities, Narra boosts all other fighters in the fleet giving him great synergy with other heroes. Lastly, Red Squadron and Rogue Squadron give overwhelming firepower and are a great combination for killing other starfighter heroes.

## Lore Description

Arhul Narra was a male human pilot who served in the Alliance to Restore the Republic during the Galactic Civil War. Narra led Red Squadron during a battle between the Rebel Alliance and Darth Vader in his TIE Advanced over the planet Vrogas Vas. In a message to General Jan Dodonna following the battle, Narra admitted defeat in the battle and stated it was one of the worst culling of starfighter pilots he had ever seen.

## References

* Arhul Narra's face in his icon in the Awakening of the Rebellion mod portrays Stellan Skarsgård.
Acclamator Assault Ship (Refit)

None

* 120 Seconds (Galactic Conquest)
* 54 Seconds (Refit Time)
* 30 Seconds (Space Skirmish)

* Slow Charging

Anti Turbolaser

* 4.16 Per Second

* Medium Armor

* 0.75% per 8 seconds

Non-Targetable:

* x4 Medium Turblaser
* x6 Dual Point Defense

## Player Evaluation

The Refit Acclamator is a fairly cost effective heavy gun platform being quite cheap to build and field, it boasts an impressive array of turbolaser weaponry, it has many of the same picket capabilities of the standard Acclamator Assault Ship but trades the standard assault missile launchers for heavies and the hangar for heavy gun emplacements and more powerful reactors, the speed is also halved so this ship won't be outrunning many vessels but with anti turbolaser shields and slightly improved armor it will last a bit longer under fire than the standard version.

Instead of only being able to punch down the Refit Acclamator can punch up and surprisingly hard with the Overcharge Reactor ability which drains the shields/damages the hull if the shields are already down but massively increases firepower making the imperative to put things tankier ships in front of the Refit Acclamator especially if using their ability.

It has weapons that will be effective against most ship types but will be best used against cruiser and capital class ships and in terms of vulnerabilities the Refit Acclamator is pretty easy to take down with missiles, torpedoes and rockets, it's engines and shield hardpoints are fairly vulnerable and without those it becomes extremely weak to incoming fire.

Standard Acclamator Assault Ships can be reffited at Ship Refitters at a small cost but both standard and Reffited ships are excellent ships that are staples of the Black Sun roster.

## Lore Description

The Acclamator Refit is the result of the Black Sun taking existing ships, purchased on the blackmarket, stolen or salvaged and up arming them to fight larger vessels whilst retaining the existing armaments making them versatile ships, from security in Black Sun controlled space to pirate raiding vessels and everything in between, as long as Acclamators are cheap and available on the market modifications like this will exist even long after the clone wars these ships are commonplace in Black Sun and Pirate fleets and salvage yards, sometimes planetary defense forces will use Acclamators to supplement their fleets, both modified and unmodified.
Assassination Agent

Template:Land Unit Infobox

## Lore Description

Imperial Intelligence agents under the Assassination branch are, as the name suggests, tasked with assassination missions. Assassination rarely moves against targets in which mission success is not probable and further augments this mentality by training their agents to exploit every advantage available to them. These make their actual success ratio higher than their theoretical one.

## Galactic Overview

### **[Production Requirements]**

**{LAND PRODUCTION}**

**LAND STRUCTURES**

* **Governor's Palace**

## Combat Information

**SPECIAL ABILITIES:**

* **ASSASSINATION: Can assassinate enemy minor heroes.**