recursal/Fanatic-Fandom huggingface dataset:
Dreadnaught-class Heavy Cruiser

## Dreadnaught Cruiser

None

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

Non-Targetable:

* 2x Lt TL
* 4x Hvy LC

Empire

* 1/0 TIE-Fighter Squadron

### Unit Abilities

Brace for Impact:* Raises defense against laser fire, does not affect damage against bombs/torpedoes/missiles.

## Player Evaluation

### Rebel/New Republic

The Dreadnaught Heavy Cruiser is one of the best brawlers the Alliance has to offer, however that’s close to all it can do. It does provide a Z-95 flight as an escort which is nice but its firepower is nothing special as it will get the job done against other cruisers but will have a hard time dealing with Capital Ships even when in groups. The Dreadnaught is a good early game ship and can be situationally useful in the late game however it gets largely overshadowed by more specialized vessels like the Twin Blade and Alliance Assault Frigate. The ability to upgrade the dreadnaught into a Twin Blade or Assault Frigates makes it worth picking up as they can be upgraded to fit whichever role your fleet needs. This makes the ship more than worth the investment since any that survive can be upgraded as the tech levels get unlocked. They're best used as ships that get up close and personal and tank incoming damage with their brace for impact ability while other ships destroy the enemy.

### Galactic Empire

For The Galactic Empire, the Dreadnaught Heavy Cruiser is an excellent early-game option for diverting enemy firepower from more vulnerable or expensive vessels. While the dreadnaught doesn't provide much firepower to the battle, with proper positioning it will divert the enemy's attention from artillery and destroyer units, allowing them to damage the enemy unimpeded.

## Lore Description

Despite Dreadnaught Cruisers being seriously outdated, many remain in the service of the Empire or have been acquired by the Rebel Alliance. They are armed with turbolaser batteries, quad laser cannons, and strong armor, although the six sub-lightspeed ion engines make the Dreadnaught more like a flying bunker than a fast battleship. Given their outdated design however, they are relatively cheap.
Army Headquarters

**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

3000
Building

### Garrison

* 1/0 AT-AT
* 1/0 TX-225 "Occupier" Tank Company
* 1/0 AT-MAA Company
* 2/0 AT-ST/R
* 2/4 AT-PT
* 1/3 Death Trooper Platoon
* 1/3 Anti-Armor Shock Trooper Platoon
* 1/3 Shock Trooper Platoon
* 1/3 Shielded E-Web
* 1/3 Scout Trooper Platoon
* 2/6 Scout Bikes
* 2/6 Stormtrooper Platoon

## Galactic Overview

### [Land Production]

**DOWNGRADES**

* **Downgrade to Army Support Post**

## Combat Information

### [Land Combat]

* **1/0 AT-AT**
* **1/0 TX-225 "Occupier" Tank Company**
* **1/0 AT-MAA**
* **2/0 AT-ST/R**
* **2/4 AT-PT**
* **1/3 Death Trooper Platoon**
* **1/3 Anti-Armor Shock Trooper Platoon**
* **1/3 Shock Trooper Platoon**
* **1/3 Shielded E-Web**
* **1/3 Scout Trooper Platoon**
* **2/6 Scout Bikes**
* **2/6 Stormtrooper Platoon**
B2 Super Battle Droids

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## General Information

### Population Value

Anti-Personnel
1

### Price Cost

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

### Build Time

* 60 Seconds (Galactic Conquest)
* 30 Seconds (Ground Skirmish)

### Required Structures

* Droid Factory
* IG Global Space Tech II

## Combat Statistics

### Composition

* 6x Dual Carbine-Wrist Rocket
* 18x Dual Carbine

### Health Points

* Droid Armor

* 20

## Lore Description

The B2 Super Battledroid is a noticably advanced version compared to the B1.  It can operate self sufficiently, making them independent from droid control ships.  Its weaponry consists of an integrated blaster and light missiles.
Dark Trooper Phase II

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

## General Information

### Population Value

Covert Operations, Anti-Personal
1

### Price Cost

3
* 1400 Credits (Galactic Conquest)
* 500 Credits (Land Skirmish)

### Build Time

* 93 Seconds (Galactic Conquest)
* 17 Seconds (Land Skirmish)

## Combat Statistics

### Health Points

Droid
100

### Unit Abilities

Jetpack:* Activates a Jetpack, that allows a unit to fly to a destination

## Lore Description

The **Phase II dark trooper** was the second and main stage of the Dark Trooper Project. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle. Though most droids were shut down after the destruction of *Arc Hammer*, some of these troopers remained in operation throughout the Galactic Civil War. They would later be seen during the New Republic's attack on Coruscant.

## Galactic Overview

### [Production Requirements]

**{MINOR HEROES}**

* **General Rom Mohc**

## Combat Information

### [Land Combat]

**UNIT CAPACITY: 1**

**WEAPONS:**

* x1 Assault Cannon

**COMPLEMENT:**

* **x4 Dark Trooper Phase IIs per Company**

**SPECIAL ABILITIES:**

* **JET PACK:**
Asteroid Mining Colony

**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

Economic Station
None

### Build Time

* 2500 (Galactic Conquest)

* 125 Seconds (Galactic Conquest)

### Income

None
500 Credits

## Combat Statistics

### Shield Refresh Rate

4000
Avg Charging Balanced
* 8.89 per second

### Health Regeneration Rate

7000
Light
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* None

Non-Targetable:

* 8x Dual LC
* 5x LC Flak

### Garrison

* 1/2 IPV1 Squadron
* 2/6 TIE-Fighter Squadron

## Technical Specifications

### Passive Abilities

* + Freighter Income Bonus: This unit when station over a freighter's delivery planet will increase the total income of the freighter by x1.0

## Player Evaluation

This structure can be built on the following planets: Borleias, Kessel, Chandrila, Roche, Nal Hutta, Mygeeto.

The Asteroid Mining Colony is an asteroid base that can be constructed over certain planets, and sell the materials gathered for increased planetary income. They are very poorly defended due to the focus on income similar to the XQ-3 Customs Station though, and also require adequate defenses to remain operational and providing credits to the Empire.
Corporate Sector Authority

## Description

The **Corporate Sector Authority (CSA)** is the government of an interplanetary fiefdom, administered by a brutal and tyrannical corporatocracy. It was formed in 490 BBY in order to resolve conflicts between of the Galactic Republic's lawmakers and many of the galaxy's largest corporations. The CSA occupies the 'north-eastern' corner of the galaxy. In game this region consists of four planets - Ession, Bonadan, Etti IV and Deltooine.

## Combat Information

### [Space Units]

**STARFIGHTERS**

* **IRD-A Starfighter**
* **GAT-12 Skipray Blastboat**
* **Z-95-AF4 Headhunter**
* **Planetary Defender Starfighter**
* **#2 Warpod**

**CORVETTES & GUNSHIPS**

* **Dimel Gunship**
* **Etti Light Cruiser**
* **Etti Cruiser**
* ***Marauder*-class Corvette**
* **Heavy Corellian Gunboat**

**FRIGATES & CRUISERS**

* **Victory 2 Frigate**
* **Acclamator Assault Ship**
* ***Dreadnaught*-class Heavy Cruiser**
* ***Recusant*-class Light Destroyer**
* **RhinoDon Carrier**

**CAPITAL SHIPS**

* **Venator-class Star Destroyer**
* ***Victory I*-class Star Destroyer**
* **Tagge BattleCruiser**
* **Invincible Heavy Cruiser**

### [Land Units]

**INFANTRY**

* **Espo Platoon**
* **Heavy Espo Platoon**
* **Flame Espo Platoon (page needed)**

**VEHICLES**

* **SP.9 Light Tank**
* **SD-6 Hulk Infantry Company**
* **Espo Walker**
* **TX-130 *Saber*-class Fighter Tank**

* **AT-AP**
* **HAVw-A6 Juggernaut**
* **HAET221**
* **IRD-A GroundFighter**
Ragshiri

Lizard-folk from the rocky red desert of Numiib. Stout, thorny and resilient, with thick clubbed tails. Their tough scales match the hardness and color of the rocks of their homeland. Ragshiri have historically been treated as monsters, both for their appearance and their dedication to the god Okos. Some believe they are children of the ancient Horrors, a sentiment that justified generations of slavery. Now, as this prejudice dwindles, Ragshiri clans are free to work for themselves, and are becoming known as one of the fastest-growing societies on Mauga with their innovations in stonecutting and irrigation. Their acclimation to heat also permits them the ability to complete trade routes across deserts too harsh for any other race.

### Role Playing

* +2 CON
* +2 STR
* Size: M
* Speed: 30
* Darkvision: 10

———

* *Thorny Scales:* +2 AC natural armor. Cannot wear non-Rashiri armor or apparel. Unarmed attacked against you rebound for 1d4 dmg.

* *Heat Resistant:* Advantaged in saving throws against heat and fire. Disadvantaged against cold.

* *Club Tail:* Reach 5ft, base attack bonus + DEX mod, deals 1d8 + STR mod bludgeoning damage. If attack misses, prompts attack of opportunity.

———

* Skill prof: Survival, Intimidation, Religion (Okos)
Broadside Cruiser

None

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

### Unit Abilities

Fire Mag-Pulse Missiles:* Fires Mag-Pulse Missiles that severely lower fire rate of hit targets.

## Player Evaluation

The Broadside cruiser is a successor and replacement for the Victory I star destroyer in its role as artillery, especially mid and end game. Its primary weapons include 4 Diamond Boron rocket launchers and 4 Mag Pulse missiles. This loadout allows the cruiser to snipe importation hardpoints on enemy ships or space stations, while staying out of their weapons range. This is particularly useful for attacking Queen and Empress class space stations with their strong shields. Broadside can destroy shield generators from afar and after shields are down ISD and other support ships can bring down the station with ease. If there is an enemy ship approaching your fleet broadside can activate its ability and launch full salvo of magpulse missiles, thus disabling the enemy ship and giving your ships an advantage in the inevitable battle. All this awesome range, precision and disabling power comes at a price. The cruiser itself was designed as a missile boat and artillery, so it suffers from bad maneuverability, low hull, and shields. Therefore, it can't take enemy fire and has to sit behind your main battle line, ideally in a third line after the dreadnoughts in the first line and ISD in the second line. The broadside cruiser has a very limited protection against enemy fighters, that might sneak through your main battle line, so you either have to make sure that doesn't happen or deploy some anti-fighter units to defend it. Unless your main battle line collapses, the biggest threat for the broadside cruiser are groups of fast enemy corvettes like the DP-20 or the CR95, which can flank your main battle line, destroy your artillery, and get out before you can counter them. Broadsides are especially useful during sieges on heavily fortified rebel or BS worlds, where they can destroy enemy shield generators and other important hardpoints. They should be a part of every imperial siege fleet unless the fleet has the Executor available.
Freerunner

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## General Information

### Population Value

Main Battle Tank, Armored Personal Carrier
1

### Price Cost

* 3000 Credits (Galactic Conquest)
* 1600 Credits (Land Skirmish)

### Build Time

* 200 Seconds (Galactic Conquest)
* 40 Seconds (Land Skirmish)

### Required Structures

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

## Combat Statistics

### Weapons

* 1 Medium Lasercannon
* 2 Medium Explosive Particle Cannons

### Shield Refresh Rate

Anti-Medium
200
2 per second

### Health Points

Medium Vehicle
250

### Unit Abilities

Tubro:* Overload it's engines for greater speed, but has slower firing speed and shield recharge rate

## **Combat Information**

### Player Evaluation

One of the newest tanks in service of the New Republic, the Freerunner is a hover tank that combines high speed, durability, and firepower to take on infantry and vehicles. They do not specialize in any particular role, making them a Jack of all trades unit, suited for almost any type of engagement. They also act as a semi trooper carrier, having the capacity to carry 2 squads of infantry per Freerunner. With it being a jack of all trades type of unit though, it doesn't particular excel in any role, meaning it could struggle against more specialized tank destroyer units, such as the 2-M Repulsor Tank and TX-130 Fighter Tanks. The Medium Lasercannon does help dissuade this, especially if you have both Freerunners together.

## Lore Description

The Freerunner was a repulsorcraft manufactured by Kelliak Arms and Armor Company. Kelliak advertised the Freerunner as being a fast and flexible military ground craft, able to take on advanced scout, supply escort, or even front combat duties. Kelliak marketed the Freerunner to the Galactic Empire, hoping for a lucrative military contract. However, the Empire had decided to focus on using walkers and tracked vehicles and did not purchase the craft. With no forthcoming contract, Kelliak was forced to sell off the advanced stock to private arms dealers and the company went bankrupt.

A large number of Freerunners ended up in the hands of the Alliance, but didn't end up being used until the New Republic formed, due to other vehicles, such as the T-Series of tanks, being used much more during the Galactic Civil War by the Rebel Alliance.
Gangster Grenadier Platoon

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## General Information

### Population Value

Anti-Personnel
1

### Price Cost

* 650 Credits (Galactic Conquest)
* 325 Credits (Ground Skirmish)

### Build Time

* 43 Seconds (Galactic Conquest)
* 16 Seconds (Ground Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 9x Grenadier
* 13x Carbine

### Unit Abilities

* (Black Market) Fire Gas Grenades: Fires Gas Grenades that creates a toxic cloud, damaging infantry within it.
* Spread Out: Spreads out unit to avoid explosives. Reduces movement speed.

## Combat Information

### Player Evaluation

Gangster Grenadier Platoons are the Black Sun's answer to large groups of enemy infantry. Their decent number of carbines can engage enemies from a good distance before their Grenadiers arrive and hit enemy infantry with powerful grenades, doing large damage and slowing them down. The Grenadiers also have access to Gas Grenades, which evokes poison on any enemy infantry squad trapped inside, damaging them constantly until they escape or die.

Their biggest weakness is armor, as this platoon is built specifically for anti-infantry duty. Support from anti-armor infantry or friendly armor support is a must.

## Lore Description

Consisting of the same criminals and scum as the regular Gangster Platoon, the grenadier gangster platoon simply incorporates a few soldiers with grenades into the ranks. Seeing as how trusting people you just hired off the street with grenades is a bad idea, a gangster must first be a tenured member of the gangster core and receive explosives training along with advanced weapon training to become a grenadier. While more expensive, this ensures that the platoon is loyal and competent but still kept their sadistic tendencies intact. Equipped with the inexpensive and effective fire gas grenade and the MPL-57 grenade launcher, the grenadiers struck fear into the hearts of civilians on the worlds they stationed.
Concord Dawn

## Historical Reference

Concord Dawn was a planet in Mandalorian Space. The planet was devastated during one of the hundreds of wars it suffered, with roughly a third of its mass blasted out as asteroid-sized debris in its planetary orbit. During the Age of the Empire, Concord Dawn was ruled by the Journeyman Protectors, under the leadership of Fenn Rau. Concord Dawn was also famous as the homeworld of many elite warriors, including Rako Hardeen.
Bib Fortuna

## Lore Description

**Bib Fortuna** was a male Twi'lek who lived on the desert planet Tatooine. He served as Jabba the Hutt's majordomo and chief of staff for decades, handling all of the day-to-day operations at Jabba's Palace. Following Jabba's death, Fortuna assumed control of his palace

## Galactic Overview

### [Unit Bonuses]

**HERO BONUSES:**

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

**NON-HERO BONUSES:**

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

**SPECIAL ABILITIES:**

* **BUY:**

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

### [Land Combat]

**STRENGTHS****:**

**WEAKNESSES****:**
Fresia

### Planetary Bonuses

* CHEAPER PRODUCTION: Incom Corporation Starfighters and Speeders are 10% cheaper galaxy-wide.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

* Imperial Medium Dockyard
* Army Headquarters

### Black Sun

* Black Sun Palace
* Black Market

## Historical Reference

Fresia is a small planet of rocky islands and fractured archipelagos. The planet's population is relatively small at only 2.3 million and is one of the core's least populated planets. Fresia is the home of Incom Industries, a large starship manufacturer known most notably for their fighter craft and personal transports.
ARC-170 Starfighter

* Black Sun
* Empire
* Rebellion
* CSA

### Unit Abilities

Retreat Mode S-Foils:* Locks S-Foils together to increase speed by 25% while weapons fire 50% slower.

## Combat Information

### [Player Evaluation]

**Universal:** The ARC-170, while old, still packs a massive punch for a heavy fighter. Practically made for killing bombers and corvettes, the ARC has a massive loadout that gives it a brutal edge on lightly armored targets. Bombers are especially vulnerable with the ARC's dual heavy lasers that shred through starfighter shields and hull. They are strong tanks as well, with a single ARC able to survive multiple laser cannon shots and a personal astromech to slowly heal them. Speed however leaves much to be desired, as it's the main drawback with the ARC. In addition, each squadron only has four starfighters.

**Note:** The ARC-170 Starfighter cannot be built by any of the playable factions, only the CSA can build squadrons of them from scratch. The Black Sun, Rebellion, and Empire use them through other means.

## Lore Information

The **ARC-170 Starfighter** Was a model designed and manufactured by Incom and Sorosub Corporation, Incom most notably was the company that also produced the famous X-Wing. The **ARC-170** was designed to be a heavy duty supremacy and escort fighter for the Grand Army Of The Republic in the Late Stage of the Clone Wars, replacing the V-19 Torrent. Hailed as a breakthrough in technology and cutting edge in its time, the ARC soon lost the title. It was eventually replaced by the TIE line of starfighters when the Galactic Empire came into power. However, some were still drifting about in the hands of the Rebellion, who would take any resource they could get. The Black Sun Syndicate also took interest into the starfighter as did many small private sectors who needed reserves.

Though outdated, the **ARC-170** still packed a punch and was still fairly maneuverable, the armament consisted of two laser cannons, a laser cannon turret on the back for defense, and a proton torpedo launcher. However, the **ARC-170** is still inferior to the likes of the mid to late game fighters like the X-Wing and E-Wing. It is recommended that the **ARC-170** be replaced as soon as better options are available.
FireStar II-Class Defense Station

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## General Information

### Price Cost

Siege Platform
* 4500

### Upkeep

* 200 Seconds

* 150 Credits Per Week

### Faction Affiliation

* Black Sun Underworld
* Hutt Cartel
* Hapes Consortium
* CSA

## Combat Statistics

### Shield Refresh Rate

* 5000

* Slow Charging Balanced

* 6.25 Per Second

### Health Regeneration Rate

* 16500

* Light Armor

1% Per 10 Seconds

### Max Attack Range

* Max Range: 7500
* Ideal Range: 3750

### Unit Hardpoints

Targetable:* 4x Hvy Massdriver
* 4x 4-Burst Artillery RKT
* 2x Shield Generator
* 1x Hull

Non-Targetable:

* 8x Hvy Barrage RKT
* 8x Dual LC
Elite AT-AT Company

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## General Information

### Population Value

Breakthrough, Armored Personnel Carrier
1

### Price Cost

* 5500 Credits (Galactic Conquest)
* 2750 Credits (Skirmish)

### Build Time

* 367 Seconds (Galactic Conquest)
* 91 Seconds (Skirmish)

### Required Structures

* Large Heavy-Vehicle Foundry
* Imperial Ground Tech - Heavy Vehicles 2

## Combat Statistics

### Weapons

* 2x Hvy LR LC
* 2x 2-Burst LT LC

### Health Points

Super Heavy Vehicle
1750

### Movement Type

Gigantic Walker: Can break through walls and stomp vehicles.

### Unit Abilities

Maximum Firepower: Overloads the main weapons to fire a devastating blow.

## Lore Description

As the Galactic Civil War continued, imperial engineers modified the AT-AT design to overcome certain problems which Imperial forces had faced.

The deployment of heavier units by the Rebel Alliance and the Black Sun made the heavy explosive particle cannons increasingly less effective, so they were replaced with heavy long range laser cannons with greater armor destroying capabilities. Likewise, the blasters were replaced by light long range laser cannons. Improvements to power efficiency and electronics allowed the walker to overcharge its weapons for a short period of time with no negative consequences, further increasing damage output, and the walker was also given more armor plates to further improve its survivability. The armor increase forced the removal of the coaxial blasters on the sides.

## Player Evaluation

The final stage of the AT-AT and the heaviest vehicle that the Galactic Empire can deploy, the improved AT-AT is a must for smashing through heavy enemy ground defenses.

The long range laser cannons allow the vehicle to have one of the longest ranges of the game outside of artillery, and can rapidly pulverize any vehicle resistance, even without the Maximum Firepower ability. The walker's increased health also helps with that.

The change in weapons do mean that the walker can't effectively deal with infantry units, making it more essential than ever for it to have a strong escort, such as AT-STs, AT-PTs and infantry support (which it can of course carry into battle). A player might want to consider deploying the improved version alongside the Standard AT-AT, so that the former can focus the heaviest vehicles like the T3 or AT-AP, while the latter deals with lighter units like the V-25 or Black Sun skiffs.

The high profile of the walker does mean that it can easily be focused down by enemy units. AT-ATs are good at absorbing damage, but will eventually fall with continuous concentrated firepower. The Improved AT-AT is still vulnerable to the Tow Cable ability, so anti-aircraft units like the AT-AA are often a good choice to accompany the walker.

In summary, a player should use the improved AT-AT as the vanguard of any ground assault, removing vehicle resistance while other units take care of lighter units that can still threaten it.
Carida

### Planetary Bonuses

COMBAT BONUS: Infantry gets 5% more health when this planet is controlled due to Academy of Carida's enhanced infantry training.

## Special Structures

### Rebels/New Republic

* Alliance Base
* Heavy Factory (Rebel)

### Galactic Empire

* Army Headquarters
* Elite Barracks

### Black Sun

* Black Sun Palace
* Black Market
* Arms Dealer

## Historical Reference

Carida is a large, high-gravity world with a wide variety of terrain. The planet's varied surface, rocky mountains, frozen ice fields, jungles filled with carnivorous plants, and arid deserts, provided perfect training for combat in harsh environments. Carida offered their renowned academic institutions for Republic use at the start of the Clone Wars, and has since become the site of the Empire's most important Stormtrooper training center.
Black Sun Palace

Building

* 5 Per Second

## Lore Description

**Black Sun Palaces** are the main financial and command centres for the Black Sun underworld hierarchy. They oversee the corruption businesses that are being undertaken on numerous planets across the galaxy.

## Production Options

**Heroes**

* **Bossk** **- 4000 Credits (Requires Trandosha conquered or set up with mercenary recruitment)**
* **Silri** ***-* 5000 Credits (Requires Dathomir conquered or set up with mercenary recruitment)**
* **Durga Besadii Tai - 7000 Credits (Requires Ylesia conquered or set up with mercenary recruitment)**
* **Zuckuss & 4-LOM - 7000 Credits (Requires Raxus Prime conquered or set up with mercenary recruitment)**
* **Captain Andal Sait** **- 22000 Credits (Requires Bilbringi conquered or set up with mercenary recruitment)**
* **General Kalani - 32000 Credits (Requires XTS-1 Skyhook and Mygeeto conquered or set up with mercenary recruitment)**

**Mercenaries**

* **Mercenary Commander - 1500 Credits (Requires XTS-1 Skyhook)**
* **Nikto Mercenary - 3000 Credits (Requires XTS-1 Skyhook, and Atzerri conquered or set up with mercenary recruitment)**
* **Weequay Mercenary - 4500 Credits (Requires XTS-2 Skydagger, and Kalee conquered or set up with mercenary recruitment)**
* **Duro Mercenary - 7500 Credits (Requires XTS-2 Skydagger, and Corellia conquered or set up with mercenary recruitment)**
* **Geonosian Mercenary - 4500 Credits (Requires XTS-2 Skydagger, and Geonosis conquered or set up with mercenary recruitment)**
* **Corporate Sector Authority Mercenary** **- 13000 Credits (Requires XTS-3 Skyblade, and Etti IV conquered or set up with mercenary recruitment)**
* **Sabaoth Mercenary** **- 16000 Credits (Requires XTS-3 Skyblade, and Lok conquered or set up with mercenary recruitment)**
* **Mandalorian Mercenary** **- 16000 Credits (Requires XTS-3 Skyblade, and Mandalore conquered or set up with mercenary recruitment)**
* ***Bloodstar* - 35000 Credits (Requires XTS-3 Skyblade, and Nal Hutta conquered or set up with mercenary recruitment)**

**Infantry**

* **Black Sun Commander - 3000 Credits**
* **Black Sun Elite Platoon - 3000 Credits**
* **Black Sun Enforcer Platoon - 1200 Credits**
* **Saboteur** **- 300 Credits**
* **Black Sun Assassins** **- 300 Credits**

**Space Structures**

* **Space Casino** **- 3000 Credits**

**Land Structures**

* **Swoop Arena** **- 4000 Credits**

## Buildable On These Planets

* **Aargau**
* **Allyuen**
* **Anaxes**
* **Bilbringi**
* **Borleias**
* **Bothawui**
* **Byss**
* **Carida**
* **Cato Neimodia**
* **Chandrila**
* **Corellia**
* **Corulag**
* **Coruscant**
* **Eriadu**
* **Etti IV**
* **Fresia**
* **Gamorr**
* **Honoghr**
* **Hypori**
* **Kashyyyk**
* **Kuat**
* **Manaan**
* **Mandalore**
* **Muunilinst**
* **Naboo**
* **Nal Hutta**
* **Onderon**
* **Ord Mantell**
* **Rattatak**
* **Rendili**
* **Rhen Var**
* **Taris**
* **Tatooine**
* **Thyferra**
HTT-26 Heavy Troop Transport

## Lore Description

* 213 Seconds (Galactic Conquest)
* 53 Seconds (Land Skirmish)

Secondary:

* x2Hvy Particle Cannon

The **HTT-26 Heavy Troop Transport** is a troop transport designed by Gallofree Yards during the end days of the Clone Wars. These were seen being used by security forces for the Galactic Empire, until the more iconic shuttles like the Lambda were introduced into service. The remaining models were either sold for profit or dismantled for parts.

The Rebels, who were eager to grab themselves reliable equipment, immediately sought out as many HTT-26 transports as they could find. These were used in everything from massive battles to covert operations. One Rebel general found a unique use in the outdated transport, Commander Carlist Rieekan.

## Combat Information

The Rebels managed to get themselves some real firepower with this one. Don't let the light armor fool you, this thing can do quite a bit of damage in addition to ferrying your slow moving troops over long distances.

While its main role is a troop transport, the HTT is capable of providing very useful auxiliary firepower for your battleline. Armed with 2 Heavy Particle Cannons, the HTT can serve a role similar to the Standard AT-AT which is absolutely demolishing packs of infantry or light vehicles in your way. The Heavy IC will also help with stunning and/or bringing the shields down of enemy vehicles. It is nearly completely safe from light blaster fire thanks to its Anti-Heavy shields which gives it an added edge over enemy infantry groups. This unit is very useful for keeping up the pressure on your enemies due to its fast movement speed as a hover vehicle.

Where the HTT faces problems, however, are weaponry that can completely ignore its shields to go right for the soft, fleshy center. Rockets, smart missiles, AA, and Mass drivers can eliminate this unit with a quickness so keep them far, far away.
Alliance Advanced 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

Repair Yard/Specialized Dockyard
0

### Build Time

* 3000 (Galactic Conquest)

* 75 Seconds (Galactic Conquest)

### Income

15 Credits
None

## Combat Statistics

### Shield Refresh Rate

13500
Avg Charging Balanced
* 30 per second

### Health Regeneration Rate

9000
Light
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 2x Hvy 5-Burst Concussion MSL

Non-Targetable:

* 4x Hvy Dual Flak LC

## Technical Specifications

### Passive Abilities

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

## Player Evaluation

This structure can be built on the following planets: Kuat, Mandalore, Mon Cala, Nimban, Rendili, Rothana, Sluis Van, Sullust, The Maw, Yaga Minor, Hapes, Geonosis, Fondor, Ession, Corellia, Bilbringi, Bakura, Anaxes, Aridus, Bastion, Bonadan, Bothawui, Corulag, Coruscant, Devaron, Eriadu, Etti IV, Fresia, Ghorman, Hypori, Mustafar, Mygeeto, Nal Hutta, Ord Mantell, Raxus Prime, Saleucami, Umbara, Aargau, Adumar, Carida, Chandrila, Concord Dawn, Dantooine, Felucia, Hoth, Iridonia, Kamino, Kashyyyk, Lok, Malastare, Manaan, Muunilinst, Naboo, Onderon, Roche, Rodia, Ryloth, Taris, Tatooine, The Wheel, Thyferra, Utapau, Yavin IV, Byss.

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

Goddess of the Senses, the Imagination and the Infinite Void.

Agnic Sorcerers may greatly magnify their cognition, allowing them many psychic and sensory abilities. Agnics are rare on Mauga's surface, as the majority of them are Agnite humans who keep the secrets of the practice exclusive to the citizens of Lightless.

Depicted as a grey owl by the ancient Avians.
Alliance Medium Shipyard

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

## General Information

### Population Cap Increase

Medium Dockyard/Local Defense Battlegroup
0

### Build Time

* 5000 (Galactic Conquest)

* 150 Seconds (Galactic Conquest)

### Income

None
None

## Combat Statistics

### Shield Refresh Rate

15000
Fast Charging Balanced
* 50 per second

### Health Regeneration Rate

20000
Medium
* 0.0075 per 12 seconds

### Unit Hardpoints

Targetable:* 2x Lt LR Dual TL

Non-Targetable:

* 4x Hvy Dual Flak LC

### Garrison

* 1/3 Z-95 Squadron
* 2/6 R-41 Squadron
* 2/6 X-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
* 1/0 MC-75 Cruiser
* 2/0 Deployable Flak Turrets

## Player Evaluation

The Alliance Medium Shipyard is a production structure capable of building larger ships than the previous station. Its also slightly more defended with a larger garrison, though because of its increased value its much more susceptible to attack. Similar to the last shipyard, destroying this will negate the orbited planets production of those larger ships, and these stations cannot be constructed on certain planets due to the lack of resources and other issues, making them uncommon.
Carrack-class Light Cruiser

None

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

## Player Evaluation

Armed with 4 light close range Turbolasers and 4 light close range Turbo Ions positioned in casemate-esque broadside mounts, the Carrack is the definition of a high risk, high reward vessel. If positioned in a manner so that that anti-frigate weapons are unable to engage it, Carracks can deliver eye-wateringly high damage numbers against the shields and hull of even Mon Calamari battleships, especially when their Ion barrage ability is active (which significantly improves rate of fire of the Turbo Ions at the cost of other parameters). However, the close proximity mandated by these weapons puts them in significant danger if the tides of battle turn, and whilst their agility is excellent, their durability is.... significantly less remarkable, with most of their survivability being tied to how fast they can kill their opponents. Whilst its anti-Turbolaser shields can allow it to soak up the occasional hit from heavy guns, they simply do not have the raw durability for prolonged engagements. Similarly, its armor is really only thick enough to allow for the illusion of safety. Once the shields are down, Carracks tend to evaporate unless they can get away in time. Thankfully, their classification as frigates gives them some protection from incoming fire (with the accuracy of incoming fire from capital ships being reminiscent of times when gunners were paid in rum), but against Hunters and Strike Fighters, this protection is void, especially since they lack anti-aircraft or anti-corvette armament. Generally, these ships are best played as skirmishers, with packs of them diving on lone targets, activating their Ion Barrage to rip through shields. From there, they can either target the Hull or critical systems, and them melt away like fog to rinse and repeat on some poor wimplodite in a couple of minutes. Avoid drawn out slugging matches with enemies, as they simply do not have the durability to trade with enemies.

## Lore Description

The Carrack-class light cruiser, also known as the Carrack-class gunship, was a cruiser deployed by the Republic Navy in the final era of the Galactic Republic for which it served prominently in the Clone Wars. The Carrack-class was made as a cheap alternative to expensive capital ships and was not designed to operate as a ship of the line, despite being capable of trading fire with larger adversaries. The carracks ion cannons made it a favorite among imperial admirals during the latter half of the GCW as more large-scale engagements were fought between the Empire and Rebellion, as the ship saw second life in the service as it offered a great counter to the new rebel threat.
Bakura-class Destroyer

Galactic Mode: 3

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

Rebels

* Alliance Light Shipyard

Black Sun

* Small Pirate Outpost

Default

* Bakuran Planetary Defense

Non-Targetable:

* x4 Lt TL
* x4 Repeating PD

### Unit Abilities

* Hyperwave Inertial Momentum Sustainer: Removes enemy's ability to interdict for - seconds.
* Power to Engines: -

## Lore Description

To Protect their homeworld, the Bakurans designed strong destroyers, which even pose a challenge to Star Destroyers and Mon Calamari cruisers thanks to their advanced weaponry, made possible bu the same power reactor used by Imperial II-class Star Destroyers. Also, every destroyer holds 2 squadrons of Razor-class starfighters.

## Galactic Overview

### [Production Requirements]

**{SPACE PRODUCTION}**

**SPACE STRUCTURES**

* **Bakuran Planetary Defense**

## Combat Information

### Player Evaluation

**ADVANCED CRUISER DOCKYARD DOES NOT SPEED UP BAKURA DESTROYER PRODUCTION**

The Bakura-class can be built by any faction. For the Rebel Alliance, this is the only buildable ship with missile weaponry before turning into the New Republic, other than the Corellian Battlecruiser.

The main strength of the Bakuran destroyer is its speed. It is one of the fastest capital ships available in the game, giving it a quick response time. This ship excels at intercepting anf taking out corvettes, or other small ships. It's also quite effective at taking out specific hardpoints since its missiles penetrate shields, though torpedoes are usually better suited for this job.

Though possesing a generous missile armament, this ship is lacking in other weaponry such as turbolasers and ion cannons. Neither does it posses a very strong hull or shields, nor a large fighter garrison, making it vulnerable to enemy capital ships, space stations and bombers.
Dor'bulla Capital Ship

None

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

* Slow Charging Balanced

* 26.67 Per Second

* Heavy Armor

* 0.5% Per 10 Seconds

Non-Targetable:

* 8x Medium TL
* 10x Light TL
* 4x Dual LC

Only the most influential Hutts are given command over a Dor'bulla Capital ship. Dor'bullas are the main capital ship of the hutt fleet, combining mid ranged weapons and amazing health. The Dor'bullas weapons are nothing to overlook either, featuring heavy turbolasers and artillery rockets, that are shot in clusters, causing massive alpha damage.
Aggressor Assault Fighter

## General Information

###  Role

Trilon Inc.
Interceptor

### Build Limit

* Galactic Mode: 2
* Tactical Mode: 6

5

### Build Time

* 1000 Credits (Galactic Conquest)
* 700 Credits (Space Skirmish

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

## Combat Statistics

### Shield Refresh Rate

* 40

* Average Charging Anti-Laser

* 0.26 Per Second

### Health Regeneration Rate

* 60

* Heavy Fighter Armor

None

### Max Attack Range

* Max Range: 1000
* Ideal Range: 1000

### Unit Hardpoints

Non-Targetable:* 2x Heavy Repeating Laser
* 2x Heavy Ion Blaster

### Unit Abilities

* Target Lock
* Hunt
Admiral Firmus Piett

* Piett
* Executor

* Space

125,000 Credits

Hoth

150

Nontargetable:

## Lore Description

Piett commands the *Executor*, the first *Executor*-class Star Dreadnought. The ship had originally been assigned to lead Death Squadron, acting as Darth Vader's flagship. After Admiral Kendal Ozzel's incompetence led to his death shortly before the Battle of Hoth, Piett was promoted from Captain to Admiral, and thus became the Fleet Admiral responsible for Death Squadron and the *Executor*.Several months later, once again on the *Executor*, Piett was given command of the substantial Imperial fleet amassed at Endor to trap the Alliance and defend the Death Star II.

## Acquisition

Piett can only be recruited after the completion of the Hoth mission chain, as described on the missions page. He therefore cannot be obtained on GCs which do not have this mission chain.

### [Production Requirements]

**{SPACE PRODUCTION}**

**LAND STRUCTURES**

* **Imperial Palace**

## Combat Information

### Player Evaluation

Admiral Firmus Piett is a good officer who's command bonus is better than nothing. With a 5% admiral bonus it's nothing impressive but it is helpful. The Executor is the most powerful unit in the game outside of the Death Star, however he isn't invincible. The Executor takes up a large majority of a fleet's pop cap limiting what you can bring with it as escorts. The Executor, despite having a solid fighter compliment, still can be overwhelmed by massive fighter fleets so it's best to pair the Executor with anti-fighter craft or anti-star fighter ships like the Lancer. Piett's ego as with many commanders of ships like the Executor he refuses to admit defeat and will not pull his ship from a fight so be careful to not deploy him in a fight that you can't win.

### [Land Combat]

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

* **TIE-Bomber Bombing Runs**
Beta Cruiser

5

* x5 Repeating Point Defense Cannon
* x2 Repeating iron stunner
* x2 Heavy laser cannon

## Player Evaluation

Beta Cruiser is a flying AA platform. Her weapons are mostly point defence lasers which will cut down enemy fighter squadron in no time but useless for anything else. Compare to her main competitor- Lancer Frigate, Beta Cruiser's mixture of Iron Stunner and repeating PD are better at applying debuffs, killing shielded fighter and being an absolute annoyance to enemy corvette by stunning them, though every corvette from Corellia still sees her as easy food. Compare to her bigger competitor such as Corona-class Armed Frigate and Bulk Cruiser, though fall short in the AA firepower department, she is cheaper, faster and her corvette class make her almost immune to the ISD which makes her a great unit when fighting Imperial.

its recommended to deal with the Beta Cruiser early when fighting against her. A volley of assault missile from 3-4 Tie-bomber squadron can take out this ship, alternatively, get some Nebulon-B2/Gladiator/IPV to go after it like how you get rid of those annoying CR-90. As any other faction, deploying any hunter/picket unit will do the trick, Beta Cruiser is hopelessly out gunned by all the classic Corellian corvettes. However, Ignoring this little screener would almost certainly cost you a few squadron of fighters.
Coruscant

### Planetary Bonuses

* HIGH INCOME: This planet has a high income, provided by the Imperial Government.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

* Imperial Large Dockyard
* XQ-3 Defense Platform
* Imperial Palace
* Army Headquarters

### Black Sun

* Black Sun Palace
* Black Market
* Arms Dealer

## Subsidiary Information

### Wildlife

Hawk-Bats, Spider-Roaches, Duracrete Worms, Sewer Rats

## Historical Reference

Sometimes referred to as the jewel of the Core Worlds, Coruscant is known as the center of the universe and the seat of government since the earliest days of the Republic. The planet's surface is essentially a single, enormous multilevel city with buildings that extend as much as 6,000 meters into the atmosphere and can be several blocks wide. The skies of Coruscant are a constant hive of activity that is crowded with starships from around the galaxy traveling the planet in tightly controlled sky lanes. The Emperor directly controls the Imperial Navy and Galactic Senate from here.
Fondor

### Planetary Bonuses

* CHEAPER PRODUCTION: Rebel Warehouses are 10% cheaper galaxy-wide, due to the large supply of automated machines and labor droids from Fondor.
* SHIPYARD PLANET: This planet can build Frigate and Capital Shipyards.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

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

### Black Sun

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

## Historical Reference

Fondor is densely populated and has sprawling urban centers, factories and junkyards across the entire planet. Fondor is designated as a manufacturing and shipbuilding center because of nearby resource-rich asteroids, moons and other worlds ripe for abuse. The planet boasts huge orbital starship construction facilities that provide an abundant feeding ground for Mynocks, flying parasites that fed on energy.
Black Sun Space Structures

## Defensive Structures

* **XTS-1 Skyhook**
* **XTS-2 Skydagger**
* **XTS-3 Skyblade**
* **FireStar I-Class Defense Station**
* **FireStar II-Class Defense Station**
* **XQ-3 Defense Platform**
* **Gravity Well Station - (Only at Intersections)**

## Production Structures

* **Small Pirate Outpost**
* **Medium Pirate Base**
* **Large Pirate Haven**
* **Ship Trader**
* **Ship Refitter**
* **Mandalorian Planetary Defense**
* **Bakuran Planetary Defense**
* **CorSec Planetary Defense**
* **Hapan Planetary Defense**

## Economic Structures

* **Space Casino**
* **Tibanna Gas Refinery - (Only at Zhar, Ord Ibanna, Bespin and Yavin IV)**
* **Entertainment Station**
* **Coreship IG-88 Droid-Brain**
Captor Carrier

* Strike Loadout
* Droid Loadout

None

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

Non-Targetable:

* 4x LC
* 6x PD

### Unit Abilities

Supplement Drop:* Supplement drops contain repair drones and ammunition for friendly fighters, bombers, and gunships. Repairs listed unit types and increases their firing rate.

## General Information

###  Role

Kuat Drive Yards (Kuat, Rothana)
Endurance Carrier

### Build Limit

* Galactic Mode: 5
* Tactical Mode: 16

None

### Build Time

* 4000 Credits (Galactic Conquest)
* 5150 Credits (Space Skirmish)

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

### Required Structures

* Medium Pirate Base
* Ship Refitter
* Droid Revolution Tech - IG-88 C

## Combat Statistics

### Shield Refresh Rate

2500
Slow Charging Balanced
4.17 per second

### Health Regeneration Rate

5000
Light
0.75% per 8 seconds

### Max Attack Range

* Max Range: 2500
* Ideal Range: 1600

### Unit Hardpoints

Targetable:* 1x Lt Dual TL
* 1x Shield Generator
* 1x Engine

Non-Targetable:

* 4x LC
* 6x PD

### Ship Complement

* 2/6 Vulture Droid Squadron
* 1/3 Hyena Bomber Squadron

### Unit Abilities

Supplement Drop:* Supplement drops contain repair drones and ammunition for friendly fighters, bombers, and gunships. Repairs listed unit types and increases their firing rate.

## Lore Description

The Captor Carrier built by Kuat Drive Yards before the Clone Wars was used by the Trade Federation as a cargo ship, during which many Captors were pushed into service as Carriers for droid star fighters. After the war Captors got into the hands of Pirates and Criminal organizations like the Black Sun, proving quite useful for raids and other illegal activities.

## Trivia

As of writing this, the Captor Carrier and it's variants are not available for use in Space Skirmish.