recursal/Fanatic-Fandom huggingface dataset:
Trireme Corvette

None

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

* Average Charging Anti-Laser

* 3 Per Second

* Light Armor

* 1% Per 4 Seconds

## Player Evaluation

The Trireme is one of many screeners available to the Black Sun, what sets it apart from the others is it's low cost, ease of construction and use of shield piercing massdriver weapons which have a high rate of fire and are most effective at taking on slow poorly armored fighters which it does quite well, these massdriver weapons are not without downsides however as they have lower projectile speeds, worse range and worse accuracy compared to laser weaponry making Triremes accuracy by volume screeners which at times can struggle with smaller faster targets, outside of fighting fighters, bombers and gunships the Trireme is useless.

Defensively it's small size is this ship's greatest asset, its best that they avoid direct combat with other corvettes or strike fighters lest they be picked off, the Trireme won't be outrunning anything either so once it's committed to a fight pulling them out can be difficult.

Overall in a pinch it does it's job as a screener well enough but can start getting out paced by more advanced fighters as technology progresses throughout a campaign.

## Lore Description

Triremes are old freighters refitted for combat by pirates and criminals needing lighter weapons to deal with fighter craft other refitted pirate vessels like the Longhorn Escort Frigate were incapable of dealing with, how these freighters are obtained varies, many were stolen or captured by pirates and refitted into combat vessels, sometimes these freighters could be found and purchased on the free market at a discount then subsequently modified to fit the needs of a given pirate gang, whatever the case the Trireme proved itself to be a moderately effective combat vessel during the Galactic Civil War despite it's age.
Tatooine

### Planetary Bonuses

* GAMBLING INCOME: The income of this planet is changing because of high gambling activity.
* CHEAPER PRODUCTION: Local Cantinas are 50% cheaper on this planet.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Moff Palace
* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Arms Dealer
* Black Market

## Subsidiary Information

### Wildlife

Dewbacks, Banthas, Rontos, Eopies, Rancor, Womp Rats, Sarlacc, Krayt Dragons

## Historical Reference

Tatooine is marked by mesas, canyons, and expansive desert seas.  Most settlers operate moisture farms in the desert, but cities such as Mos Eisley attract a wide range of criminals and rogues. Tatooine's many dangers include bands of roving Tusken Raiders, carnivorous krayt dragons and sudden sandstorms. Tatooine is controlled by the Hutts, powerful gangsters and crime lords that have made the desert world into a hub of criminal activity including gambling, smuggling, and slavery.
Y-Wing Bomber Squadron

## BTL-A4 Y-Wing Starfighter

None

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

Non-Targetable:

* 1x Lt Dual Laser
* 1x Hvy Dual Ion Stunner
* 2x Med Proton TRP

### Player Evaluation

The BTL Y-Wing is bomber used by the rebellion that excels at fighting Capital ships like the imperial class star destroyer. The Y-Wing is durable fighter due to its heavier shields and deals good damage it’s stun ion cannons can also be used help slow down the fire rates of ships that have there shields down. The constant repairs of astromech's also helps the Y-Wing to survive and help make up for it's age. The Y-Wing serves as staple of Rebel fleets and is great during the entire campaign.

## Lore Description

The **BTL-A4 Y-Wing Starfighter**, built by Koensayr Manufacturing, was the main bomber of the Rebel Alliance during the Imperial era prior to the Battle of Yavin and beyond towards the Galactic Civil War. It's main role was to combat enemy capital ships and perform bombing runs against ground targets.

The A4 version of the Y-Wing Starfighter was a development from the Galactic Republic's older two-seater BTL-B version. The single-seated A4 was stripped of the BTL-B's heavy hull plating in order to slightly increase speed and make maintenance easier while retaining its resilient hull armor in trade of shield strength. In addition to this, the BTL-B's manually controlled ion cannon bubble turret was replaced with a remote controlled one.

After the establishment of the Galactic Empire, Imperial Naval Doctrine declared that capital warships were the key to victory, rendering hyperspace-capable starfighters unnecessary. Koensayr Manufacturing, therefore, lost their contract with the Empire and were forced to sell the Y-Wings to local planetary defense forces. From there some Y-Wings defected to the service of the growing Rebel Alliance, whilst the Alliance also stole unused craft from Imperial orders to seal them away or scrapping for parts.

Despite the Y-Wing's old age, poor maneuverability and slow speed, the bomber was still used by Alliance/New Republic pilots due to its reliable design and because it is much easier to pilot than its intended replacement, the A/SF-01 B-Wing Starfighter.
X-Wing Starfighter Squadron (Space)

## T-65B X-Wing Starfight

None

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

### Player Evaluation

The T-65 X-Wing is one of the best all around starfighters the Rebellion has access to. It’s fast, can be used for strafing runs on capital ships, dog fight enemy starfighters, and to escort other ships. Like any vessel, the X-Wing can be defeated when overwhelmed. The X-Wing is versatile enough to stay a mainstay of most fleets through an entire campaign. The X-Wings versatility allows it to take on many different roles. It also has good survivability thanks to the astromechs being able to repair the damage done to the starfighter when pulled out of combat. A good strategy is to deploy the X-Wings with a U-Wing Squadron and Brah'tok to help buff your squads and debuff enemy starfighters making them easier to pick off in dogfights. Its lack of specialization does mean that it slowly starts to become obsolete as you get to the New Republic Era where it largely gets overshadowed by the E-Wing.

## Lore Description

The **T-65B X-Wing Starfighter,** developed by the Incom Corporation,was a versatile, all-purpose starfighter that was most renowned for its service to the Alliance to Restore the Republic/New Republic.

X-Wings were regarded as multi-role starfighters with capabilities similar to those of its direct predecessors, the Incom and Subpro Corporation's Z-95 Headhunter and the ARC-170 Starfighter. They were most recognizable due to their S-foils, which gave them a distinct "X"-like appearance.

The X-Wing was one of the last Incom Corporation designs originally meant to be used by the Galactic Empire. Upon discovering that the Empire planned to nationalize the Incom Corporation, the engineers who had worked on the X-Wing design defected to the Rebel Alliance complete with prototypes ready for secret production. This allowed the Alliance to replace the outdated Z-95-AF4 Headhunters and become more effective in combat against the Galactic Empire's TIE Fighters.

The T-65 X-Wing B model went on to be used extensively by Rebel pilots for numerous mission assignments. In 0 BBY these fighters would gain symbolic fame across the galaxy after the destruction of the first Death Star at the Battle of Yavin, when Luke Skywalker of Red Squadron used one to destroy the dreaded battlestation and score a pivotal victory for the Rebel Alliance.

From this point onwards the Alliance made the X-Wing a recognizable symbol of their Starfighter Corps, as they went on to participate in the events of the Galactic Civil War and then in the history of the New Republic.
Princess Leia Organa

* Leia Organa
* Sundered Heart

* Space
* Ground

* GOVERNOR: Grants +100% Planetary Base Income, -20% Building Construction Time, and -50% Time to Planetary Control.
* SYSTEM SPY: This unit can reveal Space and Ground Bases on a single enemy planet.

## Combat Statistics

### Shield Refresh Rate

400
(1) Light
11 Per Second

### Health Regeneration Rate

350
[1] Light
0.01% Per Second

### Unit Abilities

* TURBO: This unit can overload its engines for higher speed, but has a slower firing rate and shield recharge rate while doing it.
* DIPLOMATIC INVULNERABILITY: Makes the unit invulnerable from any hostile damage.

## General Information

### Price Cost

1
* 1200 Credits (Space Skirmish)

### Required Planets

N/A
N/A

### Build Limit

* 12 Seconds (Space Skirmish)

N/A

### GC Abilities

* DEPLOY SHIELD: Deploys a small Shield Generator that can block incoming fire for a short while.
* REPEATING FIRE: Increases the firerate of blasters drastically for a short period of time.

## Combat Statistics

### Max Speed

599
9

## Combat Description

### **Player Evaluation**

**Known as the Princess of the Rebellion, Leia Organa is heavily armed despite her diplomatic appearance. She brings the player powerful combat bonuses in Space with a 10% combat boost to all ships in the fleet from her modified CR-90 Corvette flagship, the *"Sundered Heart"*. This gives her a small armament in Space of two light laser cannons. She also has the universal ability for CR-90 corvettes to increase their speed, and has the unique ability of diplomatic immunity making her immune from damage for a short time. In ground combat, she also has a sizeable advantage against infantry, carrying her personal bubble shield to deploy and block incoming fire. The Princess is escorted by an elite honor guard team which can protect her against light threats. She can overcharge her weapon to increase her rate of fire as well, and as a general, she provides a 5% combat boost to all units on the battlefield.**

**On the Galactic Map is where Leia is most needed, as the Rebellion, your income is scarce and your buildings expensive. Leia has the planetary governor ability, which reduces all building costs by 20% and increases the planetary income by 100% on whichever planet she is staying on. If you prefer Leia in a more proactive role, she can remove corruption at a discount and can spy on all units and structures on a planet. Of course, she also has a large hyperlane speed boost.**

## Lore Description

**Leia has grown up on Alderaan and represents the same ideals as her stepfather Bail Organa. Also, just like him, she is proficient in the art of diplomacy. She could not identify with the imperial dictatorship and secretly supported the Rebel Alliance. With the destruction of Alderaan, the Empire made it clear of what importance diplomacy is to their leaders, and now she counts on "aggressive negotiations". She was one of the leaders of the Rebellion and later the New Republic.**
X2-a Series Sensor Node

**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

400 Credits
60 Seconds

### Armor Type

300
Combat Building

## Player Evaluation

The **X2-a Series Sensor Node** sole purpose it to give the player vision in a large radius around it. This gives the player important tactical information. But most notably, it is a way to give the needed line of sight for artillery units and other long range units, without having to scout ahead. This is useful because the FOW reveal of individual artillery units is too small to utilize their full range.
V-wing Airspeeder

**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

Close Air Support
1

### Price Cost

* 3600 Credits (Galactic Conquest)
* 1800 Credits (Land Skirmish)

### Build Time

* 240 Seconds (Galactic Conquest)
* 60 Seconds (Land Skirmish)

### Required Structures

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

## Combat Statistics

### Weapons

* 2 Lt Air LC
* 1 x4-Burst AI RKT

### Shield Refresh Rate

Air
30
0.8 per second

### Health Points

Light Vehicle
60

### Unit Abilities

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

## Combat Information

### Player Evaluation

The **V-Wing Airspeeder** is an expensive and late game option for ground combat, replacing the role of the T-47 Airspeeder. The Light Laser cannons it possess can effectively combat infantry and light armored targets. The **V-Wing** also contains a Anti-Infatry rocket launcher, making it even more effective against infantry targets. The major downside from its predecessor is the lack of the tow launcher, however the rocket launcher allows the **V-Wing** to be more versatile. In addition, the **V-Wing** has shields that allow it to take much more damage then the T-47 Airspeeder. The most noticeable weaknesses are Anti-Aircraft fire and heavy resistance.

## Lore Description

The **V-Wing Airspeeder** was designed and manufactured by the New Republic to replace their aging ground attack craft like the T-47 Airspeeder. While the New Republic did help design it with resource funding, the true designers were the Hive like species Verpine Slayn and Korpil hive colonies, which were very famous for their help with designing the A/SF-01 B-Wing Starfighter alongside Admiral Gial Ackbar. With their expertise on board the **V-Wing** was developed, using repulsorlift technology and more modern systems.

The **V-Wing** was used very late into the Civil War, taking part in operations to clean up resistance and help obtain abandoned Imperial assets. Being deployed in ground combat effectively. In addition, the **V-Wing** was relatively inexpensive, and was used for planet defense roles primarily. It is known that the **V-Wing** was still present during the Yuh Zong-Vong war.
Nebulon-B2 Frigate

None

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

### Unit Abilities

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

## Player Evaluation

This is what peak picket performance looks like. A direct upgrade of the Nebulon B1, the B2 has improved hit points and improved weapons. The addition of an assault missile launcher makes this ship even better at eliminating its intended targets of corvettes, gunships, and other frigates. Its own Light Turbolasers can also allow it punch up slightly against lightly armed cruisers though once the small targets are out of the way. As always, the Missile Jammer remains an infinitely useful ability especially for the Empire to stop fighter torpedoes from knocking out critical hardpoints as well as providing cover for your Raiders and Lancers from light proton torpedoes. It is reasonably quick but turns rather slow making it difficult to get them out of trouble.

Drawbacks include the usual for a ship its size: a small health pool and an easy target from strike fighters if overwhelmed. Keep them protected from Hunters and enemy fighters to allow them to excel.

## Lore Description

The '''EF-76 Nebulon-B2 Frigate''' was designed and manufactured by Kuat Drive Yards as a frigate for the Imperial Navy. This was a successor to the popular EF-76 Nebulon-B frigate, which was built for the Galactic Empire but ironically was famous for serving with the Rebel Alliance. The '''EF-76 Nebulon-B2 Frigate''' did share a unique profile with its predecessor but was different in many important ways, the main bridge area at the front of the ship was split instead to a downward facing V.
Vigo Tyber Zann

* Vigo's Fist
* Tyber Zann
* In action

* Space
* Ground

N/A

N/A

* Planetary base income +100%
* Building construction time -10%
* Time to planetary control -50%
* Mercenary recruitment time -10%

N/A

N/A

* Planetary base income +100%
* Building construction time -10%
* Time to planetary control -50%
* Mercenary recruitment time -10%

## Lore Description

Tyber Zann was born on Anaxes in 34 BBY, and first worked in the family firm Zann Remanufacturing, which specialized in refitting outdated Old Republic and Imperial Military hardware for civilian use. He became bored with the linear business, and started running illicit sabacc games and book-making, which he found to provide the excitement and revenue that he sought.

## Player Evaluation

Tyber Zann is a powerhouse of a hero, and is probably the most powerful major hero the black sun has. He is never without his buddy, Urai fen, who also automatically comes with Carbonite ammo, which is really useful, as you don't need to buy that ability. Two vengeance frigates early game can do alot of damage early game, and if Urai fen dies, Zann still survives. However, Zann and urai aren't the most powerful ground heroes, and though Tyber comes with bribe, he isn't a stealth hero, unlike literally all other black sun heroes. This means he can't participate in raids or go behind lines to buy black market upgrades, but this is fine since Tyber should be a cornerstone of your fleet.

## Additional Information

Tyber Zann is accompanied by Urai Fen on both space and ground. In space they both come in a *Vengeance*-class Frigate. Tyber's Vengeance is identical to the original, except that its health regeneration is sped up and that it has the Bullet Hail ability instead of Carbonite Ammunition.
XTS Minelayer

None

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

* Average Charging Anti Laser

* 2.5 Per Second

* Light Armor

* 1% Per 6 Seconds

Non-Targetable:

* x6 Dual Point Defense

## Player Evaluation

The XTS Minelayer is entirely unique in that it does something that no other ship in the game does, it can lay large minefields with it's once per battle use ability which while being quite situational can prove to be extremely effective if used in the right circumstances, using them defensively as one typically does with minefields is the most effective way to use them.

The minefields themselves typically do the most damage to and most consistently hit light and medium armored capital and cruiser class ships and can do decent damage to some frigates if the mines manage to hit such small vessels but even with the mine's tracking it's likely they will miss or not many mines will trigger at all, corvettes, gunships and fighters will not be tracked by the mines at all or very effectively, Heavily armored vessels will be effected very little by the mines.

The XTS Minelayer Itself isn't very useful in a fight due to it's weak shields, hull and engines, it must be carefully watched else it be destroyed before it can lay it's mines which after doing so it should be pulled out of harms way immediately.

One strategy bold commanders employ is having minelayers self destruct to destroy large fighter swarms, though this strategy takes some serious positioning to pull off effectively.

**What can the player do about minelayers should they encounter them?**

The best counter to Minefields, which will be cloaked until a unit gets close is to avoid them entirely, scout ahead when fighting the Black Sun and Circumnavigate any minefields entirely, should the player be forced to go through a minefield they can be countered with missile jamming and laser defense to an extent, mines will likely still get through so it is best to not send lightly armored vessels like carriers into the minefield at all in this situation, fighters can be damaged and destroyed by splash damage from exploding mines so it is best to not cluster them around larger vessels when navigating minefields.

## Lore Description

The XTS Container Transport built by Xizor Transport Systems was one of the most common freighters in use during the period of the Galactic Civil War, the explosion in popularity of these freighters made Prince Xizor incredibly rich. Besides carrying cargo, they were sometimes pressed into service as minelayers, able to lay down high explosives which could effectively lock down areas of space and prevent attacks from a given direction or be used more aggressively to disable and destroy enemy vessels by either self destructing or laying it's mines directly on top the enemy, these freighters find their way into the hands of Black Sun pirates due to Prince Xizor's ties to the criminal organization.
TIE/gt Fighter Squadron (Ground)

**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

### Manufacturer

Sienar Fleet Systems (Raxus Prime, Ession, Nal Hutta)

### Population Value

Close Air Support
1

### Price Cost

* 2400 Credits (Galactic Conquest)
* 1200 Credits (Ground Skirmish

### Build Time

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

## Combat Statistics

### Health Points

Light Aircraft
75

### Unit Abilities

Burst Fire:* Fires a powerful burst but slows down movement speed.

## Player Evaluation

The TIE-Fighter on land is much like its space counterpart, however, it can be sent in large numbers for hit and run attacks. Being deployed in large groups and then using its twin laser cannons to decimate the enemy quickly and efficiently, however, it is still very weak and can be destroyed in seconds if any anti air weaponry or heavy missiles are being used by the enemy.

## Lore Discussion

The **Tie Fighter**, which was developed by the Sienar Fleet Systems corporation, is the most extensively used fighter craft of the Galactic Empire. The ship itself originated from the GAR's V-Wing design, overall improving the design, firepower, and speed of the old craft. However, it still was a generally weak fighter with not much in the way of armor and no shields. During the beginning of the Galactic Civil War, the Rebellion began to produce fighters such as the T-65B X-wing starfighter, a shielded fighter that often times greatly outmatched the Tie Fighter.
T2-B Repulsor Tank

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

## General Information

### Population Value

Light Tank, Anti-Air
1

### Price Cost

* 2750 Credits (Galactic Conquest)
* 1375 Credits (Skirmish)

### Build Time

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

### Required Structures

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

## Combat Statistics

### Weapons

* 1x 24-Burst Repeating Blaster
* 1x 2-Burst AA Flack LC

### Shield Refresh Rate

Anti-Medium
150
1.5 per second

### Health Points

Medium
250

### Unit Abilities

Power to Weapons:* Divert power from the shields and engines to the weapons. For a short time, firepower will be increased at the cost of defense and engine speed.

## Combat Information

### Player Evaluation

The T2-B Tank is one of the most versatile that the player can get after advancing from the Rebel Alliance to the New Republic era.

Being well armed, shielded and armored, while still being quite fast, it can engage all medium and light tanks in the game, as well as being very effective at taking down infantry and air units alike.

The difference between the T1-C and the T2-B is that the T2 is more expensive than the T1-C and has a more inaccurate anti aircraft weapon, but the armor and hitpoints are better. It can be produced in the New Republic Heavy Factory

While better armoured and having more hitpoints than the T1 Line, it falls short to heavier vehicles such as the Kedalbe/AT-AP used by the Black Sun or the AT-AT used by the empire in terms of firepower and armor.

For this reasons the T2-B Is an excellent support vehicle for heavier tanks or infantry and a better alternative than the T1-C overall. Its serves well also as a garrison unit for economy planets.

## Lore Description

The T2 line was developed by Yutrane-Trackata as a natural evolution of the T1 series, being the B variant the last and most famous one.

After experiencing some of the T1 series weaknesses against misslle units, the designers opted to give more armor plating at the cost of the necessary subsystems to power shields in the middle of a firefight.

The T2-B was also equipped with the same 2 Dual Blaster Cannons turret of the T1-C, as it showed to be effective against infantry and light vehicles alike. The designers also kept the Flak cannon of the T1-B variant, a cheaper solution than the smart rockets, that allowed the tank to still be a threat to enemy aircraft.
T1-C Hovertank

**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, Anti-Air
1

### Price Cost

None
* 2250 Credits (Galactic Conquest)
* 1000 Credits (Skirmish)

### Build Time

* 133 Seconds (Galactic Conquest)
* 33 Seconds (Skirmish)

## Combat Statistics

### Weapons

* 2x 2-Burst BC
* 2x 2 SF MSL

### Shield Refresh Rate

Anti-Medium
120
1.2 per second

### Health Points

Light
150

### Unit Abilities

Power to Shields:* Increases shield recharging rate and the cost of movement speed and fire rate. Can be interrupted when hit by Ion Cannons.

## Combat Information

### Player Evaluation

The T1-C design upgrades are more useful than that of the T1-B variant. The armor remains the same, but the shield improvement and the addition of another Dual Blaster Cannon makes it far better against infantry and a little better dealing with light vehicles.

The change of the Flak Pod for the Anti-Air Missile Launchers makes the T1-C the best anti-air unit available for the Rebellion. The missiles are tracked and have better accuracy than the Flak Pods, while dealing far greater damage than the first ones.

The player can use the T1-C unit against air or infantry units, but for the later the T2-B will do an equal or better job for almost the same money.

## Lore Description

The **T1-C** is the latest variant of the T1 Series.

The new design carries more Blaster Cannons than the other variants and has better qualty shields to increase survivability. It also uses Missile Launchers instead of Flak Cannons to counter enemy aircraft with more precision.

Their only downside was the high cost of production, which resulted in the T1-C being deployed in lower numbers than its predecessors.

## Trivia

* All T-series tanks have camouflage that changes depending on the type of environment they are in.
TIE Claw

## Player Evaluation

None

A joint effort between Grand Admiral Thrawn and his mysterious allies in the unknown regions, the TIE Claw is designed to balance the low cost of a TIE Interceptor with the staying power of a TIE Avenger or Defender. It lacks the hyperdrive and heavy weapons carried by its more powerful cousins, but the TIE Claw does have shields and initial reports describe it as comparable to a shielded TIE Interceptor in terms of performance.

Grand Admiral Thrawn is known to have a source of these TIE Claws and deploys a squadron of them from his command ship, the Admonitor. To date, they have not been seen anywhere else, but there are rumors that Thrawn may eventually make these fighters available to the rest of the Imperial Navy.
T-47 Airspeeder

**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

Close Air Support
1

### Price Cost

None
* 1150 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

## Combat Statistics

### Health Points

* Light Vehicle

* 60

## Combat Information

### Player Evaluation

The a**irspeeder** is lightly armoured and fairly quick. On the galactic level, the a**irspeeder** benefits from being very cheap and quick to produce, requiring only a Light Factory and no global tech level. It also provides a very unique and powerful ability, against the AT-AT specifically, as its built in tow cable can be used to tie around its legs and then cause it trip and me instantly destroyed, regardless of how much health it has. This is a great counter to one of the most powerful vehicles the Empire possesses, and because there are 3 speeders per squadron, it is always possible to try again if the first attack run fails. The ability also works on other walkers, namely the All Terrain Defense Turret (AT-DT) and the AT-DP. However, note that it is only possible to trip a walker which is moving, making cables ineffective against a stable target. Furthermore, the a**irspeeder** is quite vulnerable when it the process of tying up a walker, meaning that a strong enemy escort force, even if just made up of infantry or light vehicles, may be able to shoot it down before it can complete its mission. As one would expect, the **airspeeder** is always vulnerable to AA weapons and to enemy fighters, and so these should be cleared out of the way first whenever possible. In conclusion, **airspeeders** are best kept in reserve until the ideal moment arrives for them to strike, ideally by bringing down an AT-AT. This is an excellent trade if it can be pulled off.

## Lore Description

The **T-47 Airspeeder** is a light ground fighter craft designed and produced by the Incom corporation, the same designers who made the ARC-170 Starfighter and the T-65B X-Wing Starfighter. They are most famous for being modified into snowspeeders by the Rebel Alliance for their winter planet bases. It is officially classified as a low altitude vehicle, and cannot enter Space.

The a**irspeeder** is most recognizable by the wedge shaped profile it has, and is famous for being attack craft that originally defended the Rebel base in the Hoth Invasion by the Empire. While that battle did make it famous, the a**irspeeder** was present at many other battles, and continued to be fielded by the Rebellion until the last days of the Galactic Civil War. Though it became more and more outdated, it remained capable of filling one crucial niche, as it famously had the ability to destroy massive AT-AT walkers by using their tow cables to trip them. This unique capacity meant it outlived many other vehicles which had entered service at the same time.
T-Wing Interceptor

* Rebel
* Black Sun

None

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

Black Sun Underworld

* Small Pirate Outpost

### Unit Abilities

Power to Engines:This unit can overload its engines for higher speed, but has a longer weapon cooldown

## Combat Information

### [Player Evaluation]

**REBELLION:** The T-Wing is an agile and versatile interceptor that works exceptionally well with other cheap fighters such as the Z-Wing to bring down much tougher opponents. T-Wings are a staple for the Rebellion, due to the cheap and cost effective anti-bomber support they provide. Their turbo ability is especially useful when destroying one bomber squadron and then moving onto the next. However, T-Wings are very squishy and can only take, at most, a couple shots from a regular laser cannon. Despite this, their speed allows them to dodge most shots coming their way. Missiles however, are a much bigger threat and should be avoided at all costs since their tracking negates the speed factor. One of the most favorable strategies as the Rebellion with the T-Wing is to spam them early game, but phase them out after getting tech 2 for the more advanced A-Wing.

**BLACK SUN:** The Black Sun T-Wing is not so much of a different story compared to the Rebellion experience. Always be sure to use them on enemy bombers, and to provide them support when they are engaged in an actual dogfight as they won't last long against real superiority fighters such as the T-65B X-Wing Starfighter. They are just as spammable and a useful tool early game since the Black Sun is very strapped for credits starting out. Akin to the Rebellion, the T-Wings work well in large groups and along side other cheap units like Supa Fighters.

## Lore Description

The **R-60 T-Wing Interceptor**, developed by Hoersch-Kessel Drive Inc, was originally designed to replace the Rebel Alliance's RZ-1 A-Wing. Like the A-Wing it is a fast response craft and a good multi-role fighter. However, unlike the A-Wing, it turned out to be badly constructed with poor maneuverability and navigation equipment, as well as sub-par shields and hull strength which are more comparable to those of the Z-95 Headhunter. As such it couldn't meet the high standards that were required in order to properly replace the A-Wing.

Having failed to meet Alliance standards the T-wing design was soon sold off to various neutral factions in an attempt to recoup at least some of the valuable funds spent on the project. The interceptors proved more popular with local defense forces and pirates across the Outer Rim, as they had to be sold for comparatively low prices to reflect their inferior quality.
TIE-Fighter

N/A

* N/A Seconds (Space)

## Player Evaluation

The Imperial TIE Fighter is the most common starfighter unit that the Empire possesses. It is a fast and maneuverable unit in the battlefield, and should be used en masse to completely swarm enemy starfighters. While being cheap, a good sensor range and strength in numbers to its advantage, the downsides of this unit heavily outweigh its usage in higher tech levels unless no others are readily availible. It is unshielded; meaning that it gets torn to shreds within seconds of coming into contact with a shielded fighter, it lacks a strong weapon; having to rely on a single light dual laser, and due to the fact that it lacks a hyperdrive, it cannot be produced for pure space combat, having to rely on other ships such as a Gozanti freighter to bring it into battle, or deploying from the hanger bay of a Star Destroyer. Once a player has the means to do so, this unit should be replaced with an upgraded variant, such as the TIE Interceptor, TIE Hunter or even a TIE Defender, should they have the means.

## Lore Description

The **Tie Fighter**, which was developed by the Sienar Fleet Systems corporation, is the most extensively used fighter craft of the Galactic Empire. The ship itself originated from the GAR's V-Wing design, overall improving the design, firepower, and speed of the old craft.

The ship itself was a cheap, easy to produce fighter that was used in large squadrons. The ship only required one pilot, and did not have life support, which is why the pilots were outfitted with specialized suits resembling the design of the Stormtrooper Armor. These ships did not posses hyperdrives either, which meant that they had to be deployed from hanger bays or other means of fighter storage. With all of these downsides, the ship did posses something that made it a such widely used fighter: speed and firepower. The ship could fly, accelerate, and maneuver with great speed and agility, as well as fire a powerful volley of lasers that could do a lot of damage to enemy fighters and smaller ships.

However, it still was a generally weak fighter with not much in the way of armor and no shields. During the beginning of the Galactic Civil War, the Rebellion began to produce fighters such as the T-65B X-wing starfighter, a shielded fighter that often times greatly outmatched the Tie Fighter. The X-Wing also had a hyperdrive, allowing it to escape fights easily if it were outmatched. Because of these facts, the Tie Fighters were often mass produced and sent out in large squadrons to outnumber the Rebellions superior fighters and deal with them quickly. Even so, these ships were still often outmatched or outran by the Rebellion, but they inspired the creation of many new ships such as the Tie Interceptor, Tie Bomber, and etc that did much better against the Rebellion's fighters.
The Wheel

### Planetary Bonuses

GAMBLING INCOME: The income of this planet is changing due to high gambling activity.

## Historical Reference

Located in the Mid Rim and well-known for its casinos, this space station resembled a huge wheel, with a central axis consisting of the main fuselage of the station. This axis was an immense cylinder, and at its midpoint there were two main spokes leading out to the circular promenade and inner-rim city. At the main axis's top was the Executive Tower, where Simon Greyshade and later administrators lived and worked.
TIE-Droid

## Player Evaluation

TIE-Droid Fighters are carried exclusively by the Arc Hammer Factory Ship Commanded by General Rom Mohc and cannot be built by the Player, other than the sheer number carried in reserve by the Arc Hammer these are not very notable fighters, they are essentially TIE-Fighters with half as much health making these fighters even more vulnerable to Flak and other AA weapons, while weak these fighter are not totally worthless they make for decent tar pits so more advanced fighters and AA weapons can score kills, against bombers they perform adequately, like most other TIE Variants these fighters are best used defensively but one should not be afraid to throw these fighters away as a distractions or as bait, there are enough of them in reserve that it doesn't matter if the player loses a few which one most certainly will. These fighters can be used to escort bombers on suicide missions or TIE-Experimental M4 "Bomb" Squadrons to their target, more important tasks should be left to more advanced and more capable Imperial Fighters.

## Lore Description

The unit is a small variant of TIE Fighter, which is seen originally in the Dark Empire line of comics, and contains no pilot. As a result, they are small and maneuverable but also lack any form of significant Armor and die quickly. The droid pilots on board are also limited in abilities and as a result are predictable and easy to shoot down.
T3-H Hovertank

**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

Main Battle Tank
1

### Price Cost

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

### Build Time

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

### Required Structures

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

## Combat Statistics

### Weapons

* 2x Med LC
* 1x 2-Burst SF MSL

### Shield Refresh Rate

Anti-Heavy
150
1.5 per second

### Health Points

Medium
300

### Unit Abilities

* Defensive Shield
* Hunt for Enemies

## Combat Information

### Player Evaluation

The T3-H is the first rebel vehicle that the player can use against heavy vehicles/walkers.

Its shields and armor are good enough to hold against light vehicles/walkers, while the Medium Laser Cannons and Torpedos can deal great amounts of damage to light vehicles and moderate to the heavier ones.

The T-3 problems are various:

Its slower than most other rebel vehicles, so it will be harder for the player to to retreat it after being heavily damaged.

Its weaponry is vehicle focused, so rocket infantry units can wipe them out easily.

Its shield and armor are not enough against heavier walkers like the AT-AP or the AT-AT, so they will lose those engagements unless flanking tactics are employed.

For this reasons, the T3-H is the main battle hovertank against of the Rebellion against most enemies vehicles, but must be supported by infantry or anti-infantry vehicles like the Seraph speeder and must be employed in large numbers against heavy vehicles/walkers.

## Lore Description

The T3 Line was a project created by Yutrane-Trackata for the Rebel Alliance. The first model was the **T3-H Hovertank**.

It was based in the T1 series, being equipped wit heavier shields, armor and weapons.

Its weaponry consisted of two Medium Laser Cannons and a Torpedo Launcher. These torpedoes were able to set enemy vehicles on fire, dealing damage to them over time.

It was the first Rebel vehicle able to inflict damage to an imperial AT-AT walker, and with some strategies, to defeat them in 1 vs 1 combat.

## Trivia

* All T-series tanks have camouflage that changes depending on the type of environment they are in.
MC-75 Profundity-type Star Cruiser

None

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

Non-Targetable:

* 12x Lt CR TL
* 4x Hvy LC
* 6x PD

### Unit Abilities

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

## Player Evaluation

The MC-75 Profundity Class is a low tech Alliance Capital Ship. It is built as a torpedo boat, able to engage heavily armored and shielded warships of the other factions. Armed with 6 Torpedo Launchers and 2 Ion Torpedo Launchers, it is built for close to mid range engagements, as its strengths has it getting in close and launching multiple salvos of torpedoes against enemy hardpoints. Its Ion Torpedoes also allow it to stun enemy ships while draining its shields. Overall, it is a good capital ship for early game Rebels.

Its main weakness comes in its other weapons. Despite having a large array of torpedoes at its disposal, it does not have much else to fight larger ships with, only having 12 Light Turbolasers for ship-to-ship combat. As such, it is best to have it protected by Dreadnaughts or other ships that can take the focus away from the MC-75 so it can effectively unleash its torpedo arsenal.

## Lore Description

The MC-75 Profundity Type was originally a Mon Calamari city ship that was refitted for combat with the intention of fighting the Empire. They became formidable opponents to the Empire, and were present at many important battles such as Scarif, where Admiral Raddus commanded one as his personal flagship. The MC-75, although impressively engineered, was soon outdated and replaced during the time of the New Republic.
WLO-5 Speeder Tank

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

## General Information

### Population Value

Light Tank
1

### Price Cost

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

### Build Time

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

### Faction Affiliation

* Black Sun Underworld
* Hutt Cartel
* Local Pirate Forces

## Combat Statistics

### Health Points

Light Vehicle
250

### Unit Abilities

* Brace for Impact [Rebel Black Market Defensive Enhancements]

## Lore Description

The **WLO-5 Speeder Tank** was also knows as the "Ubbrikian tank" or simply as the "pirate tank". It was frequently used by the Weequay pirate gangs on Florrum because it was easy to use, repair, and modify. It is manned by at least three crew members, and has additional room for four additional passengers, making it able to function as a troop transport.

These tanks were seen as the operational equivalent of AAT tanks, being more maneuverable but less powerful overall. This vehicle was notably used by Hondo Ohnaka.

## Combat Information

### Player Evaluation

The **WLO-5 Speeder Tank** is a decent, affordable all rounder tank early on, when the Black Sun does not yet have access to heavier tanks. Though it is adequate at taking on infantry and lighter vehicles, it doesn't excel at either. It's **Brace for Impact** ability makes it a little more durable, but this ability is not available until purchased at the Black Market.

With its coaxial blasters, this vehicle is good at suppressing enemy infantry. It generally lacks any real firepower or armor when compared to the more specialized Black Sun tanks however, making it more suited to a support role, or to swarm tactics.
Toydaria

## Historical Reference

The Toydarian homeworld was covered with nutrient-rich muck-lakes, which supported clouds of bugs, mats of algae, and a number of predators including dangerous grabworms. Monsoons and fungal diseases ravage the planet on a regular basis, often killing off crops being grown by the inhabitants. As a result, Toydaria would experience severe food shortages approximately once every 30 standard years. This was made worse by the Toydarian habit of stealing or even poisoning their neighbour's food supply, under the belief that if they couldn't have it, no one should.

These conditions make it nigh on impossible to sustain ground bases on the planet, limiting military activity to orbital installations.
Victory II-class Star Destroyer

Advanced Loadout

* Galactic Mode: 7
* Tactical Mode: 28

None

Advanced Loadout

* 13,750 Credits (Galactic Conquest)
* 10,950 Credits (Space Skirmish)

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

Advanced Loadout

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

Advanced Loadout

* Imperial Advanced-Fighter Dockyard

Non-Targetable:

* 6x Med 3-Burst TL
* 6x Hvy LC
* 1x Hanger

Advanced Loadout

* 1/1 TIE-Interceptor Squadron

### Unit Abilities

Boost Weapon Power:* Divert power from the shields and engines to the weapons. For a short time, firepower will be increased at the cost of defense and engine speed.

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 victory two is the evolution of the Victory one. In this, it keeps a lot of the same firing arcs and weapons placements, however it has considerable changes to weapon load outs. The victory two contains no rockets but it has more turbo lasers and ion canons. This moves the ship from more of an artillery ship to a fire support ship. It can be combined with almost any other ship to provide a great additional damage output, against both shields and hulls of enemy vessels. The ship can also take considerable punishment, however it still should not take the brunt of an assault, as something like a DHC is more suited to that. It also lacks small guns, meaning that the ship needs escorts to take out fighters and corvettes and it's fighter compliment is very small so cannot be relied upon to provide an adequate screen against fighters, meaning that the ship relies on escort fighters, even more than something like an ISD. Overall this ship is a great addition to a fleet due to the versatile damage it can output, however it cannot be relied on to provide the backbone of an assault and it needs to be escourted to operate freely.