recursal/Fanatic-Fandom huggingface dataset:
Large Pirate Haven

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## Player Evaluation

The Large Pirate Haven is a massive pirate dockyard and defensive station for the planet it is positioned over. These stations are capable of producing very powerful ships, though they still lack in armour and weaponry like the previous two stations. To counter that, these stations come with a massive garrison that can usually take on fleets and well defend the station, though it is recommended to use additional defense since these stations are not cheap to construct and are very uncommon.

## Construction Options

#### Fighters/Gunships

* **Z-95 Headhunter (Space)**
* **CloakShape Fighter**
* **T-Wing Interceptor**
* **R-41 Starchaser**
* **Toscan 8-Q Starfighter**
* **Supa Fighter**
* **HWK-290 Light Freighter**
* **C-ROC Gozanti-class Cruiser**

#### Corvettes

* **Trireme Corvette**
* **Am-Shak Corvette**
* **Interceptor-class Frigate**

#### Frigates

* **Longhorn Escort Frigate**
* **Corona-class Armed Frigate**

#### Capital Ships

* **Venator-class Star Destroyer**
* **Corellian Battlecruiser**
Recusant-class Light Destroyer

None

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

* Fast Charging Balanced

* 23.33 per second

* Light Armor

* 1% Per 8 Seconds

Non-Targetable:

* x1 Medium 2-Burst TL
* x4 Heavy 2-Burst LC
* x4 Dual Heavy Flak LC
* x4 Dual Repeating PD

### Unit Abilities

* LASER DEFENSE: Shoots down incoming enemy torpedos and rockets. (Unlocked by Black Market Point Defense Systems Upgrade in GC)

## Player Evaluation

The Recusant-class is an extremely versatile ship, carrying close range, long range, anti corvette and anti fighter weaponry, it's equipped with good shielding, powerful engines for it's age but rather weak hull armor, most of the Recusants guns are positioned on the sides but the long range dual medium turbolaser is positioned on the front of the ship, the Recusant can be used in a variety of ways, placed in the middle or to the sides of a formation as a screener, used to flank enemy formations and poke at soft targets, or chase down fleeing enemy transports, corvettes, frigates and light cruisers.

Recusants also have laser defense, which they can use to help protect themselves and other ships from ordnance, the system isn't perfect and bombers will still be able to overwhelm and cripple the ship if they target the engines which are vulnerable to such attacks.

## Lore Description

Built by the thousands by the Confederacy of Independent Systems and Free Dac Volunteers Engineering Corps the Recusant was used extensively by the Commerce Guild, The CIS and various planetary defense forces during and after the Clone Wars, The Recusant's role was quite flexible and was used as a support ship, destroyer and command ship and was capable of boarding action due it's docking tube and was often used for raiding Republic shipping and carrying out hit and run attacks. The Recusant was mostly automated and deployed in great numbers like most CIS ships and units and in such large numbers was capable of outgunning Venator and Victory class Star Destroyers.
Smuggling

## Function Description

**Smuggling** is a Galactic Conquest ability that is only exclusively used by a few units of the Rebel Alliance/New Republic faction.

When you drag a unit to a special slot called "Steal Credits" on an enemy controlled planet (except for minor factions), smuggling takes effect and the selected smuggler unit will begin to steal enemy credits that will be added towards your weekly credit income.

If you are playing as the Rebellion/New Republic,the indication of smuggling is displayed right next to the designated smuggled planet with a **+ credit symbol** . If you are playing as either the Galactic Empire or the Black Sun Syndicate, planets that you control that are being smuggled by an enemy smuggler unit are indicated with a **- credit symbol**.

Smuggling steals 75% of the total income of a planet for only 6 weeks.\*

\*Note that if a planet is making negative income, you will only smuggle negative income that will harm. Smugglers can scout planets. If they are over an enemy planet, they can see the planet's total planetary income.
Quasar Fire-class Escort Carrier

None

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

### 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.

## Technical Specifications

### Player Evaluation

The Quasar Fire-Escort Carrier is a decent carrier mostly providing ships for a long time throughout a battle. With its two X-Wing squadrons and an A-Wing squadron backed up by its flak cannons, the Quasar Fire is strongly focused on achieving space superiority. The Quasar is best for longer drawn out fights or defense of planets since it can help heal fighters and doesn't need to worry as much about being caught out of position because of it's low maneuverability.

## Lore Description

The **Quasar Fire-class Escort Carrier** a bulk freighter designed and built by the Sullust based corporation SoroSuub during the time of the Galactic Empire. The Quasar was initially designed to be a heavy bulk freighter for civilians, but SoroSuub was later ordered by the Galactic Empire to turn a few models into dedicated fleet carriers. The Empire saw the Quasars as unfit for carriers and instead turned them away. The Rebellion, somehow, managed to obtain these rejected carriers and use them to great effect.

The **Quasar Fire-class Escort Carrier** featured 4 large separate hanger bays with only a few critical systems remaining on the ship, to provide as much space as possible to carry starfighters. If engaged in direct combat with anything dedicated to anti capital ship warfare the Quasar will be destroyed quickly. With this in mind, the Quasar is best used in a support role, launching starfighters from behind the lines to support bigger and more dedicated warships.
Captain Gilad Pellaeon

Captain Gilad Pellaeon

* Space

* 28000 Credits (Galactic Conquest)
* 16000 Credits (Space Skirmish

N/A

1

Slow Balanced Charging

* 22.5 per second

* Heavy Armor

* 0.5% per 10 seconds

* 250

Non-Targetable:

* 4xHeavy LC

## Lore Description

Pellaon was a captain and later and admiral of the Galactic Empire. He fought throughout his life, serving in the Clone Wars, as Grand Admiral Thrawn's right hand man during his campaign, and later as a key leader of the Imperial Remnant.

## Acquisition

Failing the Death Star deadline or the Battle of Endor, or playing in the NR campaign allows you acess to Pellaeon.

## References

* **Gilad Pellaeon's face in his icon in the Awakening of the Rebellion mod portrays Sam Elliott.**
* **Pellaeon's Imperial insignia plaque on his icon is incorrect as it shows the rank of a Grand Moff instead of Captain.**
IG-86 Sentinel Droid Platoon

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## General Information

### Population Value

Rangers
1

### Price Cost

* 1500 Credits (Galactic Conquest)
* 200 Credits (Ground Skirmish

### Build Time

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

### Required Structures

* Droid Factory
* IG Global Space Tech III

## Combat Statistics

### Composition

* 12x Sniper
* 3x Carbine + Poison Grenade
* 3x Carbine + Stun Grenade
* 6x Carbine

### Health Points

* Droid Armor

* 25
Scipio

### Planetary Bonuses

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

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

The homeworld of the Muun species, the Muun gained sapience and exploited the world's geothermal energy. Because Scipio lacked natural resources of any note, the Muuns colonized Muunilinst and founded the InterGalactic Banking Clan. Using the resources of Muunilinst to back the Galactic Credit Standard, the Banking Clan of Scipio became an important world for the Galactic Republic as it utilized the Credit as a galactic currency. The Clan built its massive vaults on the planet, where the Bank profits were safely held. Other outside agencies, power brokers, and representatives of various cartels made their home on Scipio, hoping to ensure their place in the galactic market.
ISB Agent

Template:Land Unit Infobox

## Lore Description

To keep law and order on all imperial worlds ISB Agents gained access to every communication system and all holonet messages. Their job is to find and eliminate criminal activity and corruption. This often results in misunderstandings and innocent people being imprisoned, but their efficiency is nearly perfect.

## Galactic Overview

### **[Production Requirements]**

**{LAND PRODUCTION}**

**LAND STRUCTURES**

* **Governor's Palace**

## Combat Information

**SPECIAL ABILITIES:**

* **REMOVE CORRUPTION: Can remove corruption from friendly planets.**
Miy'til Starfighter

Template:Space Unit Infobox

## Lore description

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

## General Information

###  Role

Olanji/Charubah
Bomber

## Combat Statistics

### Shield Refresh Rate

40
Avg Charging Anti-Lasercannon

### Health Regeneration Rate

40
Fighter Armor

## Technical Specifications

### Passive Abilities

Astromech RepairCo-Pilot Range Boost

The **Miy'til starfighter** was a fighter unique to the Hapes Consortium, where it served as the primary superiority fighter.Following their defeat in the Clone Wars, several Separatist starfighter engineers fled into the Hapes Cluster, seeking refuge. There, they lent their services to the Consortium, helping to develop new fighter designs.
SecForce Soldier Platoon

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

## General Information

### Population Value

Front Line Infantry, Combat Medic, Disabler
1

### Price Cost

* 500 Credits(Galactic Conquest)
* 250 Credits(Skirmish)

### Build Time

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

## Combat Statistics

### Amount

* 4 Teams of 10
* 2 Mounted Scouts

### Composition

* 1x Lieutenant
* 2x Sergeant
* 1x Medic
* 3x Rifleman
* 4x Carbine-Concussion Grenade
* 8x Carbine-Frag Grenade
* 21x Carbine
* 2x Mounted Scout

## Combat Information

### Player Evaluation

The most basic infantry in the Rebel Alliance. There is nothing very remarkable about this unit other than its cheap price and quick build time. It cannot hold up against vehicles and is only good against infantry of its own tier. Higher tier infantry will beat these troops with ease. Its main advantage is its high amount of infantry per platoon.

This platoon gets access to mounted scout troopers, which allows for some quick mobility and strategy, allowing the scouts to take key build pads or landing zones. These scouts also comes with ion grenades that do heavy damage to shields and droids, and will stun any droids or vehicles hit by it for a short time.

## Lore Description

The Alliance SecForce is made up of local rebel insurgents; they are poorly armed, independently trained but very dedicated to their cause. Every soldier is valuable to the alliance so Bacta spray has been given to their medics to give them a fighting chance on the front lines.

###
Heavy Espo Platoon

## General Information

### Unit Class

* Fighter
* ROLE: Gunship

### Build Limit

* 2 (Galactic)
* 6 (Tactical)

None

### Build Time

* 1400 Credits (Galactic)
* - Credits (Skirmish)

* - Seconds / - Weeks (Galactic)
* - Seconds (Skirmish)

### Required Structures

* Global Space Tech 1
* Imperial Advanced Fighter Dockyard

## Combat Statistics

### Shield Refresh Rate

60
* Slow Charging Anti-Laser

- per second

### Health Regeneration Rate

100
Heavy Fighter Armor
None

### Max Attack Range

* 1000 (Max)
* 500 (Ideal)

### Unit Hardpoints

Non-Targetable:* x2 Hvy Laser
* x2 Med Laser
* x4 Lt Repeating Laser

### Unit Abilities

* HUNT: This unit will seek and destroy enemy units on its own.
* LASER DEFENSE: Shoots down incoming enemy torpedos and rockets.

## Technical Specifications

### Passive Abilities

* CREW REPAIR
* CO-PILOT ACCURACY BOOST
Bp.2 Anti-Infantry Turret

## Player Evaluation

The BP.2 turret is an anti-infantry turret. Though decent at taking out infantry, it struggles against vehicles and higher level infantry. Like all turrets it's best suited to a supporting role. Since it's easily overwhelmed when on it's own, doing little more than stalling the enemy for a short time.

It's functionally identical to it's Rebel counterpart, the DF.9 Turret
MC-80B Remonda-type Star Cruiser

## MC-80b Remonda

None

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

0.75% per 10 seconds

Non-Targetable:

* 4x Med Dual Turbo IC
* 7x Med TL
* 2x Hvy LC
* x2 Hangar

### Unit Abilities

Defensive Shield:* Diverts power from engines to shields. Defensive shields absorb more damage, but don't recharge. While defensive shields are active, weapons still fire, making it ideal to use when a ship is in range of the target and under fire.

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.

## Technical Specifications

### Player Evaluation

The Remonda is essentially an upgraded Liberty, with an extra medium and light dual TL, a battery of 4 light turboions, 1000 more hull and shields, and anti-turbolaser instead of balanced shielding. It also swaps out power to shields for power to weapons, giving it a more offensive focus, and has a slightly improved fighter compliment, replacing the single A-Wing flight with an X-Wing and a B-Wing. All this would make it the heaviest ship in the Rebel arsenal save the Dauntless, but in the NR era, you have better options for going head-to-head with ISDs and the like. Instead, the Remonda shines as a source of support fire, tearing through cruisers and lighter capital ships. If you can point it at anything without heavy armor, that ship is going to go away very quickly, particularly if the Remonda isn’t in the line of fire and can safely direct power to weapons.

That said, while you’d rather have your Dauntlesses and Star Destroyers going head-to-head with ISDs, the Remonda is no slouch in those sorts of brawls. It may not have quite the durability of other Mon Cal ships, but it can still take some turbolaser fire and dish out respectable damage against heavily armored targets. The Remonda’s biggest weakness, though, is its nearly non-existent tertiary guns. With only 2 Heavy LCs to shoot at fighters and corvettes, and just a single flight of X-wings to provide fighter support, the Remonda needs to be well screened by fighters and corvettes, even more so than most battleships. Between that pitiful anti-fighter arsenal, medium armor and a relatively weak hull for its cost, anything small and shield piercing can give it a very bad day without proper cover. All told, your sudden abundance of heavy capital ships makes this play a smaller role in the NR fleet than its older cousin plays in the Rebel fleet, but the Remonda is still an extremely useful component of the NR fleet, and if you can get one off a prototype mission earlier, you will be an extremely happy camper.
Rebel Camp

## Lore Description

Construction of a **Rebel Camp** is the first step towards establishing new bases on rebel controlled planets, and can therefore be built on any world. In addition to providing a garrison force to protect the planet surface they also serve as recruitment and training centres for any inexperienced volunteers who are willing to take up arms for the Rebel cause. Besides their military applications these camps serve as humanitarian relief centres for the civil populations of planet that have suffered oppression from their former owners. They provide free food and medical treatment, often receiving supplies, weapons and credits for the Alliance in return.

## Galactic Overview

### [Construction Options]

#### {Land Production}

**INFANTRY**

**REBEL ALLIANCE**

* **SecForce Soldier Platoon**
* **SecForce Heavy Soldier Platoon**
* **Sullustan Expeditionary Force** **(Only on Sullust)**
* **Mon Cala Expeditionary Force** **(Only on Mon Cala)**
* **Wookiee Expeditionary Force** **(Only on Kashyyyk)**
* **Kota Militia Soldiers** **(If *Liberation* is present*)***
* **Kota Militia Special Taskforce** **(If *Liberation* is present)**

**NEW REPUBLIC**

* **New Republic Assault Infantry**

**LAND STRUCTURES**

* **Light Factory**

## Combat Information

### [Land Combat]

**STRENGTHS:**

The camp provides a versatile garrison force of infantry, fast speeders and aircraft. The infantry can be used to set up turrets and man bunkers, whilst the speeders make for a rapid response force to strike at weaker attackers before withdrawing. The speeders can also assist in holding a fixed position against enemy attackers, particularly if there is a bunkers present to take hits for them. For as long as they can avoid anti-aircraft fire, the airspeeders can strike at vulnerable targets such as enemy artillery. Used efficiently and with the right terrain, small rebel garrisons can punch above their weight and destroy a significant proportion of an attacking force even if they are eventually overwhelmed by the enemy.

Also note that the camp contains purchasable combat upgrades, which can be particularly worthwhile if a successful defence is anticipated, since they will then apply to future defensive engagements on the planet. Finally, the camp itself can serve as a bunker for infantry.

**WEAKNESSES:**

The garrison is ultimately small and ill-equipped to deal with larger enemy forces or more powerful war machines.
Imperial Global Space Tech

## Small Craft

**Tech 1 - 10,000 credits**

* **Gozanti Carrier**
* **IPV Patrol Craft**
* **TIE Avenger Squadron**
* **Victory I Star Destroyer [Advanced Loadout]**

**Tech 2 - 12,500 credits**

* **YE-4 Gunship Squadron**
* **TIE-Hunter Squadron**
* **Imperial Escort Carrier**
* **Imperial I Star Destroyer [Advanced Loadout]**

**Tech 3 - 15,000 credits**

* **XG1 Star Wing Squadron**
* **TIE Defender Squadron (IR)**
* **ATR-6 Squadron**
* **Raider-class Corvette**

**Tech 4 - 10,000 Credits**

* **TIE-Scimitar**
* **I-7 Howlrunner**
* **Preybird**

## Frigates and Cruisers

**Tech 1 - 10,000 credits**

* **Star Galleon**
* **Ton-Falk Carrier [Default Loadout]**

**Tech 2 - 12,500 credits**

* **Gladiator Star Destroyer**
* **Vindicator Cruiser**
* **Lancer Frigate**

**Tech 3 - 15,000 credits**

* **Broadside Cruiser**
* **Immobilizer 418 Cruiser**
* **Nebulon-B2 Frigate**
* **Strike Cruiser**

**Tech 4 - 10,000 Credits**

* **Eidolon Cruiser**
* **Dreadnought MKII Heavy Cruiser**

## Warships

**Tech 1 - 10,000 credits**

* **Tector Star Destroyer**

**Tech 2 - 12,500 credits**

* **Victory II Star Destroyer**
* **Victory II Star Destroyer [Advanced Loadout]**
* **Bellator Star Destroyer**

**Tech 3 -15,000 Credits**

* **Imperial II Star Destroyer**
* **Interdictor Star Destroyer**
* **Executor Star Destroyer**

**Tech 4 - 10,000 Credits**

* **Harrow Star Destroyer**
* **Allegiance Star Destroyer**

**Tech 5 - 15,000 Credits**

* **Imperial III-class Star Destroyer**

## Heroes

* **Vindoo Barvel/Cadaa/77th Ton-Falk Carrier (Frigates 1)**
* **Baron Soontir Fel/181st Ton-Falk Carrier (Frigates 2, Small Craft 1)**
* **General Rom Mohc/Arc Hammer (Warships 1)**
* **Captain Piett - Executor (Warships 1, Hoth)**
* **Captain Brandei (Zhar)**
* **Commander Screed (Frigates 2, Small Craft 3)**
* **Captain Needa (Warships 3, Small Craft 1)**
Imperial Action Transport

Template:Space Unit Infobox

## Lore Description

The Imperial Action Transport is a spinoff of the Action VI freighter culminating in a brand new design for the Empire by the Navy's engineering core. Serving alongside other freighters, the Action was used for troop transport only, with rare cases of the Action being used to transport prisoners. The Action was practically built for large ground assaults, classified as a mammoth dropship, the Action could carry multiple squads of Stormtrooper Platoons, AT-ST walkers, or a single AT-AT. In addition the Action had 4 vertical engines that helped with stabilizing landings, built in lights for night operations, and point defense cannons covering a frontal area around the landing zone.

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**
Providence Refit

None

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

* Avg Charging Balanced

* 23.33

* Heavy Armor

* 0.5% Every 10 Seconds

Non-Targetable:

* x6 Med CR TL
* x2 Flak LC
* x4 LC

## Player Evaluation

The brawer idea taken to its most extreme, the most dangerous close range brawer the galaxy can offer.

the original Providence is a solid close range brawer on its own, sacrificing a lot of accuracy and weapon range to gain the capability to soak up tons of laser fire and unload rapid heavy turbo laser fire in return, meanwhile not sacrificing too much utility by bringing 3 fighter squadron to the fight, however IG88 think he can do one better.

The refit is a Providence with most of its external module reworked, most of the turbo laser are removed in exchange for 6 Proton bomb launcher. the large hanger still exist but loaded with Bomb and torpedo resulting in the lost of carrier capability. The game plan is still the same though, get in with the tankiness of a capitol ship, hunker down and unload your deadly weapon, but with a twist this time, u can retreat easier due to run blockade ability.

Due to your heavy reliance on missile weapon, point defence and missile jamming is your hard counter, a close encounter with Dauntless Heavy Cruiser will send u back to the scrap yard, however player can always trick the AI to deploy jamming too early by shooting long range fire at their general direction.

A close encounter without hostile anti missile vessel is the dream of Providence refit, the ultra close range Proton bomb does AOE damage to external module, enemy often lost all of its external weapon in your first or second salvo making u sort of a disabler. Commander should keep in mind proton bomb is a VERY SLOW unguilded missile, even a Dreadnaught has enough speed to doge this weapon. Dont even think of shield generator snipe, even the slightest movement will throw off your aim, instead target the center mass of enemy capitol ship and let the awesome AOE does its trick.
Providence-class Carrier/Destroyer

None

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

Nontargetable:

* x6 Med CR TL
* x2 Flak LC
* x4 LC

### Unit Abilities

Defensive Shield:* Increases shield recharging rate at the cost of movement speed and fire rate. Can be interrupted when the unit is hit by Ion Weaponry.

## Lore Information

Originally designed by the Free Dac Volunteers Engineer Corps and manufactured by the famous Rendili StarDrive company, the Providence was designed specifically to be the flagship of Separatist Navy fleets and a heavy frontline warship to rival the Venator-class Star Destroyer. Carrying supplies, fighters, and war material for the Separatist cause. Serving admirably in the Clone Wars, the Providence was soon retired after the droid army was deactivated following a Republic victory. The leftover Providence destroyers were recovered from old Republic warehouses and scrapyards, these destroyers were sold off to illegal buyers and smugglers who put them onto the Black Market for sale. The Providence did not catch the attention of most, except for the Black Sun, who bought as many as they could for their illegal pirate armies. These Providence cruisers were modified immediately to include better engines, a new complement of starfighters, and even a power reroute to increase the strength of shields at the cost of engine power. The Providence flagships served bravely in the Black Sun fleets and served in important battles against the Rebellion and Empire.
IG-88

* IG-2000
* IG-88

* Space
* Ground

* 5000 Credits (Galactic Conquest)
* N/A Credits (Space Skirmish)
* N/A (Ground Skirmish)

None

N/A

Spy:

* Space only

Stealth:

* This unit can move around the galaxy undetected

Major Hero:

* Can be rescued

* Fast Charging Anti-Laser

* 2.6 Per Second

* Heavy Armor

* 1.5% Per 3 Seconds

* 600

### Unit Abilities

Corrupt Systems:* This ability causes targeted enemy ships to malfunction and fire inaccurately, drain shield power, and deactivate abilities

### Bonus

FIGHTER TACTICAN: * (10% bonus for fighters/bombers)

## Technical Specifications

### Passive abilities

* Personal Missle Jammer Countermeasure
* Crew Repair

## General Information

### Price Cost

* Galactic Mode: 1
* Tactical Mode: 1

* 5000 Credits (Galactic Conquest)
* N/A Credits (Space Skirmish)
* N/A (Ground Skirmish)

### Required Planets

* Black Sun Palace

None

### Build Limit

* 250 Seconds (Galactic Conquest)
* N/A (Space Skirmish)
* N/A (Ground Skirmish)

N/A

### GC Abilities

Assassination: * Can assassinate enemy minor heroes

Spy:

* Space only

Stealth:

* This unit can move around the galaxy undetected

Major Hero:

* Can be rescued

## Combat Statistics

### Armor Type

350
Droid

### Armament

Primary:* Modified DLT-20A Heavy Blaster Rifle

Secondary:

* DAS-430 Toxic Stun Blaster

Tertiary:

* Poison Grenade

Quintinary:

* Thermal Detonator

### Unit Abilities

Repeating Fire: * Increases fire rate

Axe Attack:

* Rushes down nearby infantry with a fast axe attack

### Debuffs

Stun * (DAS-430 Toxic Stun Blaster)

Slow

* (Thermal Detonator)

### Max Speed

* 600

* 9

## Lore Description

**IG-88B**, also commonly known simply as **IG-88**, or as a **Phlutdroid**, was a rogue, deadly masculine IG-series assassin droid manufactured by Holowan Laboratories who worked as a bounty hunter. Following the Battle of Hoth, he and several other bounty hunters were summoned by Darth Vader to the *Executor* and hired to track down the *Millennium Falcon* and her Rebel crew

## Player Evaluation

A useful hero, and probably one of the best bounty hunters, IG-88 is fast and powerful. He, like Bossk, posses a sniper rifle, but he also can charge people with an axe and has deadly poison grenades. However, he is a robot, and thus can only be healed by Zuckuss and not by his heal pulse. In space, he gains the deadly ability to corrupt systems, which drain sheilds, debuff firerate, and prevent abilities. This is very good, especially since the Black Sun starting forces are quite weak.
Ship Refitter

* 188 Seconds (Galactic Conquest)

None

* Average Charging Balanced

* 21.11 Per Second

* Medium Armor

* 0.5% Per 5 Seonds

Non-Targetable:

* 4x Dual Flak LC

## Player Evaluation

The Ship Refitter is one of the two major ship providers of the Black Sun, and is one of the most rare and valuable structures to find under their control. These stations are capable of refitting and repurposing powerful ships to use at their disposal, and because of which are high value targets for most attacking forces. These stations have a limited garrison to them, so often times they must be heavily defended, or else the Black Sun will most likely lose the ability to produce those ships in a wide area of their territory

## Construction Options

The Ship Refitter gives the player access to the following ships

### Xizor Trade Systems

* **Venator-class Star Destroyer (Refit)**
* **Acclamator Assault Ship (Refit)**
* **Heavy Corellian Gunboat**
* **Heavy Corellian Corvette**
* **XTS Minelayer**
* **Scurrg H-6 Bomber**
* **Freefall-class Bomber**
* **HF-901 Freighter**

### IG-88 Droid Revolution

* **Munificent-class Star Frigate**
* **Captor Carrier (Strike Loadout)**
* **Hardcell Transport**
* **HF-901 Modified Freighter**
* **Providence-class Carrier/Destroyer**
* **Recusant-class Light Destroyer**
* **Munificent Refit**
* **Captor Carrier (Droid Loadout)**
* **Lucrehulk-class Battleship**
* **Providence Refit**
* **Recusant Refit**

### Zann Consortium

* **Kiltrin Frigate**
* **Lictor Dungeon Ship**
* **Kandosii-type Dreadnought**

### Hutt Cartel

* **Trandoshan Slavers**
* **Salvage Freighter**

### Additional Info

The Ship Refitter gives a production time reduction to ships built from the Small Pirate Outpost, Medium Pirate Base and Large Pirate Haven allowing the player to build the ships buildable anywhere faster, the time reduction does not stack so only one is needed to be able to build these ships as fast as possible, the ships buildable from the Ship Refitter do benefit from having multiple Refitters present however.

## Lore Description

A trader of old ships, that are modified to suit the purpose of pirates. Particularly worlds that were centers of the clone wars conflicts usually have Ship Refitters located somewhere.
Rebel/New Republic Space Units

## Starfighters & Bombers

**REBEL ALLIANCE**

* **Z-95 Headhunter Squadron**
* **R-41 Starchaser Squadron**
* **T-Wing Interceptor Squadron**
* **X-Wing Starfighter Squadron**
* **Y-Wing Bomber Squadron**
* **Y-Wing "Longprobe" Squadron**
* **A-Wing Interceptor Squadron**
* **H-wing Bomber Squadron**
* **B-Wing Starfighter Squadron**
* **U-Wing Starfighter Support Squadron**
* **Cutlass-9 Patrol Fighter Squadron**

**NEW REPUBLIC**

* **E-Wing Starfighter Squadron**
* **K-Wing Assault Starfighter Squadron**

## Freighters & Transports

* **YT-1300 Light Freighter**
* **CR-25 Troop Carrier**
* **Action VI Transport**
* **RM-09 Alliance Shuttle**
* **GR-75 Freighter**
* ***Auzituck*-class Gunship**

## Corvettes & Gunships

* **CR-90 Corvette**
* ***Braha'tok*-class Gunship**
* **Sphyrna Hammerhead Corvette**
* **GR-75 Fleet Tender**
* **DP-20 Corellian Gunship**
* **X4 Gunship**
* ***Marauder*-class Corvette**

## Frigates & Cruisers

**REBEL ALLIANCE**

* **EF-76 Nebulon-B Escort Frigate**
* ***Neutron Star*-class Bulk Cruiser**
* ***Neutron Star*-class Bulk Carrier**
* ***Dreadnaught*-class Heavy Cruiser**
* **Twin Blade Frigate**
* **Alliance Assault Frigate Mark I**
* **MC-30C Frigate**
* **MC-40A Light Cruiser**
* **MC-60 Medium Cruiser**
* **CC-7700 Interdictor**

**NEW REPUBLIC**

* ***Corona*-class Frigate**
* **Alliance Assault Frigate ll**

## Capital Ships

**REBEL ALLIANCE**

* **MC-75 *Profundity*-type Star Cruiser**
* **MC-80 *Justice*-type Star Cruiser**
* **MC-80 *Freedom*-type Star Cruiser**
* **MC-80 *Liberty*-type Star Cruiser**
* **MC-80A *Alliance*-type Star Cruiser**

**NEW REPUBLIC**

* ***Republic*-class Star Destroyer**
* ***Nebula-*Class Star Destroyer**
* **MC-70 *Barracuda*-type Star Cruiser**
* **MC-80B *Remonda*-type Star Cruiser**

## Command Ships

* **MC-80 *Independence*-type Star Cruiser**
* ***Mediator*-class Battlecruiser**
* ***Mandator II*-class Star Dreadnought**

## Special Units

### Starfighters

* **N-1 Starfighter**
* **Toscan 8-Q Starfighter**
* **Kirhaxz Assault Fighter**
* **Rihkxyrk Assault Fighter**
* **Fang Fighter**
* **Zenuas 33 Umbaran Starfighter**
* **ARC-170 Starfighter (not buildable)**
* **CloakShape Fighter (not buildable)**

**CORVETTES & GUNSHIPS**

* ***Interceptor*-class Frigate**

### Frigates & Cruisers

* ***Quasar Fire*-class Escort Carrier**
* ***Liberator*-class Cruiser**
* **Corellian Carrier**
* **Corellian Heavy Frigate**

### Capital Ships

* **Corellian Battlecruiser**

**REBEL ALLIANCE**

* ***Liberation***
* ***Rebel One***
* ***Liberator*-class Cruiser**
* ***Dauntless*-class Heavy Cruiser**
* ***Imperial I*-class Star Destroyer**

**NEW REPUBLIC**

* ****Bothan Assault Cruiser****
MPTL-2a

**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

Indirect Arillery
1

### Price Cost

* 4000 Credits (Galactic Conquest)
* 2000 Credits (Land Skirmish)

### Build Time

* 267 Seconds (Galactic Conquest)
* 66 Seconds (Land Skirmish)

### Required Structures

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

## Combat Statistics

### Health Points

Light Vehicle
400

## Combat Information

The **MPTL-2a** is an extremely effective Artillery piece with an improvement over the Empire counterpart. However, the **MPTL-2a** is really only effective with protection and spotting support, otherwise it will be quickly destroyed. The **MPTL-2a** must also be deployed in an adequate position to use it's artillery rockets. The **MPTL-2a** also has very light armor and a slow speed. All of this does come with good benefits, as the **MPTL-2a** in numbers of 2 or more is usually enough to destroy fortifications or heavy enemy presence in a few volleys.

## Lore Description

The **Mobile Proton Torpedo Launcher-2a** was designed by the Loratus Manufacturing corporation, and manufactured late into the war by the Rebellion and later put into service for the New Republic. The MPTL designed specifically to counter the major flaws in it's predecessor, the MPTL-L, which was designed for the Galactic Empire.

The **MPTL-2a** was very effective as an Artillery piece, having a great range that was very effective on most ground terrain. The ammo it used was also extremely deadly, firing proton torpedo rounds from a multi barreled cannon. The **MPTL-2a** was often seen alongside scout platoons or scouting droids, for spotting support.
Nightsister Hunters

Template:Land Unit Infobox

## Lore Description

The Hunters were special agents, whose specialty was to follow blood trails to track their victims. They wore red robes and hoods as a distinctive sign, as well as black wrist wraps to protect them from the plasma string of their energy bows. Those amongst the Hunters who served as dark side mercenaries were expected to supply their coven with nine credits from every ten they earned, so they could continue outfitting them with the required equipment.

## References

* **The infantry weapons used by this infantry unit have Energy Bows.**
Kandosii-type Dreadnought

None

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

* Heavy Armor

0.5% Per 10 seconds

Non-Targetable:

* x4 Light Quad TL
* x4 Heavy LC

## Player Evaluation

The Kandosii Dreadnaught is an unshielded mid range capital ship, To Compensate for this weakness the Kandosii Dreadnaught boasts high health and heavy armor making it able to shrug off laser and turbolaser fire quite easily. Though it's best if other ships soak upp damage for the Kandosii as if it's hardpoints are destroyed it becomes a sitting duck. In addition to the tanky nature of the ship, It carries a disgusting amount of Turbolasers of various sizes capable of ripping through MC80s and ISDs, it also has artillery rockets to shred lightly armored targets. The Kandosii is most effective against other Capital Ships and Cruisers but it lacks effective anti corvette and anti fighter weapons therefore it should be paired with ships that can provide additional fighters, Firepower and Anti Fighter/Anti Corvette support.

It should be noted that because the Kandosii is unshielded it receives no penalty from sitting in Ion Storms to receive a firerate buff. another side effect of the lack of shields is the vulnerability to being hit with with stun ions, if a ship's shields are down and they are hit by stun ions they will be unable to jump to hyperspace and thus be lost so be aware when withdrawing from a fight.

## Lore Description

The Kandosii-type Dreadnought was a large hulking cruiser used by the Mandalorian warriors of old prior to the Clone Wars. Proving itself a reliable design, the Kandosii is still produced by various Mandalorian manufacturers today. Having a long almost dagger shaped profile, the Kandosii translates to "Ruthless" in the native Mandalorian language. Originally created from an assortment of stolen technology, the Kandosii featured multiple flaws in the design such as a problem with the hyperdrive malfunctioning and large engine weak points. A reliable design, the Kandosii was the basis of multiple designs made by manufacturers such as MandalMotors like the Crusader-class Corvette.
Marauder-class Corvette

## Marauder Corvette

None

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

## Player Evaluation

Marauder Class Corvettes are best summed up as small and cheap artillery platforms. Equipped with long range turbolasers and ion stunners, Marauders are best used as supplements to your capital ships as a stopgap. Their low tactical and galactic size allows them to punch above their weight and gives room for a moderate amount of spam potential. Unfortunately, the Marauder lacks any sort of anti-fighter weapons and will struggle against anything smaller then a frigate. They are slow compared to other Corvettes, and will be overwhelmed if not protected. Moreover, the Marauders will be sorely outmatched in the late game and the credits are better spent buying dedicated capital ships once the technology becomes available.

## Lore

The Marauder Corvette was built by Republic Sienar Systems, a precursor to the now Imperial-Era Sienar Fleet Systems. Originally built for patrol and escort duties, the design was rejected by the Galactic Republic. Being considered one of RSS's few failures, the Marauder was sold to various small governments before the production rights were sold to the CSA.
Mankvim Interceptor Squadron

None

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

* Average Charging Anti-Laser

* 0.05 Per Second

* Fighter Armor

None

## Player Evaluation

The Mankvim is a light interceptor, while it is fairly speedy it is poorly armed and armored but it can help fill out a fighter force taking shots for more expensive and advanced fighters or breaking off to chase bombers.

Currently these fighters cannot be purchased, but can be obtained from some capturable space structures and on Utapau as a defender.
Heavy Corellian Gunboat

None

* 70 Seconds (Galactic Conquest)
* 16 Seconds (Skirmish)

* Average Charging Balanced

* 2 per second

* Light Armor

* 1% every 6 seconds

### Unit Abilities

FULL SALVO: The unit fires a continuous barrage of missiles at the target (Must be bought on the Black Market)

## Player Evaluation

The Heavy Corellian Gunboat is a large frigate that is exceptional in destroying corvettes, frigates, and even small cruisers. The Gunboat's large rocket and missile armament allows it to punish it's enemies up close and personal, very useful against small targets like CR-90 Corvettes and Arquitens-class Light Cruisers. Dual laser cannons allow the Gunboat to also target small gunships and slow bombers. However, for a frigate the Heavy Corellian Gunboat is lightly armored and has a relatively small healthpool, meaning it cannot take many hits. As a trade-off, the Gunboat is quick and agile, allowing for hit-and-run attacks or flanking maneuvers.

## Lore Description

The Heavy Corellian Gunboat was designed and manufactured by the Corellian Engineering Corporation as a missile corvette for the Galactic Republic and the Corellian Planetary defense force. The Heavy Corellian Gunboat is actually a ship named the DP20, but is often called the Heavy Corellian Gunboat since it is so recognizable. As the DP20 circulated around the civilian markets the Black Sun caught quick wind of the ship. They were quick to buy up hundreds of ships which would be used by them for convoy defense and anti-frigate duty for their fleets. While they did seem similar, the DP20 had almost none of the traits of the CR90. The DP20 has little space meaning it can carry neither troops or cargo and only the bare essentials for the crew.

## Credit

Special thanks to Chaz, the AOTR submod developer, for making this player evaluation.
SD-6 Hulk Droid Company

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

## General Information

### Population Value

Anti-Personnel, Disabler
1

### Price Cost

* 1400 Credits (Galactic Conquest)
* 250 Credits (Ground Skirmish

### Build Time

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

### Required Structures

* Droid Factory
* IG Global Space Tech II

### Faction Affiliation

* Black Sun Underworld
* Corporate Sector Authority

## Combat Statistics

### Weapons

* 1x Repeating Blaster Cannon
* 2x Light Ion Cannon

### Health Points

* Droid Armor

* 100
Interdictor-class Star Destroyer

None

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

Non-Targetable:

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

Electro-Magnetic Defense Field:

* Siphons power from the propulsion system to generate a temporary electro-magnetic field at the cost of movement speed. EM field scrambles missile guidance systems in an area around the unit. Armor magnetically seals, reducing the damage taken to the hull.

## Player Evaluation

The Interdictor star destroyer does one thing, and that is interdicting. But why would anyone build this compared to the immobilizer-418? Well the simple reason is that the Interdictor star destroyer has more weapons, but that is a irrelevant point, as you wont be using this in combat anyway. But the most important reason is that it has 2x the interdiction time. Whereas the Immobilizer has a 2 minute interdiction time, the interdictor has 4 minutes of interdiction time. It also gets a missile jamming field, and since its more tanky than the other interdictor it could be used as a massive jammer, but the missile jamming field has a cooldown and Nebulon B2s are better and less pop. Still, it is 38 pop cap, and two immobilizers could give the same amount of interdiction time with less cooldown, more fighters, and less pop cap. However, the interdictor star destroyer is cheaper than 2 immobilizers, but as the empire, you really shouldn't be strapped for cash if you're building interdictors, which are just a nice unit to have.
Boba Fett

## Player Evaluation

Boba Fett is a major hero, and quite a good bounty hunter. He can quickly zoom across the map to capture contestable or escape from trouble, and his rocket is useful. Still, despite his quite high firepower for only one man, he can be easily swarmed and killed. In space, however, is where Boba Fett shines. All bounty hunters give a fighter tactician bonus, but Slave 1 not only is a great dogfighter, he also gets Seismic charge, which can heavily damage enemy fighters, though it's radius and damage isn't as cracked as base game. However, Seismic charge requires good timing, so make sure to micro him to get maximum use!

## Lore Description

**Boba Fett** was a Mandalorian warrior and bounty hunter of Clan Fett. He was the only unaltered clone of the famed Jango Fett, created in 32 BBY as **unit A0050**, one of the first of many Fett replicas designed to become part of the Grand Army of the Republic, and was raised as Jango's son. Jango taught Boba much, training him to become a skilled bounty hunter as was his father-figure before him. In 22 BBY, Jango was killed at the Battle of Geonosis, which opened the Clone Wars. Just a boy, Boba was forced to grow up and took to traveling the galaxy. Later, he became a bounty hunter and took assignments from beings such as Jabba the Hutt, and achieved notoriety despite his young age.

When the Empire was formed in 19 BBY, it was the perfect environment for Fett. During this time, he also married Sintas Vel and had a daughter named Ailyn Vel. Fett became known as the galaxy's best bounty hunter of the next several decades, often working for the Empire. He collaborated with Darth Vader on several occasions, and the Sith Lord even developed a grudging respect for Fett.
Lt. Commander Ace Azzameen

* Space

* Naboo

## Combat Information

### Player Evaluation

Ace is a relatively unimportant hero combat wise. He has zero special abilities and has the same armament as the Millennium Falcon. What does make him worth the effort to acquire him is his story implications, Ace is a critical piece for the Death Star II storyline chain and is required to begin the missions. See the Missions screen for an in depth explanation. After the Death Star missions are completed Ace will be available as a regular hero on any planet with an Alliance Intelligence Center. His custom combat freighter, the Sabra, is an excellent ship when it comes to killing starfighters. Ace gives all starfighters a 5% combat bonus and can take hits well with his large health pool. Standard strategies include Ace being used to bait fighters and snipe bombers threatening the larger ships in your fleet. Besides, having Ace in your fleet doesn't sacrifice much since he is only one pop cap.

Concluding these aspects, Ace is a must have hero for the story and a fearsome dogfighter on his own. A worthy hero for the Rebellion.

## Acquisition

Ace's acquisition is simple and easy, but there are two distinct approaches to obtaining him. First, you could conquer Naboo itself and Ace will spawn over the planet after a small period of time along with the Death Star II storyline appearing in your Missions log. Alternatively, if you feel Naboo has become too heavily defended, too few forces are available to protect it, or otherwise you can capture Sullust first instead. When you capture Sullust an event timer triggers, and over time Naboo will revolt to join the Rebellion along with a neighboring planet. Both methods are equally viable, for more in depth explanation use this hyperlink to go to the Missions page.

## Lore Description

Ace Azzameen was a famed Starfighter pilot for the Rebellion since the earliest days, and was integral in major events during the war. Born and raised on a space station named the *Azzameen Home Base* with his siblings and father, Ace regularly used the on station flight simulator to hone his piloting skills. Ace's father ran a shipping company out of the station, leading to Ace having more and more interest in becoming a freighter pilot himself. When he was a young adult, Ace and his family were thrown into the crucible of the Galactic Civil War when a routine bacta delivery to a seemingly normal station turned out to be a hidden Rebel base. With both his father and older brother perishing in the ensuing disaster, Ace and his siblings along with the family droid happened upon a Rebel cell. Ace decided to join their ranks as a starfighter pilot; much to the dismay of his remaining family. After joining Ace was recognized as a great pilot during his first dogfight while protecting the retreating Rebel cell. Ace was therefore selected to go on important missions, including stealing the Death Star II plans and serving on the *Millennium Falcon* during the battle of Endor.
Large Imperial Factory

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

## Combat Statistics

### Armor Type

2000
Building

### Garrison

* 2/0 AT-ST/R
* 2/4 AT-PT

## Galactic Overview

### [Land Production]

**VEHICLES**

* **AT-ST/R Company**
* **AT-MAA Company**
* **2-M *Saber*-class Repulsor Tank Section**

**DOWNGRADES**

* **Downgrade to Medium Imperial Factory**

## Combat Information

### [Land Combat]

* **2/0** **AT-ST/R**
* **2/4 AT-PT**