recursal/Fanatic-Fandom huggingface dataset:
Mandalore

### Planetary Bonuses

* FASTER PRODUCTION: Mandalorian Mercenaries, Vehicles, and Starships are produced 20% faster on this planet.
* PLANETARY DEFENSE: This planet can build the Mandalorian Planetary Defense.
* SHIPYARD PLANET: This planet can build Capital Shipyards.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

* Imperial Small Dockyard
* Imperial Medium Dockyard
* Imperial Large Dockyard
* Imperial Advanced-Fighter Dockyard
* Imperial Advanced-Cruiser Dockyard
* Imperial Dockyard Warship Extension
* Moff Palace
* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

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

## Historical Reference

A dangerous jungle planet located in the Outer Rim, Mandalore was the home system to fierce masked warrior clans led by the mysterious warlord Mandalore. The clans, made up of deadly but honorable crusaders, rode semi intelligent Basilisk war droids, boasted cutting-edge weaponry, and were considered the best fighters in the galaxy. The mask and title of Mandalore belonged to no single individual but were traditionally passed down from one warrior to the next on the leader's death. The Mandalorians have been scattered and their true numbers are unknown: their elite troops have all but vanished and only a few are known to maintain the time honoured military traditions of the Mandalorian clans.
Interface & Controls

If you are new to this mod, you may wish to check out the Mechanics & Game Changes page and the Space Battle Basics page.

## Basic Commands

* Select units by clicking on them.
* Moving or attacking are done by right clicking on the target location or enemy.
* Select all units by pressing Ctrl + A.
* Select all units of the same type by double clicking on a unit.
* Attack move by pressing Ctrl + right click, or by selecting the attack move option in the command panel next to the minimap, then right clicking anywhere on the map.
* Adding selected units to a group by pressing Alt + number 0 to 9. To elaborate: If the player has a Y-wing, an X-wing and an A-wing selected and then presses Alt + 1, the next time the player presses number 1, those same exact units are selected again.
* Move order can be queued up by holding Alt and then the target locations.

## Interface Basics

     A bombing run can be called in by pressing the bombing run button. Once this button is pressed, a target icon will appear in place of the player's cursor. Hover the icon into the battlefield over the location you want bombed, and press left click. The bombers will appear on the other side of the map and fly toward the target.
     An orbital bombardment can be called in by pressing this button once the bombardment is fully charged. This is indicated by the green progress bar above the button. Once it's fully charged the button will turn red, indicating that the bombardment is ready. Upon pressing the button a target icon will appear in place of the mouse cursor, indicating the action radius. Hover the icon over the target you want bombed and press the right mouse button.
      The player can toggle planet information stats on and off by pressing these buttons.
**Top left:** Total credit income planets.
**Top right:** Maximum level space station and ground structure slots.
**Bottom left:** Weather and corruption icons.
     The player can filter space build options with these buttons.
**Top left:** Only show buildable space structures.
**Top right:** Only show buildable capital ships.
**Bottom left:** Only show buildable frigates.
     The player can filter ground build options with these buttons.
**Top left:** Only show buildable ground structures.
**Top right:** Only show buildable vehicles.
**Bottom left:** Only show buildable infantry.
     A pathfinder can be chosen by zooming in on a fleet, and then moving a unit into the top left square. This will only deploy the chosen unit at the start of the next offensive space or ground battle.
M3-A Scyk

## Lore Description

The **M3-A Scyk fighter** was the fastest interceptor produced by MandalMotors. It was named after a species of voracious lizards from Tatooine.

In practice, the Scyk had a lot in common with a TIE-Fighter, being agile, cheap, and lightly armed. However, the Scyk could be even cheaper than the TIE at times, and it also benefited from a flexible weapon mount, making it possible to swap out the default main laser cannon for other configurations, such as ion cannons or missile launchers.

The craft did lack much room for upgrades or modifications outside of this, but remained popular amongst smugglers and criminals for its low price, high agility and flexible weaponry.

The Scyk also served as a basis for its successor: the G1-M4-C Dunelizard.

## Combat Information

### Player Evaluation

The Syck fighter squadron is one of the cheapest hyperspace-capable fighters available anywhere in the galaxy. Although they do have shields, they lack a distinct tactical advantage over any other starfighter and must be deployed in large numbers to survive, much less win, a battle.

The low price tag makes the Syck fighter the best option the Hutts have for a cheap swarm fighter.
Sail Fighter Squadron

## General Information

###  Role

Olanji/Charubah
Swarm Fighter

### Build Limit

* Galactic Mode:
* Tactical Mode: 4

None

### Build Time

* Credits (Galactic Conquest)
* Credits (Space Skirmish

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

## Combat Statistics

### Shield Refresh Rate

* 15

* Average Charging Anti-Laser

* 0.1 Per Second

### Health Regeneration Rate

* 15

* Fighter Armoor

None

### Max Attack Range

* Max Range: 750
* Ideal Range: 500

### Unit Hardpoints

Non-Targetable:* 1x Light 2-Burst Laser
* 1x 2-Burst Ion Blaster
Large Heavy-Vehicle Foundry

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

## Combat Statistics

### Armor Type

3000
Building

## Galactic Overview

### [Land Production]

**VEHICLES**

* **Elite AT-AT**
* **SPMA-T Walker**

**AIR SUPPORT**

* **Imperial Dropship Transport**
* **TIE-Striker Flight**
* **TIE Lancet Wing**

**DOWNGRADES**

* **Downgrade to Heavy Vehicle Foundry**

## Combat Information

### [Land Combat]

* **1/0** **Elite AT-AT**
Hapan Royal Guard 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
Sergeant Fulik

* Fulik
* Ground

* Ground

* 2500 credits (Galactic Conquest)
* 1500 credits (Skirmish)

1

* Fulik
* Ground

## Combat Information

Ahh Fulik, a rather useful early-mid game commander if Veers or Vader cant be called upon giving a sizeable 10% command bonus. Fulik's team of 501st troopers fall somewhere between Shock Trooper teams and Death Troopers in terms of survivability with a medic in every squad that will heal all nearby infantry. His platoon is suited to deal with low and mid tier infantry with relative ease, if with a few casualties afterwards. Now dont even bother sending him towards any vehicles as Fulik and the gang only carry frags and thermal detonators that do minimal damage to anything not an open top. Paired with a few walkers, support teams and storm troopers, you can take the average tier 1 garrison with few losses. (unless a T3 shows up and thwacks half your infantry and light walkers, at that point you're kind of boned love) Anyways, Fulik is always a good choice for a ground commander at any stage of a campaign, suppressing rebel raid teams or leading an assault on a stronghold. Good luck commander, long live the Empire!

### [Land Combat]

**STRENGTHS****: Can usually come out on top against tier 1 and 2 infantry in a one-on-one engagement and has a few medics so that \*some\* of the troopers can stay alive longer.**

**WEAKNESSES****: This platoon has no anti-armour ability to speak of so keep them away from anything that's not an open-top busy hitting other units.**

**UNIT CAPACITY: 1**

* **TAKE COVER:**
Kaleesh Warrior Platoon

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

* Outland Slugthrower Rifle
* Lig Sword Attachment
* Stun Grenade

## Lore Description

The Kaleesh were a species of red-skinned humanoid reptilians from the planet Kalee. Born and raised in a Warrior culture, the Kaleesh are one of the most dreaded mercenaries the Black Sun has access to. One of the species' most notable members was General Grievous, though his mostly cybernetic body eliminated almost any resemblance to other Kaleesh.

## Combat Information

### Player Evaluation

An elite group of hardened warriors, the Kaleesh Platoon are built to dish out damage at any range. Their Slugthrowers do high damage to enemy infantry with great accuracy. When the combat gets too close, they can easily stun the enemy with Stun Grenades before attaching their Lig Swords and cutting down the enemy. Add in their fast natural speed and no infantry is safe from the Kaleesh.

Despite great anti-infantry potential, they stand no chance against enemy vehicles. Anti-armor infantry or friendly armor will be needed to keep them in the fight.
Small Arms Warehouse

## Lore Description

To make way for faster infantry arms production, more and more resources are needed, which often are not covered with the monthly arms smuggling. Therefore, these local arms manufacturers can be set up to construct blasters, body armor, and other vital resources to better equip Rebel front line soldiers.

## Galactic Overview

### Structure Bonuses

* Speeds up production of infantry by 33%.
Rodia

### Planetary Bonuses

CHEAPER PRODUCTION: Base Shields are 5% cheaper galaxy wide due to Rodia's advanced shielding technology.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

Rodia is a hot, humid world which is covered in dense tropical jungles as well as sprawling cities, swamps and industrial areas. A large area of the planet was also covered in oceans and there appeared to be two polar regions on the extreme latitudes. A known body of water on the planet was the Wesessa Sea where the An'yettu Islands were located. The Rodians built their cities on waterways and protected them with environmental shields, bubble domes that surrounded all habitation structures and allowed entry and exit for vehicles and vessels. These domes also protected from the extreme temperatures of the planet.
Hapan Security Ionizer 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
Onderon

### Planetary Bonuses

CHEAPER PRODUCTION: Rebel Infantry are 10% cheaper on this planet due to Saw Gerrera's legacy.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Black Sun

* Black Sun Palace
* Black Market
* Arms Dealer

## Historical Reference

One of the last mandalorian military outposts was stationed on the moon of Onderon: Dxun. More than 5000 years ago, the Mandalorians attacked the Old Republic from here, as Onderon then was an important economic column. Today, Onderon is but a shadow of its former self. Just some old temple ruins on Dxun remain to tell the tale of Freedon Nadds resistance and give us an idea of the once so mighty Onderon. According to rumors, rebel spies were frequently sighted here lately.
Renegade Squadron

* Col. Serra
* Gunner (Male)
* Gunner (Female)
* Proton Charges
* Flash Grenades
* Thermal Detonators
* Wookiee

* Ground

None

1

[1] Light
0.1 Per Second

Commando Gunners (Male/Female)

* A280c Repeating Blaster Rifle

Commando (Proton Charges)

* A280 Blaster Rifle
* Proton Charges

Commando (Thermal Detonators)

* A280 Blaster Rifle
* Thermal Detonators

Commando (Flash Grenades)

* A280 Blaster Rifle
* Flash Grenades

Wookiee

* Bowcaster
* Frag Grenades

* TAKE COVER: Goes into firing position to increase firerate and defense, but reduces movement speed

### Debuffs

* Slow Movement (Frag Grenades)
* Stun Infantry (Flash Grenades)
* Suppression (A280c Repeating Blaster Rifle)

### Max Speed

600 (All)
10 (All)

## Combat Information

### Player Evaluation

Renegade Squadron is a good infiltrator unit and provides well needed anti-infantry muscle for an infiltrator focused army. The Renegades come equipped with multiple types of grenades and heavy repeating blaster rifles for suppression. If you can get close enough to vehicles and buildings, they even have a commando equipped with proton charges to make use of. As standard with infiltrators, they come with personal shields. Surprisingly, the Renegades are a bit different in their composition with the addition of 2 Wookiees. Furthermore, they have Col. Serra himself with a larger health pool and 5 more points of shield strength. Even still, you must remember that these are infiltrators at the core, and will not do well when met with strong resistance, especially against vehicles. Snipers and long range enemies also pose a huge threat to the renegades. The best strategy so far seen is to have the Renegades as your primary anti-infantry damage dealer, make use of their fire command and firing position ability to deal quick burst damage to important infantry targets with their grenades and rifles and pull back once the deed is done.

## Lore Description

The Renegade Squadron was a Rebel Alliance military unit of pirates, smugglers, and other types of pirates assembled and commanded by Col Serra at Han Solo's request. The unit consisted of underworlders recruited by Serra from around the galaxy. Assigned to advanced black operations, very few actually knew of the existence of the squadron, and their actions which actually kept the Alliance alive. Renegade Squadron was a diverse group of soldiers, most of whom had been mercenaries and/or criminals, like smugglers, pirates, and gunfighters, at some point. The unit was frequently commanded by Col Serra; however, on occasion, Serra shared command with Han Solo. Solo's co-pilot, Chewbacca, fought with Renegade Squadron in several battles, and Admiral Ackbar also battled alongside Renegade Squadron on multiple occasions throughout the mid to late stages of the war.
Rhen Var

### Planetary Bonuses

GALACTIC REVEAL: Reveals Ground and Space bases of nearby systems by using an old Republic Listening Post.

## 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

## Historical Reference

Rhen Var was a planet situated near the Tion Cluster in the Outer Rim Territories and one of the former Thanium Worlds. It was the first planet in the Tobali system. Throughout the history of the Galactic Republic, Rhen Var was covered in ice, rendering it almost uninhabitable. Remains of an ancient civilization and old Jedi artifacts were found beneath the ice on the planet, remnants of a former population. The Republic set up a listening post on Rhen Var, which forced the CIS to attack and take over the planet.
Jabba Desilijic Tiure

## Lore Description

**Jabba Desilijic Tiure**, more commonly referred to as **Jabba the Hutt** or simply **Jabba**, and formally styled as **His Excellency Jabba Desilijic Tiure of Nal Hutta, Eminence of Tatooine**, was a Hutt gangster and crime lord, as well as a member of the Grand Hutt Council, who operated and led a criminal empire from his palace on the Outer Rim world of Tatooine. Jabba was a major figure on Tatooine, where he controlled the bulk of the trafficking in illegal goods, piracy and slavery that generated most of the planet's wealth. He was also highly influential in the entire Outer Rim as one of its most powerful crime lords.

During the Clone Wars, Jabba's influence and power over the Outer Rim, specifically its hyperlanes, was sought by both the Galactic Republic and the Confederacy of Independent Systems, who both courted Jabba's approval. When Rotta, Jabba's son, was kidnapped, the crime lord promised his support to whoever returned his son. When the Separatists were revealed to have orchestrated Rotta's kidnapping, Jabba pledged his support to the Republic.

Jabba continued to operate in the Outer Rim after the end of the Clone Wars and the rise of the Galactic Empire, preserving his power base, despite the interference of Darth Sidious, the Galactic Emperor. After the destruction of the Death Star by the Rebel Alliance, the Emperor sent Darth Vader to negotiate a deal with Jabba to secure raw materials for Imperial military production. Jabba's alliance with the Empire allowed him and the Hutts to survive the Imperial crackdown against criminal elements in the Outer Rim, as well as rid the Hutt of his competitors

## Galactic Overview

### [Unit Bonuses]

**HERO BONUSES:**

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

**NON-HERO BONUSES:**

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

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

### [Land Combat]

**STRENGTHS****:**

**WEAKNESSES****:**
Mustafar

## Historical Reference

Located in the Outer Rim, the tiny planet of Mustafar is a fiery world of unstable geology, filled with mineral-rich volcanic rivers of molten lava. The volcanic nature and unstable geology of the planet makes Mustafar nearly uninhabitable, and it is almost entirely devoid of life. Yet miners have settled on the planet, despite these hardships, to extract its precious natural resources. Amongst this apocalyptic landscape of erupting volcanoes, Jedi Master Obi-Wan Kenobi once confronted and destroyed his former apprentice and friend Anakin Skywalker, who has now become the evil Sith Lord, Darth Vader.
Republic-class Star Destroyer

None

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

Non-Targetable:

* 4x Lt LR Dual TL
* 4x Lt LR Dual Turbo IC
* 6x LC

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.

## Technical Specifications

### Player Evaluation

The infamous ISD line gave many rebel soldiers turned New Republics military PTSD. Therefor after Empire declined into Imperial remnant, the New Republic created many ISD killer and the Republic class is one of such creation.

As a stand alone ship, the Republic Star Destroyer(RSD) is a bit under gun for her intended purpose, out dual the ISD especially the more high tech variant like the Tector, but this is not the main reason to put her in the fleet. The RSD is a force multiplier, her most impressive armament are a pair of long range STUN iron cannon which does huge damage to shield and lowers her target's damage per second massively so other unit can safely remove them from the battlefield.

Standard tactic of RSD are more similar to the MC60 than a normal battleship like Nebula. You are not expected to deal a lot of hull damage and should instead focus on the most high damage enemy and apply constant debuff until they are neutralized, alternatively, the RSD can be a shield stripper if such high threat unit aren't present. The reason to deploy the RSD instead of the cheaper more accessible missile based MC line is reliability, missiles can be jammed or shot down but nothing can stop a huge ion bolt flying across the battle line.

Common draw backs are the classic large ship trifactor, lack of anti-air, slow and sluggish, and poor corvette/frigate defense.
Ship Trader

* 188 Seconds (Galactic Conquest)

None

* Average Charging Balanced

* 21.11 Per Second

* Medium Armor

* 0.5% Per 5 Seonds

Non-Targetable:

* 4x PD Lasers

## Player Evaluation

The Ship Trader 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 constructing and obtaining 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 Trader gives the player access to the following ships

### Xizor Trade Systems

* **Magnetar Battlecruiser**
* **Etti Light Cruiser**
* **XTS Freighter**
* **Action-IV Freighter**
* **Rihkxyrk Assault Fighter**
* **Kihraxz Assault Fighter (Space)**

### Zann Consortium

* **Keldabe-class Battleship**
* **Aggressor Destroyer**
* **Vengeance-class Frigate**
* **Crusader-class Corvette**
* **StarViper-class Attack Platform**
* **GAT-12 Skipray Blastboat**
* **Interceptor IV-class Frigate**

### Hutt Cartel

* **Ska'di Corvette**
* **Terrada Frigate**
* **G1-M4-C Dunelizard**
* **M3-A Scyk**
* **Kajidic Carrier**
* **Mere Cruiser**
* **M12-L Kimogila Heavy Fighter**
* **Krayt Gunship**
* **Warlord Gunship**
* **Dor'bulla Capital Ship**
* **Po'runga Destroyer**

### Additional Info

The Ship Trader 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 Trader do benefit from having multiple Traders present however.

## Lore Description

Ship Traders have specialized in selling stolen ships, or ships that they bought from neutral shipyards. These range from fighters to capital ships. The Black Sun buys all their modern ship designs here.
Rebel Saboteurs

Template:Land Unit Infobox

## Lore Description

**LAND STRUCTURES**

* **Alliance Headquarters**

**COMPLEMENT:**

* **x1 Squad Leader**
* **x1 Recon Sniper**
* **x1 Field Medic**
* **x1 Rebel Scout**
* **x1 Heavy Weapons Specialist**

* **THERMAL DETONATOR:**
* **CAPTURE VEHICLE:**

* **TAKE COVER:**
* **THERMAL DETONATOR:**

* **CLOAK:**
* **PING:**

* **TAKE COVER:**
* **THERMAL DETONATOR:**

* **PROXIMITY MINES:**

## References

* **The infantry weapons used by this infantry unit have A-280 Blaster Rifle, A-280C Blaster Rifle, E-17D Sniper Rifle, and HH-15 Projectile Launcher.**
Malastare

### Planetary Bonuses

* COMBAT BONUS: All hover vehicles move 5% faster due to Malastare's advanced repulsorlift engine technology.
* MINING PLANET: This planet can build Mining Facilities.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory
* Mining Facility

### Galactic Empire

* Army Headquarters
* Advanced Factory
* Mining Facility

### Black Sun

* Black Market
* Arms Dealer

## Historical Reference

Malastare was a forested planet located in the Malastare system of the Mid Rim, situated along the Hydian Way. Its core was home to large reserves of Malastarian fuel, a toxic fuel found only on Malastare. It was the homeworld of the Dug species, though it was represented by the Gran species in the Galactic Senate. Ainlee Teem, the senator of Malastare, was nominated in the election for Supreme Chancellor during the Invasion of Naboo. During the Clone Wars, Malastare was the location of a battle between the Galactic Republic and the Confederacy of Independent Systems over the planet's fuel reserves. The battle awoke a creature known as the Zillo Beast, which the Republic successfully neutralized, leading the Dug Council to sign a treaty with the Republic allowing them access to their fuel reserves.
Rattatak

## Historical Reference

At some point prior to the Clone Wars, the Siniteen slaver Hal'Sted was killed by Weequay raiders during a pirate uprising, leaving his slave, a young Dathomirian named Asajj Ventress, orphaned. She was found by Ky Narec, a human Jedi Knight stranded on Rattatak, who recognized her potential and began to train her in the ways of the Force as his Padawan. For ten years, they helped the people of Rattatak, becoming enemies to some but heroes to most, until he was killed while defending a Rattataki village from a Weequay raider assault, leading Ventress to give in to her grief and fall to the dark side. She vowed vengeance and killed the warlords responsible for her master's death, ruling Rattatak in their place. It was there that Count Dooku, seeking an apprentice as filled with hatred as he was, found and recruited Ventress.
Seraph-class Urban Landspeeder

**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

Infantry Fighting Vehicle
1

### Price Cost

None
* 1100 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

## Combat Statistics

### Weapons

* 1x Blaster Cannon
* 1x Repeating Blaster

### Health Points

* Open Top Vehicle

* 110

## Combat Information

### Player Evaluation

The *Seraph*-class Urban Landspeeder is an effective, easily accessible light vehicle.

Its coaxial blasters can take care of enemy infantry in no time whilst also suppressing them, lowering their fire rate. In the meantime, the main blaster cannon can efficiently take out individual targets one at a time. However, this unit should not be left to face infantry alone, as it suffers from low health and light armour which will struggle to hold off sustained blaster fire. The *Seraph*-class should therefore be used in high numbers or alongside other units.

Given that it cannot cope alone against infantry, the *Seraph* certainly shouldn't try to engage enemy vehicles. In these cases it would be better placed as a support vehicle for heavier units such as the T3 series or the V-25.

It is also worth noting that being a small speeder, the *Seraph* is able to travel through terrain which most other vehicles cannot access. This gives it the capacity to escort infantry units as they advance through such terrain, or to rapidly flank the enemy and either hit units from behind or attack key targets like shield generators.

## Lore Description

The *Seraph*-class Urban Landspeeder was a frequent modification of the older Flash Speeder, which was designed by SoroSuub Corporation.

Used by the Rebel Alliance in the early stages of the Civil War, it served as a fast combat speeder able to combat enemy infantry and to use hit an run tactics in support of assaults by friendly infantry.

Like the Flash Speeder, the *Seraph*-class is fast, lightly armored and equipped with a blaster cannon. Unlike the Flash Speeder, it is also equipped with coaxial blasters.
IRD-A Starfighter

Template:Space Unit Infobox

**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

Corporate Sector Authority
Alpha Strike

## Combat Statistics

### Shield Refresh Rate

0
Unshielded

### Health Regeneration Rate

15
Fighter

### Unit Hardpoints

1x Lt Repeating Dual Laser2x 3-Burst Cluster Rocket

## Lore Description

Created by the Corporate Sector Authority to combat pirates, the IRD-A Starfighter was a new and improved version of the already obsolete IRD Starfighter. Almost useless, the original IRD had it's days numbers since the very beginning as the IRD was not even supposed to be mass produced due to being a prototype, with the successor being the IRD-A as a full improved design. The IRD-A was a massive improvement, featuring better aerodynamics in atmosphere, better utility systems, and excellent cost effectiveness. In a further contrast the IRD-A could be mass produced, leading to a much better system of combating pirates. Ironically however, the IRD-A saw enormous use among pirates, especially those of the Black Sun. Reaching the Black Market, the IRD-A was especially cheap for being a reliable combat fighter. Envious ship captains such as the Corporate Sector Authority Mercenary could not refuse such prospects, and so they filled their Venators to the brim with these fighters. Containing a hyperdrive, the IRD-A was also popular for quick hit and run missions, small convoy raiding, and protecting smuggler vessels.
Lieutenant Tok

* Ground

1

### Movement Type

Flying Strafing Hover:* Hovers high above the ground and faces the target when moving by

## Lore Description

**Lieutenant Tok** is a male imperial officer who served during the height of galactic civil war.

## Player Evaluation

Possesing two LAAT/i gunships, Tok is a very unique hero. He also possesses Air support specialist, which buffs all air units by 10%, and can carry two units. His fairly cheap cost and low tech requirements mean that he can instantly be recruited at the beginning of the campaign. His armament is also unique, with 4x composite beam cannons, 3x blaster cannons, and 2x missile launchers. This differentiates him from the Imperial Dropship Transport because unlike the IDT, which is much more geared toward an anti-infantry and anti-air role with it's dual repeating blasters and anti air-missiles, Tok is much more capable of dispatching light vehicles like the Seraph-class Urban Landspeeder and V-25 Combat Speeder with his missiles and beams. However, though Tok can take hits from flak and infantry, he can't survive heavy fire, and smart missiles from vehicles like the T1-C Hovertank and SpecForce Vanguard Platoon can easily alpha strike him. However, as long as one LAAT/i survives, he will survive, so take precautions and pull wounded LAAT/is out of combat to avoid losing this very unique hero.
Low Altitude Assault Transport

## Low Altitude Assault Transport (LAAT)

### Passive Abilities

* Transport: This unit transports infantry platoons, and only stays on the battlefield for a limited time

## Combat Information

### Player Evaluation

The **LAAT** is a transport only, and will only stay on the battlefield for a max of 12 seconds at most. The transport has light beam turrets on the side that can be rotated to cover the infantry's landing zone, engaging any enemies and then lifting off immediately after the troops have been dropped. The **LAAT** cannot be damaged by any weapon.

## Lore Description

The **Low Altitude Assault Transport** or **LAAT,** was designed and produced by the Rothana Heavy Engineering corporation, the main producer of the armored forces for the Republic. The **LAAT** was specifically designed for pure military use, containing an extremely modifiable chassis. The **LAAT** was the definition of a Jack of all trades, being able to carry heavy walkers, provide air support and infantry transport, cargo transport, all being within the realm of possibility. Of course, the **LAAT** was retired in favor of Imperial alternatives after the Clone War, but many still remained in stock.

These conditions made the inexpensive **LAAT** the perfect fit for the Rebellion, being cash strapped and needing reliable transport. The **LAAT** was mainly used by the Rebellion to transport infantry and small batches of cargo, with the heavy lifting being reserved for vehicles like the GR-75 Medium Transport. The **LAAT** was also very quick for a transport.
MC-80 Freedom-type Star Cruiser

## MC-80 Freedom

None

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

Non-Targetable:

* 6x Lt TL
* 4x Hvy LC
* 1x Hangar

### Unit Abilities

Shield Leech:* Drains shielding power from enemy unit. The drained shield power is siphoned to increase shield recharge rate.

## Player Evaluation

The MC-80 Freedom is a Mon Calamari Cruiser mostly based around its ability to tank heavy fire and take out Capital ships shields. With the most armor and shields of the normal Mon Calamari Cruisers allows it to last a very long time against Imperial Class star destroyers, however it doesn't have the ability to deal enough damage to actually win the fight because of its lack of turbo lasers or torpedoes. Its primary role is as a Disabler, lowering the fire rate and movement speed of its target. The Stun Ions will also prevent the targeted ship from retreating.

The Freedom's Shield Leech ability also drains the shields of an enemy ship to boost its own fire rate. Consider using the ability on large ships that have a moderate pool of shields so your fleet can rip it apart while it is defenseless. Its main weakness is the facing ion boats like the Carrack which can strip its shields and leaves the Freedom defenseless to turbolaser fire. It also has trouble against bombers and fighters so an escort of friendly fighters and/or fighter screen is necessary.

## Lore Description

The Rebellion found itself caught in a growing issue, the lack of broadside capital ships to counter Imperial Star Destroyers. The Mon Calamari had ideas of a design, which was then birthed into the *Freedom* line of MC-80 cruisers.

The Freedom was very effective in its role and won many battles for the Rebellion by neutralizing the Imperial Destroyers.Being very effective at its role and in turn being cheap to produce or convert compared to the Imperial Star Destroyers which it destroyed with ease. While it had many ion cannons, the Freedom was notorious for needing help to finish the job due a noticeable lack of turbolasers which limited the effectiveness heavily when faced with heavy armor.
Kihraxz Mercenary

* Space

* 1200 Credits (Galactic Conquest)
* 980 Credits (Space Skirmish)

* Mercenary Recruitment on Tatooine

* 5

* Fast Charging Anti-Laser

* 0.1 Per Second

* Fighter Armor

None

* 500

## Lore description

While most mercenaries were ex-soldiers, infamous bounty hunters, and common brigands all looking to make a quick fortune of credits, there could always be that one diamond in the rough. Mercenaries who proved themselves talented or had an especially extraordinary background would be recruited by Black Sun pirates for leading pirate operations or taking over an illegal mining operation. Prince Xizor had ambitions, however, and decided that he would hire highly qualified mercenaries to lead his pirate armies and fleets into battle. Most of these lucky hires had extensive background checks run on them and were usually a high ranking military officer or particularly impressive individual. While more trusted Black Sun officials would be in a higher command position, these mercenaries could be considered the middlemen in battlefield affairs. Each mercenary was given a specialized command ship that was standard for all mercenary commanders, the mercenaries were also trained in battlefield salvage, after all, they are still pirates.
Imperial II-class Star Destroyer

Advanced Loadout

* Galactic Mode: 8
* Tactical Mode: 40

N/A

Hanger Upgrade

* 3000 Credits (Galactic Conquest)

Advanced Loadout

* 25,000 Credits (Galactic Conquest)
* 18,800 Credits (Space Skirmish)

Default* 460 Seconds (Galactic Conquest)
* 120 Seconds (Space Skirmish)

Hanger Upgrade

* 60 Seconds (Galactic Conquest)

Advanced Loadout

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

Advanced Loadout:

* Imperial Advanced-Fighter Dockyard
* Imperial Space Tech - Warships 3, Small Craft 2

Non-Targetable:

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

Advanced Loadout

* 1/1 TIE-Interceptor Squadron
* 1/1 TIE-Brute Squadron</nowiki>
* 1/1 TIE-Punisher Squadron

### Unit Abilities

Power to Main Batteries:* Diverts all power to the ships main weapons. Increases fire rate of main weapons immensely, but disables all other weapons, stops shield recharge and slows down movement 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 Imperial II class Star Destroyer line has been refitted to better combat the medium-sized warships frequently used by rebel and criminal forces. It lacks the armor penetration of the heavy turbolasers wielded by others of the ISD line, but compensates with a much higher degree of precision and vastly enhanced rate of fire.

With a vast array of light turbolasers, the ISD2 can unleash an enormous and almost non-stop barrage of mid-range, highly accurate turbolaser fire. This is sufficient to overwhelm even the most powerful shield systems and is devastating to all but the heaviest of armor plating.

The ISD II is a mainstay of the Imperial Navy, and reduces the need for lighter and more vulnerable cruiser weight warships. It also retains the respectable fighter complement of the ISD 1, and is still moderately effective against heavy capital ships. Commanders will be hard pressed to find a situation where an ISD II is a poor investment.

The ISD II is a deadly threat to mid-sized warships. When combined with the heavy-hitting Tector class brawler, these ships are a formidable force that serves as an excellent core to build any Imperial fleet around.
Mon Cala Expeditionary Force

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

## General Information

### Population Value

Entrenchment
1

### Price Cost

3
* 1900 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 9x Rifleman
* 6x Carbine - Ion Grenade
* 6x Carbine

### Health Points

* Infantry

* 10

* 15

### Unit Abilities

* Deploy Shield
* Take Cover

## Combat Information

### Lore Description

Among the expeditionary forces many worlds donated elite troops to the Rebellion cause. Mon Calamari in particular donated many troops in addition to their warships and custom portable shipyards. The Mon Calamari expeditionary divisions were known and revered for their unwavering defensive potential, holding dozens of worlds with a combination of personal shielding technology, defensive buildings, and sheer determination.

### Player Evaluation

The Mon Cala defenders are a worthy investment for any Rebellion army, giving the Rebels a dedicated unit for soaking up damage as infantry. With personal shields and a wide assortment of defensive armament, this unit is very suitable for defending worlds. They also carry a mobile shield that can be deployed anywhere and also carries a short cooldown. The defenders are very useful, but have a moderate cost and low build limit.
Imperial Escort Carrier

None

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

### Unit Abilities

Power to Engines:* Redirect power to engines. While activated, speed is increased but at the cost of reduced firepower and shield strength.

## Player Evaluation

The Imperial Escort Carrier is a small, but formidable, warship. Close range Turbolasers allow it to threaten ships much larger than itself, and a small compliment of torpedo-carrying TIE Hunters make this vessel dangerous to ships of any size.

Alone, the IEC itself functions as a special forces unit, inflicting heavy close-range damage. It also serves as a micro-carrier warship, and fields a flight of powerful TIE Hunters. It is also fast and agile.

On the galactic scale, the IEC is the chosen transport of the Imperial Storm commandos, allowing these elite special forces to aid you in space as well as on the ground. It is also the only carrier ship that deploys TIE Hunters, which is itself enough for some commanders to justify their use solely on those grounds.

The IEC can be used in many ways. Some commanders deploy it to protect their carriers, as it's heavy guns can deal with targets that carriers are not usually equipped to handle, while their TIE Hunters augment the other starfighters. Other commanders deploy the IEC more aggressively using it in formation with other corvettes, adding powerful turbolaser fire to the formation while relying on speed and agility to stay safe. Still other commanders will combine them with light and medium sized frigates and cruisers, where it fills out the close range anti-armor assault niche in that size category.
Kihraxz Assault Fighter (Ground)

## Player Evaluation

A decent fighter, the Kihraxz posses smart missles and 2 light fighter cannons. The light fighter cannons don't really do anything and are really just tickle guns. Where it shines is in taking out sheild gens on difficult maps like Munnilist and Kasshyk. Due to it's high speed, slightly faster than the tie fighter and much faster than the tie striker and the X wing, it can dash through turbolaser towers to hit the sheild gen with smart missles. It also can, in sufficent numbers, alpha strike enemy fighters, though each fighter only fires two smart missles, so you're gonna need alot of them. Therefore, their probably the best of the Black sun Fighters, not only due to their utility but also because their cool.

## Lore Description

The **Kihraxz assault fighter**, also known as the **Kihraxz light fighter**, was a light starfighter developed specifically for Black Sun during the reign of the Galactic Empire. While intended for the criminal organization, many Kihraxz starfighters found their way into the hands of various independent fringers.
Manaan

## Historical Reference

Manaan's most remarkable feature is the calm azure ocean that completely covers its surface. To accommodate off world visitors, the amphibious Selkath have constructed Ahto City, a bustling spaceport floating on the endless ocean's waves. Manaan is known throughout the galaxy for one thing: being the sole producer of kolto, a powerful healing agent harvested from the ocean surface.
MZ-9 Flame Tank

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

### Unit Abilities

Overcharge Reactors: Increase Firing Rate and Movement Speed at the cost of health

## Lore Description

The MZ-9 Flame Tank is the MZ-8 Pulse Tank's short ranged cousin. Both were designed by Yutrane-Trackata for the Black Sun Underworld and use the same chassis.

Equipped with a heavy flamethrower, the MZ-9 proved highly intimidating, able to rapidly immolate both infantry and light vehicles.

As the original design intended, the MZ-8 and MZ-9 were usually deployed together, offering terrifying firepower with which the Black Sun could eliminate enemy forces unlucky enough to be sent against them.

## Combat Evaluation

### Player Evaluation:

The MZ-9 Flame Tank is a unique vehicle, unlike any other in game. It is devastating against infantry and open topped vehicles, able to wipe out entire squads with just one sweep of its heavy flamethrower.

It is however short ranged, requiring it to get close to its target and rendering it vulnerable to long ranged units. It is fitted with strong armour to mitigate this, but will still be destroyed with little effort by heavy vehicles such as AT-ATs or Rebel T3 variant tanks. For this reason, it is most effective when accompanied by anti- armour units.
Nal Hutta

### Planetary Bonuses

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

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

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

## Historical Reference

Nal Hutta's name means glorious jewel in Huttese. The planet was once a pleasant world of mountainous rain forests and home to the Evocii.  After the Hutts arrived here from Varl, they forced the Evocii off the planet and transformed it into a gloomy planet of stinking bogs, stagnant scum-covered puddles, and patches of sickly marsh grass inhabited by insects and spiders. Strip mining has polluted the atmosphere and a greasy rain drizzles on its squatters' villages and ghettos.
Imperial Medium Dockyard

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

## General Information

### Population Cap Increase

Medium Dockyard/Local Defense Battlegroup
0

### Build Time

* 5000 (Galactic Conquest)

* 120 Seconds (Galactic Conquest)

### Income

None
None

## Combat Statistics

### Shield Refresh Rate

8500
Fast Charging Balanced
* 28.33 per second

### Health Regeneration Rate

20000
Heavy
* 0.005 per 12 seconds

### Unit Hardpoints

Targetable:* 4x Hvy Dual LC

Non-Targetable:

* 12x Dual Flak LC

### Garrison

* 1/0 Victory I
* 2/0 Dreadnaught Cruisers
* 2/0 Carrack Cruisers
* 2/0 Arquitens Cruisers
* 1/2 Gozanti Cruisers
* 2/6 TIE-Fighter Squadron
* 1/3 TIE-Bomber Squadron

## Player Evaluation

This structure can be built on the following planets: Thyferra, Taris, Dathomir, Muunilinst, Felucia, Yavin IV, Kessel, Kashyyyk, Kamino, Utapau, Ryloth, Mustafar, Onderon, Tatooine, Allyuen, Abregado-Rae, Anaxes, Atzerri, Carida, Corulag, Fresia, Naboo, Aargau, Borleias, Ghorman, Zhar, Umbara, Telos, The Wheel, Scipio, Rodia, Malastare, Thrakia, Chandrila, Cato Neimodia, Devaron, Toydaria, Aridus, Jakku, Iridonia, Fondor, Mandalore, Bastion, Yaga Minor, Bonadan, Saleucami, The Maw, Hapes, Mon Cala, Nal Hutta, Hypori, Geonosis, Bothawui, Byss, Corellia, Coruscant, Eriadu, Kuat, Sullust, Bilbringi, Bakura, Mygeeto, Etti IV, Ession, Ord Mantell, Raxus Prime, Rothana, Sluis Van, Rendili, Nimban.
Kalee

### Planetary Bonuses

FASTER PRODUCTION: Black Sun mercenaries can be recruited 10% faster on this planet.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

Kalee is the homeworld of the Kaleesh, the sole inhabitants of the planet which also gave it its name. It is located in the Outer Rim, in the Kadok Region to be precise. Occupants of a world weakened by constant wars, the Kaleesh are a reptile-like race which most notably included General Grievous. They fought in the Huk War for a very long time in order to prevent the loss of Kalee, the planet obviously being of great importance to them.