recursal/Fanatic-Fandom huggingface dataset:
Sluis Van

### Planetary Bonuses

* COMBAT BONUS: Turbo recovers 20% faster, due to Sluis Van's advanced engine technologies.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

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

### Black Sun

* Ship Trader
* Arms Dealer
* Black Market

## Historical Reference

The Sluissi were long supporters of the Galactic Republic, with Sluis Van being home to a vital network of Republic shipyards that were destroyed by the Sith during the Great Galactic War. Millennia later, during the final years of the Republic, they became disgusted with the Galactic Senate whom they blamed as being massively corrupt and causing galaxy-wide injustice. The planet was represented in the Galactic Senate by Bor Gracus and then Corlissi Ludar, until 22 BBY, when Sluis Van seceded shortly before the Clone Wars. During the Wars, Sluis Van was a Separatist stronghold. At the end of the Clone Wars, Sluis Van, as well as many other Confederate worlds were besieged by Republic forces, but Sluis Van held off the Republic. However, the civilians didn't fare well, as mass-starvation broke out on the planet as a result of the Outer Rim Sieges.
New Republic Assault Infantry

**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
1

### Price Cost

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

### Build Time

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

## Combat Statistics

### Composition

* 4x Rocketeers
* 16x Gunners

### Health Points

Infantry
25

## Player Evaluation

The Republic Assault Infantry are the tip of the spear for the New Republic infantry. These are hardened infantry and the best of the best, they can destroy most infantry with absolute ease, and even have anti vehicle capabilities at their disposal. However, with no medic they are lacking support, and should be combined with vehicles and support companies for greater effectiveness. Despite their inherent anti armor weapons, they still struggle against heavy vehicle presence and anti infantry units. Their firing position ability increases firerate and defense, which is very useful against infantry and light vehicles.

## Lore Description

These soldiers are the backbone of the New Republic Army Corps. After the Battle of Endor, the New Republic Senate passed a motion to improve the training of Republic ground forces, in an effort to improve on the shortcomings of the Rebel Alliance's ground troops. Mostly veterans of the Alliance, these soldiers have been given improved armor and better weapons, enabling them to deal with both infantry and vehicles.
Jakku

### Planetary Bonuses

* COMBAT BONUS: GALACTIC REVEAL: Reveals ground and space bases of nearby systems using the Jakku Observatory.
* 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

* Arms Dealer
* Black Market

## Historical Reference

Jakku was once a verdant world with forests and water, but some past calamity turned it into a barren globe of scorched badlands and marching dunes. It hosted the Wheel Races in the north and mining operations dotted the planet. Scavengers often used Luggabeasts to carry supplies across the desert. Owing to the planets distance from populated space, it served as a jumping-off point for warships heading into the Unknown Regions in the final years of the Galactic Civil War.
Hapan Security 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
Mandalorian Mercenary

* Modified Kandosii Dreadnaught
* Mandalorian Mercenary

* Space

* 16000 Credits (Galactic Conquest)
* 13750 Credits (Space Skirmish)

Space Skirmish:

* Research Starbase

* Mandalore or Mercenary Recruitment on Mandalore

* 1

* Heavy Armor

* 0.5% Per 10 Seconds

* 150

Non-Targetable:

* x4 Light Quad TL
* x4 Heavy LC

Capital Ships)

## Player Evaluation

The Mandalorian Mercenary takes what is already a beast of a ship with the Kandosii-type Dreadnought and turns it into monster capable of dishing out immense damage to other capital ships by just replacing the artillery rockets with exotic, expensive and very dangerous Diamond Boron Rockets, in addition the Mandalorian Mercenary has installed Full Salvo Technology allowing for a large quantity of ordnance to be thrown at the enemy with the click of a button potentially dishing out a lot of damage to shielded capital ships and defense stations at the cost of firerate of the other weapon systems, while also applying a buff to all other capital ships in the fleet.

There isn't much else to say that has not been said about the Kandosii-type Dreadnought, they are mostly the same ship with some upgrades and as such have the same weaknesses. The ships that work well with the Kandosii will work well with the Mandalorian Mercenary.

## Lore Description

Many mercenaries are sought, but none so much as the Mandalorian mercenaries who very clearly need no introduction. Perhaps the most powerful warriors in the Galaxy next to the Jedi and Sith, the Mandalorian mercenaries are very abundant due to their clans having traditions of mercenary practices. The best of them even using a special kind of armor made to withstand almost any blow. In addition they are usually trained from birth, this leads to a fantastic warrior for hire. So much so that even Prince Xizor could not resist recruiting the best of them into his ranks. Using ancient Kandosii-type Dreadnoughts, the Mandalorians could prove a worthy adversary for any opponent, and even Xizor could only brag of their effectiveness. Their ships were refitted by the Black Sun for an emphasis on damage reduction and heavy weaponry for the modern era, while also being educated in the ways of pirate salvage. Lastly, the Mandalorians also carry a small contingent of StarViper fighters.

## Acquisition

To be able to build Mandalorian Mercenaries the player must have control over Mandalore or have corrupted the planet with Mercenary Recruitment, after this has been done these Mercenaries will be able to be recruited on any world that has a Black Sun Palace and Large Pirate Haven for the price of 16000 credits. (They do not accept Republic Credits)
Shutter Shield Generator

**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

1000
Building

## Additional Information

This building is dependent on a power generator, and will stop functioning once the generator is destroyed.

## Buildable On These Planets

* **All planets except Chandrila and planets with no ground.**
Kessel

### Planetary Bonuses

* CHEAPER PRODUCTION: Imperial Prisons are 10% cheaper galaxy-wide, due to the many prisoners of Kessel.
* MINING PLANET: This planet can build Mining Facilities.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory
* Mining Facility

### Galactic Empire

* Army Headquarters
* Medium Factory
* Mining Facility

### Black Sun

* Black Sun Palace
* Arms Dealer
* Black Market

## Historical Reference

A largely inhospitable and desolate Outer Rim world, Kessel has an abundance of profitable and unique glitterstim spice. In order to support life on Kessel, mining operations have established air-producing factories capable of creating a thin atmosphere. The mines themselves are located far below Kessel's barren surface. Prisoners are often forced to labor ceaselessly in the dark mines, where they can fall prey to energy spiders and other dangers.
Kiltrin Frigate

None

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

* Heavy Armor

* 0.5% Per 6 Seconds

The design for the Kiltrin Frigate was based on that of old Mandalorian dungeon ships, well known for their durability. Like its bigger brother the Lictor, it has powerful weapons and armour for a ship of its size, but lacks shields and efficient anti-fighter weaponry, making them very vulnerable to bombing runs. Kiltrins were sold on the free market and largely bought by pirate gangs and defense forces.
Krayt Gunship

None

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

Slow Charging Anti Laser Cannon
* 0.3 Per Second

* Heavy Fighter Armor

* 1.5% Per 3 Seconds

The M22-T Krayt Gunship was produced for the Hutt syndicate. Just like its namesake, the Krayt dragon of Tatooine, its a massive predator able to take on much bigger ships but also able to defend itself from fighter attacks.
I-7 Howlrunner

None

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

### Unit Abilities

Offensive Formation:* Makes unit fly in an offensive formation, which increases speed and fire rate but decreases defense.

## Technical Specifications

### Player Evaluation

The Empire's idea of "What if we fit a hyperdrive on TIE fighter".

With pathetic weaponry like their TIE fighter counter part and smaller squadron size, they occupy the lower end of the fighter food chain. However, with a cheap price tag, these little fighter can be mass produce, thus able to overrun real superiority fighters like X-wing by the sheer mass of number.

Though they are cheap, keep in mind the rebel can out spam you with even cheaper and arguably better fighter in the form of Z-95 and T-wing
Sentinel-class Landing Craft

## Sentinel Landing Craft

* Space

* SCIENTIST: When this hero is present on a planet/system, all production is sped up by 20%.

## Lore Description

The Sentinel-class Landing Craft was a highly modifiable and common transport ship that was most notably used as the standard Imperial landing, transport, and cargo ship for the majority of the Galactic Civil War. Created in collaboration between Sienar Fleet Systems and Cygnus Spaceworks, the Sentinel-class was akin to it's cousin the Lambda-class T-4a Shuttle and practically had the same shape aside from a few minor differences. Designed primarily as a transport ship, the Sentinel could carry a large range of goods from the most volatile Kyber Crystals to the lowest of prisoners. Even still, the Sentinel had powerful enough shields to withstand multiple hits from a Quasar Fire-class Escort Carrier's cannons. Despite these wonderful specifications the Sentinel was extraordinarily cheap, and even had a separate model with no weapons on the civilian market. Sentinels took place in hundreds of battles and major events in Galactic history, such as when a Sentinel class carried desert Stormtroopers down to the surface of the planet of Tatooine in search of the first Deathstar plans.

## Combat Information

### [Space Combat]

**STRENGTHS:**

**WEAKNESSES****:**

**UNIT CAPACITY: N/A**

**HARDPOINTS:**
Interceptor-class Frigate

None

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

3.5 per second

### Unit Abilities

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

## Technical Specifications

### Passive Abilities

LIGHT CORVETTE REPAIR: The unit has a small repair crew onboard that repairs any damage taken over time

## Combat Information

### [Player Evaluation]

**Black Sun:** The Interceptor-class corvette is a dedicated destroyer that is practically made for destroying frigates and cruisers. Armed with close range turbolasers and a medium sized proton torpedo launcher, the Interceptor-class provides quick and effective firepower onto frigates that would otherwise massacre your capital ships. The Alliance Assault Frigate and Alliance Light Frigate are two stark examples of prey for the Interceptor. In addition, the Interceptor can even target Capital Ships if the situation becomes desperate enough and is able to destroy subsystems with a fair amount of haste. However, despite these strengths, the Interceptor is ill-suited for fighter and corvette-to-corvette combat. CR-90 Corvettes are the biggest foe with their laser cannons, and fighters can slowly whittle away the Interceptor due to a lack of small armament.

Strategies can vary with the Interceptor Corvette. The most widely used is to simply create a group of them due to their cheap cost and use them as a screening fleet against frigates on the field. Another quite useful strategy is to use them against your enemies in a flanking maneuver with their fairly quick speed as a corvette.

## Lore Description

The Interceptor series of corvettes were modified Action VI Transports that had been sold on the Black Markets for a modest price to criminal organizations and pirate gangs. Especially useful for intimidating civilian targets, the Interceptor could even be equipped to threaten Capital Ships. With speed and maneuverability on it's side and heavy weapons to boot, how could pirate scum resist?
GR-75 Fleet Tender

None

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

### Unit Abilities

Deploy Repair Droids:* Deploys repair drones that heal corvettes, frigates, cruisers and capital ships.

## Player Evaluation

The GR-75 mostly acts as a transport for the rebel alliance but some of them have been outfitted to carry repair drones to use in combat. The repair drone ability is the main utility of this ship, it can repair other ships of corvette class and above, restoring health to hardpoints. The repair drone ability will spawn a small cloud of droids that can be moved and repositioned and disappear after a short time. The droids will heal all ships in their radius so try and place them so they overlap multiple ships. The repair drones cannot bring back destroyed hardpoints or heal the hull hardpoint, which means they cannot heal damaged hardpoints above the hull percentage. The ability starts on auto-cast but it is best set to manual so you can control when and where the drones deploy but if you don’t want to micromanage them the AI will use the ability when it detects damage/incoming fire on nearby ships. In addition to their healing they come with 4 point defense lasers so the ship can act as a very basic anti-fighter screener. Be aware that the ship is extremely fragile.
Imperial Global Ground Tech

## Infantry

**Tech 1 - 5,000 credits**

* **Army Support Troops**
* **Anti-Armor Stormtrooper Platoon**
* **Heavy Weapons Stormtrooper Platoon**

**Tech 2 - 7,500 credits**

* **Scout Trooper Platoon**
* **Anti-Armor Shock Trooper Platoon**

**Tech 3 - 10,000 credits**

* **Death Trooper Platoon**
* **Storm Commandos**
* **Storm Commando Demolitions Team**

## Light Vehicles

**Tech 1 - 5,000 credits**

* **ITT Company**
* **TX-225 "Occupier" Tank Company**

**Tech 2 - 7,500 credits**

* **AT-AA Company**
* **TX-130T *"Saber Tank"* Company**

**Tech 3 - 10,000 credits**

* **AT-MAA**
* **2-M Repulsor Tanks**

## Heavy Vehicles

**Tech 1 - 7,500 credits**

* **AT-AT**
* **AT-DT Company**

**Tech 2 - 10,000 credits**

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

## Aircraft

**Tech 1 - 7,500 credits**

* **TIE-Striker**
* **IDT**
* **Large Landing Platform**

## IR Tech

* **AT-MP**
* **Century Tank Company**
* **Tie Lancet**
Hutt Base

**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**

## Galactic Conquest Information

### Affiliation

* Hutt Cartel
* Black Sun Underworld

## Combat Statistics

### Armor Type

* 2000

* Building Armor

### Garrison

* 1/0 WLO-5
* 2/0 Skiff
* 1/0 Rocket Skiff
* 1/0 Minigun Skiff
* 2/4 Swamp Speeder
* 1/3 Gangster Rocketeer
* 1/3 Gamorrean Guard
* 2/6 Gangster
* 2/6 Swoop Bike
* 2/2 Vornskr Wolf

## Production Options

* **Gamorrean Guards**
* **Hutt Guard Droids**
* **Acklay & Gizka Beast Master**
* **Rancor & Reek Beast Master**
Imperial I-class Star Destroyer

## Imperial I Star Destroyer

Advanced Loadout

* Galactic Mode: 8
* Tactical Mode: 38

None

Hanger Upgrade

* 2000 Credits (Galactic Conquest)

Advanced Loadout

* 22,000 Credits (Galactic Conquest)
* 16,600 Credits (Space Skirmish)

Default* 400 Seconds (Galactic Conquest)
* 86 Seconds (Space Skirmish)

Hanger Upgrade

* 40 Seconds (Galactic Conquest)

Advanced Loadout

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

* Imperial Advanced-Fighter Dockyard
* Imperial Space Tech - Small Craft 2

Non-Targetable:

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

Advanced Loadout

* 1/1 TIE-Interceptor Squadron
* 1/1 TIE-Brute Squadron
* 1/1 TIE-Punisher Squadron

### Unit Abilities

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

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 I-class Star Destroyer is an important part and the essential backbone of any early Imperial army. The Imperial Star Destroyer is a versatile ship with many weapons options, heavy armor and decent health. The heavy batteries and substantial number of ion batteries on the ISD gives it the firepower to take down any capital ship or cruiser it might come across and it’s smaller secondaries also provide guns more than capable of killing destroyers and frigates. The only enemies it does not have guns suited to counter are enemy fighters. It only has 4 heavy laser cannons, weapons better suited at firing on corvettes. It’s only defense against fighters are it’s own fighter garrison of TIE Fighters and TIE Bombers. This means to use the ISD effectively, it is crucial to use it’s fighter garrison to effectively screen against enemy fighters or screen the ISD with anti-fighter ships, such as the Lancer-class Frigate or Raider-class Corvette to defend the ISD. It also can take a beating, but an enemy fleet can easily and effectively run down it’s hull or cripple its capabilities by destroying the main batteries. To stop an enemy focusing down an ISD like this, stronger, hardier and more disposable ships such as the Dreadnaught-class Heavy Cruiser should be used to screen the ISD from incoming enemy turbolaser fire. Overall the ISD can function well and effectively by itself, however a good support fleet is very important as it covers the weaknesses in the ISD’s design, allowing the ship to perform even stronger. Furthermore, a fleet should incorporate one ISD in its composition to allow the fleet to have a strong base, especially early game. And early game is where the ISD 1 stands out compared to the other vessels in the ISD line. The ISD 1 requires no tech levels, meaning it can be built early on and then be used to form a strong fleet, capable of a good offensive or important defense, in the early game.
Moff Tiaan Jerjerrod

## Tiaan Jerjerrod

* Space

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

## Combat Statistics

### Bonus

* ADMIRAL: (5% Combat Bonuses for all ships)

## Lore Description

Moff Tiaan Jerjerrod was one of the imperial officers, who came from a wealthy imperial family, but at the same time he was quite competent, which was a rare combination. His field of expertise was logistics and supply management and he began his career in his home sector designated Quanta. After destruction of the first Death Star during battle of Yavin by Rebel Alliance, Emperor secretly stared looking for an administrator who could be entrusted with job of building Death Star II, the more powerful and this time unflawed design of imperial superweapon. Contrary to the previous Death Star commander, this time Emperor was looking for someone unambitious, but competent, who would follow his orders to regarding the battle-station to the letter and Jerjerrod was a perfect candidate for this. His ambitions were low, but he took pride in what he did and his experience with logistics would come in handy during construction of high tech battle-station in forgotten and primitive Endor system on the galaxy's edge. The design phase of the project was entrusted to Bevel Lemelisk, while Jerjerrod handled the construction and logistics of the imperial project. His skills were soon put into good use, the first Death Star took empire almost 20 years to complete, the Death Star II critical components and fundamental parts of construction were completed only in 4 years. During the late stage of the construction, the Emperor accelerated the schedule with which the imperial moff couldn't keep up, which resulted in an inspection by Emperor's right hand the famous Darth Vader.

## Combat Information

Moff Tiaan Jerjerrod is an imperial governor hero, both in space and on the ground, he commands imperial Lambda class shuttle and he should be kept away from combat, because he can be killed by pretty much anything.

He comes in with nice set of bonuses such as reduction in building construction time or boost of planet's income. He should be used primarily to boost income of your credit worlds or to complete Governor control intervention missions.
Rihkxyrk Mercenary

* Space

* 1500 Credits (Galactic Conquest)
* 980 Credits (Space Skirmish

* Anoat or Mercenary Recruitment on Anoat

* 5

* Slow Charging Anti-Lasercannon

* 0.1 Per Second

* Heavy Fighter Armor

None

* 325

## Player evaluation

The Rihkxyrk Mercenary is almost identical to the the standard Rihkxyrk Assault Fighter, the major differences are the 10% fighter tactician bonus granted by the Mercenary, lower tech requirement, build limit and lower cost to build, below is the player evaluation from the aforementioned page.

The Rihkxyrk **(rik-zerk)** is a heavily armed and armored heavy fighter specialized in removing any frigate, cruiser or capital ship you don't wish to see anymore, the Rihkxyrk carriers Heavy Assault Missiles and standard barrage rockets, both of which excel at destroying lightly armored targets, while the damage of these weapons drop off against heavily armored foes they are still highly effective at sniping key hardpoints like shield generators and engines from range, after which the Rihkxyrk can retreat before enemy fighters can intercept. another thing to note about these weapons is that Heavy Assault Missiles apply a defensive debuff to any hit frigate or cruiser making the following barrage of missiles and rockets hurt that much more.

When using Rihkxyrks it is recommended to try and stay at range making attack runs with the missiles then retreating before they get into the killzone of AA weapons, while they can take a hit, especially when using their defensive formation ability the best defense is to not be targeted at all, it should also be noted that the defensive formation ability reduces the speed of the fighter drastically giving you a much longer more drawn out attack run with the missiles, more missiles = win.

The Rihkxyrk's primary counter is missile disruption and fighters/interceptors that are much faster and smaller than it, it struggles in dogfights due to their low turn rate, speed, large frame and heavy weapons which are geared more towards fighting larger ships, though it is generally survivable enough to last until friendly support can arrive.

All in all, these fighters are worthwhile investments and if used well can have a huge impact on a battle.

## Lore description

Designed and manufactured by TransGalMeg Industries, the Rihkxyrk is a slow and sluggish fighter originally sold on private markets but found itself a highly sought item on the Black Market. Criminal organizations such as the Black Sun and various pirate factions took a keen interest in the Rihkxyrk for it's heavy armament and very strong defensive measures. In fact, Rihkxyrk fighter pilots were so confident in their fighter's defenses that they were known to have a sense of overconfidence about them.
Simple Barracks

**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

1000
Building

## Lore Description

The barracks for light troops. Imperial civil population is recruited and equipped with light weapons here. They are often sent into battle even before the end of their training and are therefore not as experienced as fully educated Stormtroopers.

## Galactic Overview

### **Production**

* Army Trooper Platoon - 500 Credits
* Army Support Trooper Platoon - 650 Credits (Tech 1 Infantry)
* Heavy Army Trooper Platoon - 750 Credits
Jedha

## Jehda

### Planetary Bonuses

* COMBAT BONUS: The abilities of all force users recharge 20% quicker due to Jedhas ancient connection to the Force.
* 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

* Arms Dealer
* Black Market

## Subsidiary Information

### Population

Humans, Aqualish, Duros, Tognath, Sabat, Talpini, Britarro

## Historical Reference

The ancient world of Jedha was home to one of the first civilizations to explore the nature of the Force and was considered a spiritual home of the Jedi Order, with many scholars believing the moon owes its name to the ancient religion. During the Galactic Civil War the Empire mined the planets rich occurences of Kyber Crystals. After that, they used the Holy City of Jedha as a testing target of the first Death Star superlaser, leaving a huge portion of the planet uninhabitable and devestated.
Recusant Refit

None

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

* Fast Charging Balanced

* 23.33 per second

* Heavy Armor

* 0.5% Per 8 Seconds

Non-Targetable:

* 1x Medium 2-Burst TL
* 4x Heavy 2-Burst Dual LC
* 4x LC

## Player Evaluation

So if you were wondering what the Black Sun's dreadnought is, the Recusant Refit is close enough, but not the same.  It comes with 2000 more hull than the original vessel, and trades point defense and flak cannons for more close range turbos and the ability to Brace.  This makes the Refit much better at slugfests, and changes the intended role from 'i protect the battle line' to 'i am the battle line.'  Don't let that go to your head, though - she still won't survive long against capital ships, and needs to get close to use all of its weapons.  You will need to escort her in with corvettes and fighters, as well as heavier capital ships that can capitalize once the Brace ability pops and she starts to take damage.  Providence class Destroyers make excellent partners, as both ships like to run in headfirst and think about the consequences later.  The XX-777 corvette is also a great match for escort duty, as the Refit's hardpoints are still a little too flimsy to stand up to bombers.

When facing Recusant Refits, consider avoiding them head-on.  The Refit isn't especially fast, and its primary threat is at close range.  Pin it down with frigates, or use fighter craft to disable its engines to make its tanking role worthless.

## Lore Description

Recusants were once cutting edge.  The CIS furnished them through the Quarren Isolation League and underground shipbuilding organizations like Pammant Docks and Free Dac Engineering, sponsored by the Quarren side of the war effort.  They represented a fork of sorts in ship design, and were sturdy enough to serve well after the war.  Of course, there were improvements to make 20 years on, and the Recusant especially deserved an updated armor belt and structural furnishings in the lower engine shafts.  Fortunately, the sheer numbers of wrecks in distant, forgotten systems made the question of refitting Recusant as easy as soldering two hull plates together and calling it a cycle.  This increased room for additional crew compartments, redundant bulkheads, turret emplacements and fire control systems. All of these improved the Recusant's performance considerably on a budget, and made the refit attractive to Black Sun syndicates in need of a pocket battleship.
MC-80 Independence-type Star Cruiser

## MC80 Independence

3

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

Non-Targetable:

* 8x Lt TL
* 6x Lt Turbo IC
* 8x Hvy LC

### Unit Abilities

Power to Shields:* Boost Shield regeneration for a short duration. While shields are boosted, the unit moves and fires slower.

## Technical Specifications

### Player Evaluation

#### Strategic Role

The MC80 Independence, due to it's strategic value and rarity (only a few can be fielded at a time), is best used as the main capital ship of mid-late game offensive operations. It is best used with a large quantity of escort ships and starfighters, to negate it's disadvantages.

#### Tactical Role

In battle, the Independence is best used as a medium range capital ship and carrier, due to it's large quantity of turbolasers and ion cannons, and lackluster quantity of laser cannons. It is best paired with escorts such as the CR90 Corvette, or the Nebulon-B frigate. Due to it's weak laser defenses, and lack of a point-defense system, it is best to not bring it into close-quarters combat. Due to this, it is also best paired with a few brawler type ships, such as the Dreadnaught-class Heavy Cruiser, to prevent enemy frigates and cruisers from tearing it apart at close ranges. With it's large fighter complement, it may also be used as a fleet battle carrier, capable of releasing a large quantity of starfighters while also providing fire support.

## Lore Description

The **MC-80 Independence** was a massive Heavy Star Cruiser used by the Rebel Alliance in the mid to late stages of the war. The Independence was built by Mon Calamari shipyards and used as a passenger transport. When the Rebel Alliance had found support on Mon Cala, some of the Independence class ships were turned into massive cruisers to aid the Rebellion's fight.

The **MC-80 Independence** was most notably in the role of flagship, often being the largest ship of a fleet at any given time. Admiral Ackbar famously used an Independence as his command ship. In addition, multiple Independence cruisers were seen at the battle of Endor.

The Independence had an impressive combat record, with a large amount of firepower, the Independence was able to destroy multiple Star Destroyers on its own. Although, the ship was very difficult to maintain at times, the Rebellion however, decided that it was worth the cost.
Invincible Heavy Cruiser

None

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

* Slow Charing Balanced

* 12.5 Per Second

* Heavy Armor

* 0.5% Per 10 Seconds

Non-Targetable:

* 8x Light Dual TL
* 12x Dual LC

### Unit Abilities

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

Full Salvo:

* The unit fires a continuous barrage of missiles at the target.

## Player Evaluation

Despite its name, the Invincible Heavy Cruiser is anything but. It has similar armaments to its Rendili cousins, the Dreadnaught Heavy Cruiser and Gladiator I-class Star Destroyer, featuring little fire power and speed for its size. Its weaponry mostly consists of laser cannons and light turbolaser batteries, 2 assault missile batteries, and 1 token heavy dual turbo laser battery. Due to its light weaponry, this means that it excels at destroying frigates and below, but the Invincible is not invulnerable by any means, as it struggles to put a dent in cruisers and other dedicated war ships. The Invincible somewhat lives up to its name in the sense that it can withstand heavy firepower thanks to its heavy hull armor and balanced shields. As a result, the Invincible is capable of somewhat fulfilling a brawler/picket role, but unlike most other brawlers, it takes up a lot of population capacity. In Conclusion, an aging ship that is still capable of fighting, but takes a much different role than that of yesteryear.

## Lore Description

As ancient as it is bulky, the Rendili Invincible Heavy Cruiser is in its twilight years of use. While they were very formidable during the time they were created, other Rendili and Kuati designs have replaced them throughout the galaxy, such as the Dreadnaught, Gladiator, and Imperial classes. During the Galactic Civil War, only private planetary forces and the corporate sector still utilize the outdated ship class . While they were able to make good use of them for picket duties, they are only used as ships to fallback to until they are able to buy or create more modern cruisers.
Ryloth

## Historical Reference

Located in the Outer Rim near Tatooine and home to the Twi'leks, Ryloth is the principal planet in the Ryloth system. Mountainous Ryloth rotates so slowly that its rotation is equal to the length of its orbit around the sun. One side of the planet always faces the sun and the only habitable areas are in the band of twilight separating the two sides. Heat storms in Ryloth's thin atmosphere help to distribute warmth throughout the twilight zone, where the Twi'leks live in a network of mountain catacombs. Twi'leks are a humanoid species with two large, fleshy head-tails growing from their skulls. Twi’lek culture is very social with information about everyone and everything on the planet changing hands constantly.
Royal Battledragon

## Hapan Royaldragon

A Nova cruiser backed up by a Marauder Corvette

## General Information

###  Role

Olanji/Charubah
Command Ship

### Build Limit

41
3

### Build Time

4000 Credits
133 Seconds

### Required Structures

* Hapan Planetary Defense
* Level 1 Starbase

### Faction Affiliation

* Rebel Alliance/New Republic
* Galactic Empire
* Black Sun Underworld
* Hapes Consortium

## Combat Statistics

### Shield Refresh Rate

16000
Avg Charging Balanced

### Health Regeneration Rate

12000
Medium Armor

### Unit Hardpoints

Targetable
Non-targetable

* x1 Lt LR Constant Fire Dual TL
* x1 Lt LR Constant Fire Dual Turbo IC
* x1 16-Burst Hvy Artillery Rocket

### Ship Complement

1/2 Miy'til Starfighter Squadrpm1/2 Miy'til Bomber Squadron
Neutron Star-class Bulk Cruiser

## Neutron Star Bulk Cruiser

None

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

Non-Targetable:

* 2x Hvy Dual Lasercannon
* 8x Rrepeating PD

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 Bulk Cruiser is a strong early-game screener against fighters, gunships, and corvettes and supplies missile defense alongside the Nebulon-B frigate. It has a strong anti-fighter and anti-gunship armament and a tractor beam to lock down smaller units. In return, it has virtually no ability to frigate-sized units and above.

A well placed Bulk Cruiser can shoot down almost every missile from a Victory I Star Destroyer with its Laser Defense ability active. However, a large salvo of missile can still get through. Compared to the Nebulon-B's missile jammer, the Bulk Cruiser has a faster cooldown for laser defense defense ability. It is a cruiser as opposed to a frigate, making it more vulnerable to medium and heavy turbolaser fire from capital ships.

## Lore

The Neutron Star Bulk Cruiser is a hopelessly outdated relic of the Clone Wars, commonly used by the planetary defense forces of outlying worlds. Despite being largely obsolete, its relatively strong armour and heavy laser armament means that it can still deal with enemy ships smaller than itself. It is therefore an effective patrol and second-line escort ship, though it should not be expected to take on any kind of large ship, as its slow mobility makes it vulnerable to heavy weapons fire.
Imperial Troop Transport

**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

Armored Personnel Carrier
1

### Price Cost

* 1200 Credits (Galactic Conquest)
* 600 Credits (Skirmish)

### Build Time

* 80 Seconds (Galactic Conquest)
* 20 Seconds (Skirmish)

### Required Structures

* Standard Imperial Factory
* Imperial Ground Tech - Light Vehicles 1

## Combat Statistics

### Weapons

* 1x 2-Burst BC
* 1x Repeating Blaster

### Health Points

Light Vehicle
250

### Unit Abilities

Ammo Container:* Deploys an Ammo Container that increases the fire rate of nearby friendly vehicles.

Turbo:

* Overload its engines for higher speed, but has slower firing rate and shield recharge rate.

## Lore Description

Designed by Ubrikkian Industries, the ITT or RTT (Reconnaissance Troop Transport) served as an armored transport for the Empire, ranging from troops to prisoners or supplies.

Even if it wasn't meant for combat, the vehicle was heavily armored and armed. The armament consisted of a pair of twin frontal blaster cannons and a dorsal dual laser cannon. Its speed was also impressive, being able to reach 150 kph.

The transport was widely used on Outer Rim planets like Lothal. Even 9 years after the destruction of the II Death Star, it was still used by some Warlords, such as by Moff Gideon on the planet Nevarro.

## Combat Information

### Player Evaluation

A very solid support vehicle for the Empire, its armament makes it very effective against infantry and its armor make it able to take a few hits, but it lacks the weaponry to damage heavy vehicles.

The **Turbo** ability and the fact that the ITT is a repulsorlift craft allows it to redeploy infantry very fast. The Ammo Containers also boost the fire rate of nearby friendly vehicles, thus emphasizing its support role.

For these reasons, like the AT-PT or the AT-ST , the ITT is a very good vehicle to protect economy focused planets against Rebel or Black Sun raids.
Nimban

### Planetary Bonuses

* CHEAPER PRODUCTION: All Hoersch-Kessel Drive starships and starfighters are 10% cheaper on this planet.
* SHIPYARD PLANET: This planet can build Frigate and Capital Shipyards.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

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

### Black Sun

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

## Historical Reference

Nimban is located in Hutt Space, along the Pabol Sleheyron. Nimban was famous for voluntarily leaving the Old Republic in order to join the Hutts. Nimban was used as a major production centre by Hoersch-Kessel Drive, which resulted in many Nimbanese working in slave labour. This past history makes the Nimbanese afraid of the Empire and therefore affine to the Rebel Alliance.
Mere Cruiser

None

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

* Slow Charging Balanced

* 3.75 per second

* Medium Armor

* 0.75% Per 6 Seconds

## Player Evaluation

Mere Cruisers are heavy support frigates, with 4 medium close range turbolasers to take on capital ships, as well as a Proton Beam cannon ability for heavy single-target damage. While they don't have the strongest shields their Brace For Impact ability allows them to take some damage and their lack hardpoints makes them impossible to cripple. While decently armed and tanky for their size they won't last long under sustained fire from enemy capital ships and they have little in terms of anti-fighter defenses. for this reason they're best used either on the 2nd line, or as disposable support units, drawing fire away from more expensive ships.

## Lore Description

Being an outdated design, the Mere cruiser was a heavy cruiser ship that dated even before the Clone Wars, and was designed by the Mere species from Maramere. Having a seemingly brutish and simple profile, the Mere cruiser was in service far before the Clone Wars and only survived until the Galactic Civil War era due to the inexpensive cost and low production time. The armament was also somewhat impressive, even for modern day vessels. The engines were adequate, with two Ion sublight engines standard for the time period. The main selling point however was the heavy amount of armor for a frigate, which was a trait that most of the Black Sun vessels were extremely lacking. Thus, the Black Sun started to manufacture their own models of Mere Cruisers which were used in roles of Convoy escort, support ships, and frontline bruisers.
Imperial Population Center

**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

Population Station
10

### Build Time

* 1500 (Galactic Conquest)

* 150 Seconds (Galactic Conquest)

### Income

15 Credits
None

## Combat Statistics

### Shield Refresh Rate

4000
Avg Charging Balanced
* 8.89 per second

### Health Regeneration Rate

4350
Light
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 4x Dual LC

Non-Targetable:

* 4x Dual Flak LC

## Player Evaluation

The Imperial Population Center is a government-funded station that provides support for the Empire. Keeping these stations active will provide a pop-cap increase so you can produce more ships, as well as a small bonus for passing/arriving freighters. However, these stations are incredibly undefended and easy to destroy in hit-and-run attacks if necessary.
Jedi Knight

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

* The Jedi Temple structure can only be built on certain worlds important to the Jedi

## Combat Statistics

### Unit Abilities

* Lightsaber Block: Blocks most projectiles and some melee attacks
* Force Heal: Slowly heals damage over time with Force Healing
* Force Telekinesis: Attacks nearby vehicles and structures automatically with Force Telekinesis
* Force Disrupt: Disrupts physical projectiles like rockets, missiles and grenades
* Force Confuse: Causes nearby units to run in terror and confusion away from the targets and stop them from attacking

## Combat Information

The Jedi Knight is very effective in combat, carrying a lightsaber that kills most infantry in one hit except for special heroes. The Knight is able to attack buildings and vehicles by force crushing them over time. Be aware that while the Jedi Knights are extremely powerful, they are not invincible. Furthermore they have a set build limit and can only be built on special force sensitive worlds like Ilum. They can severely countered by anti-infantry weapons, but, they can deflect enemy fire with their lightsabers very effectively if they face towards the enemy. Their abilities such as Force Sprint and Confuse can be used to finesse the enemy and support other troops quite well. A healing platoon is recommended, but even then the Jedi can heal themselves on their own with force heal. They are only limited by their cost and build limit.

## Lore Description

The Jedi purge was catastrophic to the Jedi Order, and Commander Luke Skywalker was once one of the only remaining Jedi in the Galaxy. After Yoda trained him to become a full Jedi Knight, Luke sought out his Destiny. However, he always had one dream in mind, to restore the Jedi order as much as possible. After the Death Star was destroyed many Jedi in hiding all sought out the Rebellion and joined the ranks, creating a remnant army of them. Luke sought to use their powers to grow the Jedi numbers instead of taking the forefront in battles. Thus the first generation of new Jedi Temples were born, spawning a new generation of Jedi Knights. While these Knights were significantly less trained then those of the Republic Era or in Luke's new established Order during the New Republic Era, they were no less deadly.
Imperial Dropship Transport

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

## General Information

### Population Value

Close Air Support, Dropship
1

### Price Cost

* 4200 Credits (Galactic Conquest)
* 2100 Credits (Skirmish)

### Build Time

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

### Required Structures

* Large Heavy-Vehicle Foundry
* Imperial Ground Tech - Aircraft 1

## Combat Statistics

### Weapons

* 2x 2-Burst BC
* 2x Repeating Blaster
* 1x SF MSL

### Health Points

Light Aircraft
200

### Movement Type

Flying Strafing Hover: hovers high above the ground and faces the target when moving by.

## Player Evaluation

The IDT is much less useful than Tok, but still has it's uses. Possessing two blaster cannons, two repeating blaster cannons, and two anti air missles, it trades the anti vehicle firepower of Tok for anti infantry firepower. It also can transport three units, making it much more at transport than Tok. It can pretty much act as a floating heavy suppression platoon, and has similar armor to Tok, being capable of surviving flak for a while. However, they can still be quickly killed by missles, so beware and micro back injured dropships to avoid losing it.

## Lore Description

The **Imperial Dropship Transport**, or **IDT** for short, was a type of craft that was used by the Galactic Empire.The Imperial Dropship Transport or IDT was developed about a year after the end of the Clone Wars was the successor to the widely used LAAT/i gunships. Used primarily to ferry infantry as a transport, it functioned well as close air support.
MorningStar-B Starfighter

Template:Land Unit Infobox

## Player Evaluation

The MorningStar-B is a slow fighter, which comes in groups of two. Though it looks really cool, it really is just a mediocre version of a tie fighter. It has 3 medium fighter cannons, but unlike the tie fighter, it is much slower and has power to weapons instead of burst fire, which further decreases its speed and is a worse ability than burst fire. Finally, it's ugly and its quite expensive, though it can tank some damage. Also, it's sheilds are really low HP and they have a really low recharge time, so dont think it's like a X wing and can do hit and runs.