recursal/Fanatic-Fandom huggingface dataset:
Swoop Arena

## Lore Description

Swoop races were very popular around the times of the Mandalorian wars (around 4000 BBY). The enthusiasm for this quite deadly sport is unsurpassed throughout the millennia, and it continues to gain popularity. The arena is the start and end in every race, be it swoop, pod racing or other racing sports. The income is pretty irregular due to popularity fluctuations between certain races, but remains very high nonetheless.

## Buildable On These Planets

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

**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

* Black Sun Underworld
* Local Pirate Forces

## Combat Statistics

### Armor Type

2000
Building

### Garrison

* 1/0 MZ-8 Mobile Pulse Cannon
* 1/0 Canderous-class Assault Tank

## Lore Description

Tank Dealers are mostly found on factory planets, where they can hide their tanks in unused storage halls. The tanks are produced in old factories and often feature weapons bought from the black market.

## Production Options

**Vehicles**

* **AT-AP** **- 2500 Credits**
* ***Canderous*-class Assault Tank - 2500 Credits**
* **Keldabe Tank - 3000 Credits**
* **Missile Attack Launcher** **- 3500 Credits**
* **MZ-8 Mobile Pulse Cannon** **- 2000 Credits**
* **MZ-9 Flame Tank - 2250 Credits**

**Air Support**

* **Kihraxz Assault Fighter Flight** **- 3200 Credits**
* **MorningStar-B Starfighter - 3000 Credits**

## Buildable On These Planets

* **Aeten II**
* **Aridus**
* **Bilbringi**
* **Byss**
* **Corulag**
* **Fondor**
* **Geonosis**
* **Ghorman**
* **Hoth**
* **Hypori**
* **Kuat**
* **Mandalore**
* **Mustafar**
* **Mygeeto**
* **Ord Mantell**
* **Raxus Prime**
* **Rendili**
* **Saleucami**
* **Sluis Van**
* **Sullust**
* **Umbara**
TIE-Hunter

None

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

### Unit Abilities

Flight Mode S-Foils:* Locks S-Foils together to increase speed and shield regeneration by 25%. While S-Foils are locked, weapons are disabled.

## Technical Specifications

### Player Evaluation

The TIE series lacks a true multi-role starfighter that is both capable of dogfighting and is armed with proton torpedoes for assaulting larger ships, a role that was originally intended to be filled by the X wing starfighter. After those prototypes fell into rebel hands, Incom corporation developed the TIE Hunter as a replacement.

In terms of performance, armament, and capabilities it is equal to the X wing in almost every way. It also shares the limitations of the X wing, in that it lacks the heavy firepower of a true bomber, nor does it have the concussion missiles present in fighters such as the Avenger which are designed more for dogfighting. Nevertheless, TIE Hunters still make for a fine addition to any Imperial fleet.

Despite intense lobbying by a number of Imperial commanders, TIE Hunters have not been approved for mass deployment, and only the escort carriers used by storm commandos carry them as part of their standard fighter complement. There have been reports of great success using large numbers of these ships, but such a strategy can be costly in the long term.
Void Station

Built on an asteroid in the Bothan Sector, Void Station was originally the central structure of a mining operation, set up to hunt for small veins of valuable ores. These have long been depleted, and today it is a private, luxury space station. It is registered to a Bothan information broker named Jib Kopatha, whose contacts allegedly included members of the Black Sun, Rebel Alliance, Galactic Empire and Hutt Cartel, at one point or another.
Z-95 Headhunter (Space)

* Rebel
* Black Sun

None

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

Black Sun Underworld

* Small Pirate Outpost

### Passive Abilities

ASTROMECH REPAIR: After the starfighter takes hull damage the onboard astromech slowly repairs it overtime.

## Combat Information

### [Player Evaluation]

**Rebellion:** The Z-95 is a staple early game for the Rebels, and provides an economic stepping stone for the Rebellion as they try to survive the early game. Cheap and effective, the Z-95 is armed with concussion missiles and standard medium lasers for precise strikes on corvettes or starfighters. Z-95 starfighters are not the fastest, but have acceptable turn rate and speed with a moderate amount of tank potential to them with an astromech that heals the unit passively. Z-95 fighters are useless against frigates and above, and will become quickly outmatched by more advanced units even in the mid-game. While the Z-95 is an excellent choice in the early game, the recommended approach is to discard them in favor of X-Wings as soon as you have become established. Keeping them any longer is pointless, unless you have become strapped for cash. Due to their quick build speed, Z-95 fighters can also be mustered in a pinch when an attack is imminent.

**Black Sun:** Again, the uses for the Z-95 are mostly the same, however, the Z-95 is more viable here since it is the closest you can get to a standard superiority fighter. Most other starfighter units in the Black Sun have niche roles, and the ARC-170 Starfighter is quite outdated. Just be sure to get the most out of your cannon fodder.

## Lore Information

The **Z-95-AF4 Headhunter** was jointly developed by the Incom and Subpro Corporations. It was named after the Coromon headhunter from the Coromon Islands of Fresia, home to Incom's galactic headquarters.

The Headhunter design was introduced before the Invasion of Naboo, where these starfighters would later serve as replacement craft for the Galactic Republic's mainline V-19 Torrent Starfighters during the Clone Wars. The Z-95 was slow and lightly armed compared to many fighters, but regardless it was still a predecessor to the ARC-170 and the T-65 X-Wing.

After the end of the Clone Wars and the rise of the Galactic Empire Headhunters were considered outdated, and yet they remained in common usage throughout and even beyond the Imperial era and the Galactic Civil War. This was because the design was now inexpensive due to its age, but still reliable in spite of this. Z-95s found their way into use by many organizations including the Rebel Alliance, Black Sun pirates, Corporate Sector Authority, and Hutt Empire.
So Low

## *So Low / Undercover* Chronology

"**So Low**" is the first track on the Naomi Scott's single EP, *So Low / Undercover*. It was released on June 7, 2018.

## Lyrics

**[Verse 1]**

Picking up on the signs, I know the line

You're thinking 'bout that other life, you live a lie

Did no one tell you that the grass ain't greener?

L.A. ain't sweeter

It's just full of dreamers

**[Pre-Chorus]**

And I just wanted to make your dreams a reality

But I don't wanna waste my time (I don't wanna waste my time)

'Cause you are taking liberties

You're sucking all my energy

It's making me ill now

But I still feel bad

**[Chorus]**

You and I were meant to be

So why you'd make me so low, baby?

Take time, take all the time in the world

Why'd you leave me so low, baby?

**[Verse 2]**

Are you picking up on the signs?

They are not fine

I bet you're just living your best life

Eating on those garlic fries

They were nice, we went there twice

Oh, what a bougie life

And they were so overpriced

Twice

**[Pre-Chorus]**

But I just wanted to make your dreams a reality

But I'm not wasting my time (my time, my time)

'Cause you are taking liberties

You're sucking all my energy

You're making me ill now

But it still feel bad

**[Chorus]**

You and I were meant to be

So why you'd make me so low, baby?

Take time, take all the time in the world

Why'd you leave so low, baby?

**[Bridge: (Spoken)]**

Picking up on the signs, I know the line

You're thinking 'bout that other life, you live a lie

Oh, did no one tell you that the grass ain't greener?

L.A. ain't sweeter

It's just full of dreamers, oh

**[Outro]**

Why'd you leave me so low?

Why'd you leave me so low, baby?

Why'd you leave me so low?

Why'd you leave me so low, baby?

## References

1. ↑ So Low / Undercover - Single by Naomi Scott on Apple Music
Strike Cruiser

None

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

Non-Targetable:

* 6x Med TL

## Player Evaluation

Strike cruiser is a must have ship for any imperial player fighting rebellion with access to more MC capital ships than just the M75. Once the rebels get ships with shield boost abilities, the ISDs will struggle against them with their dominant turbolaser weaponry. To prevent these situations from happening, is exactly the reason behind creation of the strike cruiser. The frigate has a role of disabler and an ion boat and its weapons suit these roles perfectly. A mix of Medium turbo IC and Medium dual Stun IC can shut down the shield boost ability on MC line ships and deplete their remaining shields, thus allowing the Turbolasers of ISDs to do, what they do best (destroy enemy capital ships). The strike cruiser is well equipped for its role (engaging enemy capital ships and lowering their shields), thanks to its fast-charging anti-turbolaser shields, good speed, and average maneuverability. These traits allow the cruiser to close in with the MC line ships, drop their shield, debuff them with its Stun IC and then get out once the capital ship is already taking heavy fire from supporting capital ships like the ISD I, II or the Tector. Support from friendly capital ships is necessary, because with its ion focused weaponry, the strike cruiser lacks enough firepower to fully destroy the enemy vessel. Since the ship is specialized to fight enemy capital ships, it lacks anti-fighter weaponry, so it must be escorted to prevent enemy bombers from disabling it, before it reaches its target. Since the Lancer frigate is ill suited for operating this close to enemy capital ships, the raider corvette is a much better candidate. Using friendly fighters like TIE Interceptors or TIE Avengers is also an option.
TIE Experimental M4 "Bomb"

The TIE Experimentals are a series of prototype TIE starfighters. They are unmanned, either flown by remote control or by basic droid level AI. Like all TIEs, they are unshielded and are not hyperspace capable. Additionally, they can only be deployed by specially equipped carriers, such as the Arc Hammer.

The TIE e4, also known as the TIE Bomb, is a remote controlled suicide bomber. Although it is relatively well armored for a TIE starfighter, It is actually unarmed, and will attempt to perform a kamikaze ram if ordered to attack a target. Should the ram be successful, the fighter will detonate its payload of explosives, dealing enormous amounts of damage in a huge area. This explosion is powerful enough to destroy entire formations of starfighters, gunships, corvettes, even small frigates and carriers, with a single blast.

Note that the payload will only detonate if the fighter is directly attacking a target and triggers the blast deliberately on its own accord; the payload will not detonate if the ship is destroyed before it can reach its target.
Sullustan 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

Engineer
1

### Price Cost

3
* 1750 Credits (Galactic Conquest)
* 875 Credits (Skirmish)

### Build Time

* 117 Seconds (Galactic Conquest)
* 43 Seconds (Skirmish)

### Required Structures

* Sullust
* Rebel Camp
* These units can only be built on Sullust

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 6x Engineer
* 6x Dual Carbine + Concussion Grenade
* 9x Dual Carbine

## Player Evaluation

The Sullustan expeditionary force is a very useful tool in combat. They are experienced hackers and engineers, giving the unit the ability to convert turrets and repair any armored unit. Coming with concussion grenades and powerful blaster rifles. They are only limited by their lack of shields, armor, and 3 cap build limit. Even then they are relatively inexpensive and quick to produce. They are best used as support infantry, repairing armored vehicles behind the line and hacking enemy turrets when assaulting fortified positions. The Sullustans can still hold their own in combat however, at least against light infantry presence.

## Lore Description

Sullust was, like many planets, abused and mistreated by the Empire. This caused the population to come into almost immediate hostility with the Empire. This manifests in the form of the Expeditionary forces, elite custom infantry forces or otherwise made up of one species only. This units are unorthodox and represent their people on the battlefield, along with all the skills they bring to battles. The Sullustans in particular were very good with mechanical feats, and were often repair and maintained various vehicles for the Rebellion. They were also excellent pilots. The Sullustan expeditionary forces took part in many battles, such as Endor, Jakku, and various others.
Ye-4 Gunship

None

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

Laser Defense:

* Shoots down incoming enemy torpedoes and rockets.

## Player evaluation

The Ye-4 Gunship is a fine addition to imperial anti-starfighter arsenal. These gunships can be unlocked by reaching Fighter tech level 2. They possess two forward facing heavy lasers and two medium lasers giving it the firepower to take on slower and bigger fighter and bombers. Except these forward-facing weapons the gunship is also outfitted with four light repeating laser turrets, which allow it to hit targets it is not directly facing or just passing by. This is particularly useful when engaging multiple enemy bomber squadrons. The gunship also has a good survivability thanks to its anti-laser shields, heavy fighter armor, crew repair ability and laser defense special ability, which allows it to shoot down incoming enemy missiles or torpedoes. It can be of course overwhelmed by sheer numbers if it faces enemy squadrons alone. The best approach is to deploy it in combination with allied fighters, which will distract the enemy fighters and allow the gunship to destroy them using its superior damage output. Other option is to use your own fighters to draw the enemy fighters into dogfight and then use the gunship weapons to destroy enemy fighters while they are dogfighting and can't run away. Even though the gunship can survive several hits from starfighter weaponry it can't do much against anything larger than the starfighter and it can be destroyed by screeners or other ships with enough anti-fighter weaponry such as Correlian Corvette.
Vindicator-class Heavy Cruiser

None

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

Non-Targetable:

* 6x Lt LR Dual TL
* 4x LC
* 1x Hanger

### Unit Abilities

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

## Player Evaluation

Vindicator-class heavy cruiser is a successor of the Arquitens artillery platform and it is a dedicated long range support cruiser. Since arquitens has only light long range turbolasers, the damage done by these turbolasers gets reduced if they are fired upon medium or heavily armored targets, so in late game arquitens has minimal usage. Vindicator uses two heavy turbolasers and hull of the interdictor class cruiser, which gives it a good combination of maneuverability and firepower, allowing it to attack a ship and reposition if there is a risk of enemy getting too close. Apart from its heavy turbolasers the cruiser is equipped with long range light turbolasers allowing it to get more damage on the targets, which are not heavily armored (for example the rebel MC80 Justice-class star cruiser) and laser canons for protection against bombers or corvettes. With this arsenal of long-range light and heavy weapons the Vindicator is great against enemy capital ships or cruisers, destroying critical subsystems or entire ships if their shields are down and there are more cruisers present. Since it is an artillery ship or more precisely a monitor, it is not built to withstand enemy fire (it has low hitpoints and only medium armor), so it should be kept behind your own capital ships or line of dreadnoughts, which will absorb enemy fire. While great against capital ships, the cruiser is bad against fighters and its laser canons can't stop a corvette assault group, so it must be protected against enemy units trying to sneak through the battle line to cripple your heavy artillery. It is recommended to deploy them with escort from either Nebulon B2 or Gladiator I-class Star Destroyer. The Vindicator comes with a power to weapons special ability, which transfers power from shields and engines to the weapons increasing the fire rate significantly. This ability should be used when the cruiser is well positioned allowing all its guns to fire at single target and if it is not under attack by enemy forces, because while this ability is active the cruiser will take more damage.
Yavin IV

## Historical Reference

The moon Yavin 4 is a hot jungle world with four main continents separated by six oceans. Volcanic mountain ranges and wide rivers can be found amid the thick jungles. The moon has both a wet and dry season, and chaotic storms whip across its surface every few months. Yavin 4 was settled by a Dark Lord of the Sith, Naga Sadow, and his minions. Over time, survivors of Sadow's people evolved into the deadly Massassi Warriors, who built dramatic temples throughout the jungles before they vanished into legend.
TIE-Advanced v1

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

Non-Targetable:

## Lore Description

The TIE-Advanced was a unique space superiority fighter designed by Sienar Fleet Systems for the Empire. Most famously used by Darth Vader, the TIE-Advanced was a formidable craft which was manufactured to directly oppose the Rebellion's more technologically advanced fighters. The TIE-Advanced featured a twin Ion engine design that was more powerful then the rest of the TIE series engines. The Advanced was also given a hyperdrive, sensor systems, new targeting systems, and surprisingly enough solar panels on the wings to power most of the systems. The Inquisitors also used this craft exclusively due to its covert nature and tracking systems.

## Trivia

Although there may be some misconception as to why this unit is in the transport section, it is actually used as the Inquisitors transport.
Chancellor Mon Mothma

* Space

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

## Combat Statistics

### Bonus

FACTION LEADER: Hands out special missions. Inspires a strong morale boost when present in combat (25% more health for all units).

## Combat Description

### **Player Evaluation**

**Mon Mothma is your most important hero of the Rebellion, due to her faction leader status. Without her, new missions will be halted until she is rescued. Mothma has the planetary governor ability which allows her to boost friendly planets drastically in terms of economy, and she can remove dangerous corruption. While her Galactic Conquest abilities are extraordinary, Mothma is almost useless in direct combat. She will be destroyed quickly if caught by any enemies, even a small squad of TIE-Fighters can damage her severely. The only reason she should ever be in battle is for desperate defense with her 25% health boost to all units, and it is highly recommended to retreat immediately if she is caught in a battle.**

## Lore Description

**Mon Mothma was a senator for her homeworld, Chandrila, which she represented during the later days of the Republic and into the early days of the Galactic Empire. She quickly saw the dark path that the Empire was heading down, and soon began to secretly organize the Alliance to restore the Republic. When the senate was inevitably dissolved, Mon Mothma began committing more time and resources to the movement, which was publicized and labelled the Rebellion. Mon Mothma now serves as one of the leaders of the Alliance, helping them fight off the tyranny of the Empire and to deal with any other factions opposed to the Rebellion's aims.**
TIE-Scimitar

## Scimitar Assault Bomber

None

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

### Player Evaluation

The Scimitar Assault Bomber is even better than the Tie-Punisher, as it is faster and carries a ludicrous amount of Assault Missiles. It is faster, and carries proton bombs as well, being able to deal crippling damage to enemy hardpoints. However, this comes at a significant downside, as the only way to get them is through ISD IIIs, Thrawn, Pellaeon, or purchasing them. Therefore, use them wisely, and don't throw them at enemy formations, unlike Tie-Punishers.
SpecForce Pathfinder Platoon

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

## SpecForce Pathfinder Platoon

* SpecForce Pathfinder
* Rebel Scout Bike

## General Information

### Unit Class

Elite InfantryMounted Infantry (Scout Bike)

### Population Value

Rangers, ScoutScout Vehicle: (Scout Bike)

1

### Price Cost

* 2200 Credits (Galactic Conquest)
* 1100 Credits (Skirmish)

### Build Time

* 147 Seconds (Galactic Conquest)
* 55 Seconds (Skirmish)

### Required Structures

* Alliance Base
* Alliance Global Ground Tech: Infantry II

## Combat Statistics

### Amount

* 3 Teams of 6
* 4 Scout Bikes

### Composition

* 1x Lieutenant
* 2x Sergeant
* 6x Sniper
* 3x Heavy Rifleman
* 6x Rifleman-Flash Grenade
* 4x Scout Bike

### Weapons

Primary: * 1x Blaster Cannon (Scout Bike)

Secondary:

* Frag Grenade, slows down movement speed of hit infantry (Scout Bike)

### Health Points

Open Top Vehicle (Scout bike)
* 20
* 50 (Scout bike)

### Movement Type

* Bike: accelerates fast and can traverse rough terrain (Scout Bike)

### Max Speed

* 7
* 45 (Scout Bike)

### Max Attack Range

* 600
* 575 (Scout Bike)

### Unit Abilities

Ping:* Reveals a certain area of the playing field when the unit is close enough.

Firing Position:

* Increase fire rate and defense, but reduces movement speed.

Recon Antenna: (Scout Bike)

* An Antenna that allows the permanent detection of nearby enemy units

## Technical Specifications

### FOW Reveal

* 700
* 400 (Scout Bike)

## Combat Information

### Player Evaluation

This platoon is made specifically for scouting and eliminating infantry from afar. Their Heavy Blaster Rifles and Sniper Rifles do very high damage at long range, and very few infantry can match their range, allowing them to get several shots in before the enemy can fire back. Along with their high range, they can throw Flash Grenades when the enemy gets close enough, stunning them for a short time and making them easy pickings.

Their biggest downside is their weakness to vehicles. They have low health in general and stand no chance against even lightly armored vehicles. Keeping them at a distance is a must.

They also come with several Speeder Bikes that allow for quick capture of key landing zones and turret points. They do decent damage and can drop Frag Grenades to slow enemy infantry from giving chase.

## Lore Description

As the Galactic Civil War waged on, Alliance command greenlit the creation of the SpecForce. Lead and trained by Crix Madine, these soldiers were the best the Alliance had to offer. This branch of the SpecForce was trained in reconnaissance and securing beachheads. In an effort to counter imperial scouts they would run into they were equipped with rifles and speeder bikes to allow them to scout from afar and eliminate enemy infantry if necessary.
Vulture Droid Squadron

None

* Fighter Armor

None

## Player Evaluation

Vulture Droid fighters can only acquired from capturable CIS core ships left abandoned on some maps, usually found on historic Clone Wars battlefields or CIS strongholds, once captured the core ship will provide the player with Vulture and Droid Tri-Fighters to use during the battle.

Vulture droids come in groups of 16, the largest squadron size of any Starfighter in the game, because these are droid fighters no cockpit and life support systems are required thus they have a very small profile and are quite fast and maneuverable, these fighters only carry light laser weapons and have extremely weak armor and no shields making flak weapons very deadly to these fighters, Vulture droids cannot take more than one or two hits in a dogfight making it almost impossible to pull them out of a fight once they've engaged the enemy which they likely won't last long doing especially against higher tech fighters, Vulture Droids are best used as a tar pit so better fighters and AA weapons can score kills or for intercepting unescorted bombers.
Magnetar Battlecruiser

* 3

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

* Slow Charging Balanced

* 25 per second

* Heavy Armor

* 0.5% Per 12 Seconds

Non-Targetable:

* 8x Med Dual TL
* 8x Medium Turbolaser
* 8x Laser Cannons

## Player Evaluation

The Magnetar Battlecruiser excels in two things : being able to take a beating, something that is sorely needed by the Black Sun as most of their ships are quite frail, and being able to dish some punishment back out at anything in the Magnetar's firing arcs, which due to the ship being a broadsider are rather poor which is a flaw only made worse by the Magnetar's slow speed, poor maneuverability and tendency to want to try and turn the ship around to use the guns on the other side of the ship if any of the guns on the side that is facing the target are destroyed. The Magnetar needs support, it is imperative that you the player achieve fighter superiority when using the Magnetar as it has little in the way of Anti fighter or Anti Corvette weapons and as such is quite vulnerable to them. Against the Empire the Magnetar tends not to fair well especially not against Imperial and Tector Star destroyers as by the time the Magnetar gets into a position in which it can use it's weapons most effectively the ISD/Tector will have already done significant damage, You do not want to use the Magnetar against Star destroyer spam. Against Rebel capital ships, the Magnetar fairs much better due to it's guns being heavier than most Rebel capital ships especially early on in the campaign, however again I must emphasize that the Magnetar needs support from other ships to stand much of a chance in most fights, another thing to note is that the Magnetar works best as a flagship of sorts, put it at the center of a fleet, putting multiples of these ships in one fleet is a waste, they cannot support eachother very well.

## Lore Description

Magnetars were originally mining vessels built by the famous Rendili StarDrive, they boasted powerful reactors, tractor beams and storage for materials, many have since been reffited to serve as flagships for planetary defense forces, pirates and criminal organizations such as the Black Sun, Magnetars are quite rare in the galaxy.

## Trivia

As of writing this, the Magnetar Battlecruiser is not available to use in Space Skirmish.
Terielle

Terielle is depicted as the literal earth itself as well as a nurturing mother goddess. She is worshipped almost everywhere as the patron of fertility and agriculture, especially in rural communities. Her temples always include farms and gardens and are shelters for the needy. When Calador dies in autumn, its said that Terielle’s sorrow causes plants to wither and die until he’s reborn and flowers celebrate their joy in the spring.
Viraxo Station

This space station is home to Viraxo Industries, a family run shipping business with close ties to the Black Sun (for whom they ship weapons) and the Galactic Empire. Bitter rivals of the Azzameen Family’s Twin Suns Transport Services, the Viraxo family are known for their ruthless business tactics. They are willing to frame, sabotage and outright attack opponents in search of profit, but targets have been known to fight back on occasion, resulting in major losses for the company.
Ghend

A mercurial, gender-fluid deity, Ghend is most often depicted and invoked as androgynously feminine. A young god born of civilization, Ghend is the most active and personified of the neutral gods and encourages all craftsmanship, tinkering, and artifice. Ghend’s temples are marvels of clockwork and invention and they have a particular racial affinity for gnomes and dwarves.
SpecForce Infiltrator Taskforce Platoon

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

## General Information

### Population Value

Covert Operations, Demolitions, Disabler
1

### Price Cost

3 (10 Rebel Infiltrators Maximum)
* 2350 Credits (Galactic Conquest)
* 1500 Credits (Skirmish)

### Build Time

* 158 Seconds (Galactic Conquest)
* 75 Seconds (Skirmish)

### Required Structures

* Alliance Base
* Infiltrator Academy
* Alliance Global Ground Tech Infiltrators II

## Combat Statistics

### Composition

* 1x Sergeant
* 1x Grenadier
* 2x Gunner
* 1x Rifleman + Ion Grenade
* 1x Rifleman + Proton Charge
* 1x Rifleman + Concussion Grenade

### Shield Refresh Rate

Infantry
15
0.075 per second

### Unit Abilities

Ion Mines:* Disables vehicles and droids close to the mine explosion with a strong ion blast

Rush Down:

* Increase movement speed and fire rate. but lowers defense

## Combat Information

### Player Evaluation

This infiltrator platoon is the definition of "Jack of all trades, master of none." With suppression abilities, decent damage against infantry, the ability to lower armor on vehicles, damage enemy buildings with Proton Charges, and stun droids and vehicles, this platoon is able to do it all, but not the best.

Like all infiltrator platoons, this platoon is not made for front line combat or raiding heavily fortified bases. Despite the ability to work against most threats, they do lack anti-vehicle weapons, so they will need support from rocketeers. Their low numbers are also a big disadvantage, as well as their high build time and build cost.

## Lore Description

As the Galactic Civil War waged on, Alliance command greenlit the creation of the SpecForce. Lead and trained by Crix Madine, these soldiers were the best the Alliance had to offer. SpecForce Infiltrators are the best-trained troops in the Rebel Alliance. They work behind the frontlines and we're equipped to deal with almost every situation.
Submods

AotR has a number of submods which seek to alter the game in different ways. Please note that most of these are unofficial projects, for which the AotR team will not directly assist with any bugs, errors, or balance issues. Please verify bugs on base AotR before submitting them. That said, partnerships have been formed with submod developers in some cases and we have been very impressed by some of their work. If you are considering making a submod, please contact us on our discord. Note that this page is for serious submods only.

### RebelSim

This submod is currently updated to AotR 2.9.

### Awakening of the Rebellion 2.10: Cinematic Submod

This official submod removes stat buff/nerf icons for a more cinematic experience, which is less tactical but great for screenshots. It can be downloaded here.

### Awakening of the Rebellion Submod: Arcade Mode

Official Submod for Awakening of the Rebellion to disable the ground, space, and leader tech to have all units available from the start. Additionally all campaigns start with more credits to let you get into the action faster! It can be downloaded here.

### AotR Russian Translation

Whilst not strictly a submod, we very much appreciate this effort to bring AotR to a wider audience. Our thanks to Chaz for doing this. The translated version can be downloaded here.

### Dark Times

Dark Times strives to build and improve upon its parent mod. As the name suggests, it incorporates a great deal of Clone Wars tech and Legends material into the greater Galactic Civil War. These include the mighty Venators and the powerful Crimson Command VSD-IIs.

Each new addition to the submod has been customized and woven to fit in with AotR assets, with each faction receiving new and exciting units to try. New planets dot the galaxy, ripe for conquest with newly added and unique heroes.

It can be downloaded from the steam workshop here and it also has its own discord, which can be found at https://discord.gg/KArCQkBW5s. It is currently updated to AotR 2.8.
Charmed (1998)

Charmed (1998)

A group of sisters discover they are witches. Luckily for the world, they're of the good variety. Banding together in their ancestral home in San Francisco, they work together to fight evil, with each having a specific special power. Although outwardly they are average women, with jobs, relationships and friends, they are also powerful witches, but when they work together, their powers are enhanced. As The Charmed Ones, their destiny is to protect innocents from evil.
Stormtrooper Platoon

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

## General Information

### Population Value

Front Line Infantry
1

### Price Cost

* 1000 Credits (Galactic Conquest)
* 500 Credits (Ground Skirmish)

### Build Time

* 67 Seconds (Galactic Conquest)
* 25 Seconds (Ground Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 4x Gunner
* 4x Rifleman
* 4x Carbine - Frag Grenade
* 25x Carbine

### Unit Abilities

Take Cover: Increases defense but reduces movement speed.

## Lore description

**Stormtroopers**, nicknamed "**bucketheads**" and after the Battle of Endor **Remnant Stormtroopers**, were the elite shock troops of the Galactic Empire. Like the imperial star destroyers were the iconic soldiers of the galactic empire.As members of the Stormtrooper Corps, an independent branch that operated under the Imperial Army, they served as frontline assault forces and formed the backbone of the Imperial Military. Indoctrinated to support the ideology of the "New Order" that the galaxy was chaotic and needed a strong unflinching order to bring peace, justice and security. Stormtroopers were fanatically loyal to the Empire, making it unlikely for them to betray the Imperial cause. With their signature white armor and the E-11 blaster rifle, stormtroopers became the face of the Galactic Empire on the countless worlds they patrolled throughout the galaxy.

## Combat Information

### Player Evaluation

The iconic foot soldier of the Galactic Empire, Stormtroopers make up the bulk of tier 2 and 3 infantry. This platoon is made to overwhelm their enemies with constand gunfire. It's biggest strength is its high numbers, slighty higher then the Rebel tier 2 counterpart with 40 compared to 36. Well trained and armed with long range Blaster Rifles and Repeating Blaster Rifles, this platoon will keep enemy infantry down and out.

It's biggest weakness is its lack of anti-vehicle weapons, so support by armor or anti-vehicle infantry will be needed. Despite that, it still has the numbers to survive against vehicles for a short time and continue fighting. Its cheap and far better from the imperial troopers but more expensive than them
Hapes

### Planetary Bonuses

* HIGH INCOME: This planet has a high income due to being the administrative capital of the Hapes Consortium.
* SHIPYARD PLANET: This planet can build Frigate and 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
* XQ-3 Defense Platform
* Imperial Palace
* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Ship Trader
* Black Market

## Historical Reference

To understand the society of Hapans, a simple proverb is enough: "Never let a man become so deluded that he is the intellectual equal of a woman! It only leads him to evil." Hapes is the capital planet in the Hapan Cluster, which was established by the Lorell Raiders. Many centuries these pirates raided nearby systems and kidnapped only the most beautiful of women they could find. After a Jedi Knight ended their reign, the women took over to close the borders of the Hapan Cluster for over three thousand years.
Swamp & Revenant Speeder Company

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

## General Information

### Population Value

Infantry Fighting Vehicle
1

### Price Cost

* 1050 Credits (Galactic Conquest)
* x Credits (Skirmish)

### Build Time

* x Seconds (Galactic Conquest)
* x Seconds (Skirmish)

## Combat Statistics

### Composition

* 3x Revenant Speeder
* 3x Swamp Speeder

### Weapons

* 2x Repeating Blaster (Revenant?)
* 1x Repeating Blaster Cannon (Swamp?)

### Health Points

Open Top Vehicle
110

### Unit Abilities

Overcharge Reactors:* Increases fire rate and movement speed at the cost of health. (Empire Black Market Overcharge Reactor Technology)

## Lore Description

The **Revenant Speeder** was a type of speeder bike utilized by the Lok Revenants. It was also referred to as the **Pirate Speeder Bike**.
V-25 Combat Speeder

* 100 Seconds (Galactic Conquest)
* 25 Seconds (Skirmish)

Secondary:

* x2 Blaster Cannons

Tertiary:

* Anti-Vehicle Rocket Launchers

## Combat Information

### Player evaluation

The **V-25** fits perfectly the philosophy of the rebel alliance: An all around and cheap repulsor tank that can deal with almost any problem. It's the workhorse of the Rebel Alliance in the Early Game.

The Laser cannons makes the tank good to deal with infantry, while the Blaster Cannon and the Rocket Launchers gives the V-25 anti-vehicle capabilities. Its speed makes them good for hit and run tactics, shooting its rockets into vehicles and then retreating until they are reloaded.

However, the multipurpose role that the V-25 has means that it can struggle against large numbers of infantry (specially rocket launchers) and heavier vehicles like the HAVw-A6 Juggernaut. It's also one of the few Rebel vehicles that is not shielded. It has light armor and few hitpoints, so it can be destroyed easily.

For this reasons, the player can employ the V-25 as the main assault craft (if the player doesn't have anything better), but is recommended as a 2nd line tank, for flanking maneuvers or hit and run tactics with its Anti-Vehicle Rocket Launchers.

## Lore Description

The V-25 Combat Speeder was a repulsor tank manufactured by the SoroSuub Corporation around the Civil War era.

Conceived as an upgrade from the older V-19 model, it was employed by the Rebel Alliance and later on by the New Republic. For this reason It was also named the Rebel Combat Speeder.

The speeder featured a design similar to the V-19, with 2 Laser canons and a Blaster Canon. It featured enclosed crew space, better armour and Rocket Launchers to deal with vehicles/walkers.

The designs from both the V-25 and the AAC Hovertank fell into the hands of the Rebel Alliance after a designer from SoroSuub lost them to Rebel Agents, selling them as a payment for its debts.
Zekka Thyne

Patches Cut

* Space

N/A

Planetary base income +100%Building construction time -10%Time to planetary control -50%Mercenary recruitment time -10%* Spy: Space only
* Stealth: This unit can move around the galaxy undetected
* Buy: Can buy new technology on the black market

## Combat Statistics

### Shield Refresh Rate

200
(1) Light
3 Per Second

### Health Regeneration Rate

600
[2] Light
1% Per 3.5 Seconds

### Max Speed

2000
1.9

### Unit Hardpoints

* x1 Anti-capital Missile Launcher
* x2 Turbolaser Cannon

### Ship Complement

* 1/0 Heavy Corellian Corvette
* 1/0 Etti Cruiser
* 1/0 *Interceptor IV*-class Frigate

## Lore Description

**Zekka Thyne**, known to some as "**Patches**" due to the blue mottling of his skin, was a half-Human, half-alien, who was regarded as one of the most vicious associates in the Black Sun criminal organization. Zekka Thyne spent the early stages of his life as little more than a youthful drifter before becoming recruited into The Skulls, an infamous swoop gang. Thyne proved himself as a capable and violent criminal who began building a particularly brutal reputation. Eventually, Thyne drifted into the Corellian system, where he started working for local loan sharks and again gained notoriety as a relentless and dangerous thug. He soon joined the Black Sun syndicate which, due to the rise of the Galactic Empire, had shed the loose sense of honor the organization once possessed

## Player Evaluation

Another major cornerstone of your early game fleet, Zekka Thyne is a admiral who can spawn in his buddies, a CR95, a Etti cruiser, and a interceptor frigate. Patches is a Interceptor IV, and is faster than the average interceptor. Still, its best not to lose him early game, and to rely on his free spawns to do the heavy lifting. He also can buy black market stuff, which is nice.

## Additional Information

Zekka Thyne's Interceptor Frigate has an assault missile launcher instead of a proton torpedo launcher like the regular *Interceptor IV*-class Frigate.
Tibanna Gas Refinery

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

## General Information

### Population Cap Increase

Economic Station
None

### Build Time

* 5000 (Galactic Conquest)

* 250 Seconds (Galactic Conquest)

### Income

None
* 500 Credits

### Required Structures

* Empire: Imperial Small Dockyard
* Rebels: Alliance Light Shipyard
* Black Sun: Small Pirate Outpost

### Faction Affiliation

* Galactic Empire
* Rebel Alliance/New Republic
* Black Sun Underworld
* Corporate Sector Authority
* Hutt Cartel
* Hapes Consortium

## Combat Statistics

### Shield Refresh Rate

3000
Avg Charging Balanced
* 6.67 per second

### Health Regeneration Rate

2800
Light
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* None

Non-Targetable:

* 4x Dual Flak LC

## Technical Specifications

### Passive Abilities

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

## Player Evaluation

Can be built on the following planets: Bespin, Ord Ibanna, Zhar, Yavin IV.

The Tibanna Gas Refinery is a economic station that is only buildable over gas giants. These refineries are capable of boosting the income of the planet they are positioned over, but are weak to larger ships and are often only buildable in precarious spots in the galactic scale.

## Lore Description

Tibanna Gas Refineries can generate a lot of income by mining the rare gas called Tibanna. Tibanna is used in weapons like blasters and Turbolasers and therefore very valuable. Worlds like Bespin can thrive economically because of this resource.
Veteran Rebel Infantry

Template:Land Unit Infobox

## Lore Description

**LAND STRUCTURES**

* **Alliance Base**

**WEAKNESSES****:**

**UNIT CAPACITY: 1**

**(SQUAD COMPLEMENT)**

* **x6 Rebel Soldiers**

* **x2 Wookiee Warriors**

* **x2 Rebel Rocketeers**

**(PLATOON COMPLEMENT)**

* **x2 Squads per Platoon.**

**SPECIAL ABILITIES:**

* **TAKE COVER:**

## References

* **The infantry weapons used by this infantry unit have A-280 Blaster Rifles, A-280C Blaster Rifles, Bowcasters, and RPS-6 Rocket Launchers.**
SpecForce Vanguard Platoon

## Combat Information

**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**

## SpecForce Vanguard Platoon

* SpecForce Vanguard
* Rebel Mortar

## General Information

### Unit Class

Elite InfantryHeavy Infantry (Rebel Mortar)

### Population Value

Anti-Armor, DisablerSuppression Infantry (Rebel Mortar)

1

### Price Cost

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

### Build Time

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

## Combat Statistics

### Composition

* x1 Sergeant
* x6 Missileer
* x2 Carbine (Ion Grenades)
* x2 Carbine (Concussion Grenades)
* x1 Carbine
* x2 Mortar

### Weapons

Primary:* MobileMortar-3 Mortar Launcher (Rebel Mortar)

### Health Points

* 20
* 25 (Rebel Mortar)

### Max Speed

* 7
* 6 (Rebel Mortar)

### Max Attack Range

* 500
* 800 (Rebel Mortar)

### Unit Abilities

Firing Position: * Increase fire rate and defense, but reduces movement speed.

Ion Mines:

* Disables vehicles and droids close to the mine explosion with a strong ion blast

## Technical Specifications

### FOW Reveal

* 200
* 350 (Rebel Mortar)

### Player Evaluation

The elite anti-armor platoon for the Rebel Alliance, these guys are built to handle the best armored vehicles the enemy has to offer. This platoon is the only one in the Rebel Alliance with Smart Rockets, allowing for tracking enemy vehicles, giving them better accuracy and the ability to hit air units at the cost of slightly less damage, but they still do high damage. Their Ion and Concussion Grenades will drop shields and lower armor quickly, giving their missileers all the help they need to eliminate any vehicles they come across.

Their biggest weakness, like the rest of the anti-vehicle platoons, is the lack of anti-infantry units. They can stand their ground against very low level infantry, but will need backup against even capable infantry squads.

This platoon also comes with two TTT-55 Mortars, which do high damage to enemy infantry at range, but not very effective against vehicles or structures. While this help with the lack of anti-infantry, they will still need support once they close the gap.

## Lore Description

As the Galactic Civil War waged on, Alliance command greenlit the creation of the SpecForce. Lead and trained by Crix Madine, these soldiers were the best the Alliance had to offer. The Vanguard Platoons as they called themselves were a branch of the SpecForce that specialized in heavy weaponry, such as missile launchers, and fast-moving aircraft to counter the empire's increased use of the Tie Striker on defended planets.
Tan Maarek Stele

* Maarek Stele
* TIE-Defender

* Space

* Galactic Mode: 3000 Credits
* Skirmish Mode: 1580 Credits

N/A

1

## Player Evaluation

Maarek Stele is the only way for the imperials to get the Tie-Defender outside of prototype missions, and Maarek Stele is quite a powerful dogfighter. However, he can be easily overwhelmed by Braha'tok gunships, X wings, and other fighters, so make sure he's always near a carrier or under friendly flak to give him the best chance of survival. Another nifty thing about him is that he is a fighter tactician, which is pretty useful and can be a cheap way to stack some bonuses.

## Lore Description

Maarek Stele was a pilot in the Imperial Navy and one of the Emperor's Hands. He enlisted in the Imperial Navy after the Galactic Empire rescued him from Bordali agents near the end of the Taroonian Civil War. Although he initially served as a mechanic, Stele was offered the opportunity to train as a TIE pilot after saving the life of Admiral Mordon. He was also well known as a test pilot, being one of the first to fly the TIE Avenger, TIE Defender and the Missile Boat into combat.

## References

* Maarek Stele's face in his icon in the Awakening of the Rebellion mod portrays Anthony Montgomery.