recursal/Fanatic-Fandom huggingface dataset:
KDY Representative

## Galactic Overview

**CHEAPER PRODUCTION: Reduces the prices of all ships from Kuat Drive Yards by 15% on this unit's current location.**

**COST DISCOUNT APPLIES TO:**

**CORVETTES & GUNSHIPS**

* ***Arquitens*-class Light Cruiser** **(1530 Credits)**
* ***Lancer*-class Frigate** **(1700 Credits)**

**FRIGATES & CRUISERS**

* **EF-76 Nebulon-B2 Frigate (2210 Credits)**
* ***Ton-Falk*-class Escort Carrier** **(4378 Credits)**
* ***Broadside*-class Cruiser kdb-1** **(2720 Credits)**
* ***Star Galleon-*class Frigate**

**CAPITAL SHIPS**

* ***Tector*-class Star Destroyer** **(9775 Credits)**
* ***Imperial I*-class Star Destroyer** **(11050 Credits)**
* ***Imperial II*-class Star Destroyer** **(12750 Credits)**

* ***Imperial III*-class Star Destroyer** **(14068 Credits)**

**COMMAND SHIPS**

* ***Allegiance*-class Battlecruiser** **(17850 Credits)**

* ***Bellator*-class Dreadnought** **(34000 Credits)**
* ***Executor*-class Star Dreadnought** **(63750 Credits)**
Local Cantina

## Lore Description

The original center of business on every planet is the cantina. The majority of smuggling takes place here as well as various other transactions. Mercenaries from all over the galaxy can also be found here offering their services to the highest bidder. The cantina produces irregular income due to consumables and gambling.
Rebel/New Republic Land Units

## Infantry

**REBEL ALLIANCE**

* **SecForce Soldier Platoon**
* **SecForce Heavy Soldier Platoon**
* **SecForce Building Saboteur Platoon**
* **SecForce Vehicle Saboteur Platoon**
* **Alliance Army Trooper Platoon**
* **Alliance Army Support Platoon**
* **Alliance Army Suppression Platoon**
* **Alliance Army Rocketeer Platoon**
* **SpecOps Fireteam Platoon**
* **SpecOps Scout Platoon**
* **SpecForce Trooper Platoon**
* **SpecForce Pathfinder Platoon**
* **SpecForce Vanguard Platoon**
* **SpecForce Gunner Platoon**
* **SpecForce Infiltrator Taskforce Platoon**
* **SpecForce Infiltrator Agents Platoon**

**NEW REPUBLIC**

* **New Republic Assault Infantry**

## Vehicles

**REBEL ALLIANCE**

* ***Seraph*-class Urban Landspeeder**
* **V-25 Combat Speeder**
* **T1-A Hovertank**
* **T1-B Hovertank**
* **T1-C Hovertank**
* **T3-H Hovertank**
* **T3-B Heavy Attack Tank**
* **AAC-1 Speeder Tank**
* **A-F5 Heavy Tramp Shuttle**
* **MLC-5 Artillery**
* **HTT-26 Heavy Troop Transport**

**NEW REPUBLIC**

* **Freerunner Tank**
* **T2-B Tank**
* **T4-B Heavy Tank**
* **AAC-3 Speeder Tank**
* **Mobile Proton Torpedo Launcher-2a**

## Air Support

**REBEL ALLIANCE**

* **T-47 Airspeeder**
* **Z-95 Headhunter (Land)**
* **T-65B X-Wing Starfighter (Land)**
* **U-Wing Gunship Company**

**NEW REPUBLIC**

* **V-wing Airspeeder**

## Landing Craft

* **Low Altitude Assault Transport**
* **RM-09 Alliance Shuttle**
* **GR-75 Medium Transport**

## Special Units

### Infantry

* **Sullustan Expeditionary Force**
* **Mon Cala Expeditionary Force**
* **Wookiee Expeditionary Force**
* **Bothan Probe Platoon**
* **Kota Militia Soldiers**
* **Kota Militia Special Taskforce**
* **Jedi Knight**

### Vehicles

* **Flash Speeder**
* **Gian Speeder**
Ilum

### Planetary Bonuses

* COMBAT BONUS: Jedi units gain 5% more health, because of Ilum's light side of the Force presence.
* MINING PLANET: This planet can build Mining Facilities.

## Special Structures

### Rebels/New Republic

* Jedi Temple
* Alliance Headquarters
* Medium Factory
* Mining Facility

### Galactic Empire

* Army Headquarters
* Advanced Factory
* Mining Facility

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

Ilum is a cold icy world with no known settlements. Ilum crystals used in the building of Jedi lightsabers can be found in Ilum's Crystal Cave.  The crystals grow in intricate formations and glow in the dark cave. Unlike lightsaber crystals found elsewhere, Ilum crystals only produce blue and green blades.
Rebel Infantry

Template:Land Unit Infobox

## Lore Description

**LAND STRUCTURES**

* **Rebel Camp**

**WEAKNESSES****:**

**UNIT CAPACITY: 1**

**(SQUAD COMPLEMENT))**

* **x9 Rebel Soldiers**
* **x1 Rebel Rocketeer**

**(PLATOON COMPLEMENT)**

* **x2 Squads per Platoon.**

**SPECIAL ABILITIES:**

* **TAKE COVER:**

## References

* **The infantry weapons used by this infantry unit have DH-17 Blaster Pistols and RPS-6 Rocket Launchers.**
Keldabe Tank

* Deployed
* Undeployed

* 200 Seconds (Galactic Conquest)
* 50 Seconds (Skirmish)

## Lore Description

The Keldabe tank Was a heavy vehicle manufactured by MandalMotors to defend the capital of Mandalore from enemy invasion forces. After some deals, the designs fell into the Black Sun Underworld hands, who produced the tank in small numbers because of its big building cost and maintenance.

However, this cost where totally worth it. The vehicle had repulsorlift technology, was heavily armored and could withstand a lot of punishment, while their Heavy Laser Cannons were excellent against any armored vehicle. The vehicle also supported a deployment configuration, allowing to reroute the repulsor energy to its main weapons for a more powerful shot that could hit from further distances. All this energy however made the tank unable to be equipped with shields.

The tank was deployed during the galactic Civil War to either defend key worlds or as the elite forces of a planetary ground invasion.

## Combat evaluation

### Player evaluation

The Keldabe tank is the heaviest vehicle a Black Sun player can deploy.

Its weaponry and armor allows the tank to be the main assault vehicle of any ground invasion, while being very useful for defensive purposes due to its deployment ability. Being a hover vehicle also allows the tank to traverse through most terrains, adding more versatility to the tank. The tank can go toe to toe with the heaviest imperial and rebel vehicles if well supported.

The deployed configuration trades mobility with firepower. The tank will remain locked in position, but also will increase its damage output against heavy vehicles, being a threat even for the heaviest vehicles in the galaxy (T4-B, AT-AT). This is also useful in defensive battles, since the tank will remain as a turret and wont chase the enemy further back like other tanks usually do.

The only cons that the vehicle can have are its long build cost and production time, its low speed and turret rotation and a weakness against infantry assaults due to its anti tank weaponry configuration.
Pirate Soldier Platoon

* Lieutenant
* Gunner
* Rifleman
* Carbine

* 50 Seconds (Galactic Conquest)
* 12 Seconds (Ground Skirmish)

* T-21 Repeating Blaster Rifle
Rifleman

* Long-barreled Blaster Rifle
Carbine

* LL-30 Blaster Carbine

## Combat Information

### Player Evaluation

The bread and butter infantry of the Black Sun. There is nothing inherently remarkable about this platoon, other than that it's the cheapest option available. This unit will struggle against any type of vehicle and even against hostile higher tier infantry. The only thing it has going for it is its large number count.

That being said, one or two of these platoons will fit well in any assault or defense. Use this platoon to flesh out your forces, and to take the brunt of the damage. With its gunners within its squads, it also has some ability to suppress enemy infantry. Additionally, the riflemen provide some long range support as well.

## Trivia

* The face paint that some of the pirate soldiers have was an unintended side effect leftover from modelling. But the developers decided to keep it.
Scout Trooper Biker

## Lore Description

**Scout troopers**, also known as **biker scouts** and **Imperial sharpshooters**, were specially trained stormtroopers of the Imperial Army's Stormtrooper Corps. They were used by the Galactic Empire on a range of missions, which mostly involved reconnaissance. They had lighter armor than standard Stormtrooper's, much like their urban counterparts, patrol troopers who used C-PH patrol speeder bikes to navigate dense urban environments.By the time of the Galactic Civil War, the Imperial scout troopers had built a reputation as invaluable assets to the military when it came to intelligence gathering, reconnaissance, spy work and assassination missions. Though naturally unsuitable for close range combat, the scouts were known for providing excellent long range fire for their stormtrooper counterparts. The scout troopers' unique set of skills resulted in their deployment to various hostile worlds.
R-41 Starchaser

* Rebel
* Black Sun

None

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

Black Sun Underworld

* Small Pirate Outpost

### Passive Abilities

SEEKER WARHEAD COUNTERMEASURE: An onboard point defense system that has a chance to defend against missiles tracking it

## Combat Information

### [Player Evaluation]

**Rebellion:** The Starchaser is a good early game cost-effective fighter for the Rebellion that is perfect for attacking corvettes and frigates. Made to be a strike fighter, the R-41 keeps it's viability even into the mid-game with dual ion blasters rarely seen on such a cheap ship and a secondary assault missile launcher that is perfect for damaging gunships, corvettes, and frigate hardpoints. Two light lasers allow for some protection against starfighters and interceptors, but don't expect the Starchaser to last long in any dedicated dogfight. The Starchaser does have a slight trick up the exhaust port with it's onboard seeker missile countermeasure system, that detects oncoming missiles and destroys them. These unique features allow for a more dangerous strategy, but always be sure to keep an escort, preferably a few Z-95 squadrons for their cheap cost as well or some T-Wing interceptors.

**Black Sun:** In the case of the Black Sun, the Starchaser is not much different. The purpose and abilities still work the same, but now you'll be targeting CR90 and Arquitens corvettes instead. As before, always keep an escort and avoid dogfights. Since the Black Sun have access to the Z-95, you can use them just as you would for Rebels; The T-Wing is also available to use if you desire a more quick and agile escort.

## Lore Information

The **R-41 Starchaser** was a multi-role starfighter manufactured by Hoersch-Kessel Drive Inc. It competed with the Z-95-AF4 Headhunter from the Incom and Subpro Corporations, matching its balance of speed, firepower and durability. However, production delays resulted in it being introduced after its rival, and the fighter's low maneuverability, shielding, and hull strength further reduced its success on the galactic market.

By the years immediately prior to the Galactic Civil War the Starchaser had become thoroughly outdated, but remained cheap and easily obtained as a result. For this reason it had been used by pirates for a number of years and soon saw service in the resource-strapped Rebel Alliance.
IPV-1 System Patrol Craft

## IPV-1 Patrol Craft Group

None

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

Scout the map for hostile targets. If enemies are detected, this unit will attempt to destroy them.

* Target Lock:

Locks the target computer on the current target. Increases range and accuracy of all laser weapons for a short period of time.

## Technical Specifications

### Passive Abilities

Seeker Warhead Countermeasure: An onboard point defense system that has a chance to defend against missiles tracking it.

## Player Evaluation

Your go to anti-corvette and gunship corvette before you research Nebulon-B2 Frigates and the Gladiator I-class Star Destroyer. Its dual heavy lasers and assault missile launcher can blast corvettes and gunships out of existence, especially when their ability, Target Lock, is active which increases their fire rate and range. Their passive ability, Seeker Warhead Countermeasures, also gives it a chance to defend against strike fighter missiles and torpedoes tracking it. Anti-Lasercannon shields will also give it better defense against other gunships and corvettes.

There are many weaknesses with this unit, however. Being a corvette, it will be annihilated by Assault Missiles and Light Torpedoes so keep it away from any strike fighters that can make short work of it. It has a decent amount of health so it can sustain a few hits, but it is best to keep an high on them and pull them back for healing by a Fleet Tender if they are getting to low. Also, since other hunter corvettes and gunships can still fight them off reasonably, it is best to use them in hit and run attacks against corvettes while helping out your fighters against gunships like the C-ROC Gozanti-class Cruiser or Braha'tok-class Gunship. It is best to replace IPVs with dedicated pickets like the Nebulon B2 and Gladiator once you have researched them since they have much better versatility, longevity, and damage output.

## Lore Description

Manufactured by Sienar Fleet Systems,, the IPV-1 System Patrol Craft was a security and customs vessel used near planets to combat piracy and interdict smugglers. Lacking hyperdrives, they were used to enforce the will of the Galactic Empire on the fringes of the galaxy and were usually the first line of defense against the trade of contraband and criminal organizations that would undermine Imperial planetary authority.

## Trivia

* **In the AOTR community, the IPV is often referred to as "Jeff". This is a running joke, started in a stream by ThatOneBullet. He decided to name one of his IPVs Jeff. People have been calling the IPV Jeff ever since.**
Nova-class Cruiser

## Lore Description

A Nova cruiser backed up by a Marauder Corvette

Non-targetable

* x2 Point Defense Cannon

The ***Nova*-class Cruiser** was designed by the Hapes Consortium to act as support for the larger Battle Dragon. They were often deployed on the borders of the Consortium, frequently engaging in interception missions against pirates.

The "wings" on the neck of the ship are not there for cosmetic purposes, but rather to function as a retractable bridge shield, which offers extra protection once unfolded.

## Combat Information

### Player Evaluation

Like the Hapan Battle Dragon, the ***Nova*-class cruiser's** main focus is on ion cannons. It should not be underestimated, as it carries a good number of Miy'til Starfighter flights and its ion cannons can deplete shields very quickly, especially when using the **Ion Barrage** ability. The strange shape of this ship can also make it harder to hit at times.

However, the main focus on ion cannons also means that it finds it hard to destroy ships, since it has only 3 turbolaser emplacements.
Mobile Space Station Class 2

Template:Space Structure Infobox

## Combat Information

### [Space Combat]

**SPEED LEVEL:     |==>\_\_\_\_\_\_\_|**

**SHIELD LEVEL:    |(  )(  )(  )\_\_\_\_|**

**ARMOUR LEVEL: |[  ][  ][  ][  ]\_\_|**

**GARRISON:**

* **4/12** **TIE-Fighter Squadrons**
* **4/12 TIE-Bomber Squadrons**
* **1/3 IPV-1 System Patrol Crafts**
* **1/3 *Arquitens*-class Light Cruisers**
* **1/3 *Carrack*-class Light Cruisers**
Kota Militia Special Taskforce

**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, Suppression, Demolitions
1

### Price Cost

2
* 2050 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

## Combat Statistics

### Composition

* 1x Sergeant
* 1x Heavy Gunner
* 2x Heavy Rifleman + Frag Grenade
* 2x Rifleman + Thermal Detonator
* 2x Rifleman + Proton Charge

### Health Points

* Infantry

* 15

* 20

### Unit Abilities

* Rush Down
* Take Cover

## Combat Information

Kota’s special forces are one of the best stealth units across the board for the rebel alliance, with impressive damage and personal shields. Offensively, they have several different armaments. Most are armed with A280C blaster rifles whose damage output and fire rate allow them to drop most infantry before they even get shots off in return. Others are armed with powerful anti-vehicle rocket launchers which can take out most vehicles in a couple of shots. One guy even brought a rotary blaster. Dammit Bob, you know how much ammo that chews through. (Don’t tell him, but it’s actually pretty effective at making things stop existing).

Ability wise, they are identical to other spec forces, capable of laying mines, stealing most vehicles, cloaking and pinging, throwing thermal detonators and general wreaking of havoc. They can also be controlled individually, which gives them much greater tactical flexibility.

However, they are very expensive and can only be built when the Liberation is in orbit, so make sure to keep them alive.

## Lore Description

General Rahm Kota had created his ideal Kota Militia Soldiers. Yet more specialized forces were needed, so he created the Special taskforce to take up the most dangerous and important missions that required a covert approach. The taskforce was made from the most capable, battle hardened, and loyal soldiers of his militia. Kota himself had joined them for some missions. They would see action until the end of the war, fighting against the Empire till the very last Imperial and then were chosen to form the basis of a New Republic special forces unit.
SecForce Heavy Soldier Platoon

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

## General Information

### Population Value

Anti-Armor
1

### Price Cost

* 750 Credits (Galactic Conquest)
* 375 Credits (Skirmish)

### Build Time

* 50 Seconds (Galactic Conquest)
* 18 Seconds (Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 3x Rocketeers
* 3x Grenadiers
* 3x Rifleman
* 3x Carbine-Concussion Grenade
* 3x Carbine-Frag Grenade
* 3x Carbine

## Combat Information

### Player Evaluation

Compared to the SecForce Soldier Platoon, this platoon is made for engaging light vehicles. Their Concussion Grenades paired with their Dumb Fire Rockets allow for good damage to lightly armored vehicles, but won't do much to heavier armored enemies. Also, their rockets are not very accurate compared to the higher tier rockets, making them a decent asset but not one the player should fully count on as their "go to" anti-vehicle squad, even in the early game.

This platoon is also able to provide limited support against infantry, as the Bothan Grenade Launchers and Frag Grenades will slow movement of enemy infantry that is hit. However, this squad is not built for anti-infantry battle, and should be reinforced as much as possible.

## Lore Description

Most SecForces have little to no combat vehicles but are still expected to be self-reliant. As a result, the task of destroying enemy armor falls to the few soldiers given rocket launchers. Their squad sizes are kept small to minimize attention drawn to them.

###
Nebulon-B Frigate

None

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

### Unit Abilities

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

## Player evaluation

The Nebulon-B is a support frigate that makes up a good portion of the early rebel fleet and serves an important role for the Rebel Navy during the entire Galactic Civil War. It's a versatile ship with multiple heavy laser cannons. It's able to excel at fighting other Frigates and Cruisers. It can also provide support in killing enemy star fighters although it's not very well suited for this task. Its fighter garrison is very underwhelming only carrying a Longprobe Y-Wing Squadron meaning that will have a hard time dealing with a majority of enemy fighters if not properly supported. It can't take much of a pounding because of its light armor but it does have decent shields since it can recharge its shield at a fast rate. Its main defense to help it against Bombers and other strike craft is its missile jamming ability which redirects all incoming ordinance in a very short amount of time. This ability allows it to be a great support craft to all other ships when engaging in larger fleet battles since it can help shield your larger capital ships. This ship is best used to support your vessels and provide fire on corvettes and frigates, and shouldn't be deployed as a stand alone vessel. With no tech requirements it is available through the entire campaign making it one of the best early game ships available.
Missile Attack Launcher

Template:Land Unit Infobox

## Combat Information

### [Land Combat]

**STRENGTHS:** The primary artillery of the Black Sun, like all artillery, its both effective at taking out large groups of vehicles or infantry, even taking out defenses before advancing with your main force, and having repulsor lifts makes it much faster and maneuverable than most heavy tanks.

**WEAKNESSES:** Having no other weapons than its missile launcher, it cant protect itself if counter attacked and thus should always be escorted by other vehicles, even infantry can be used to protect it since its so speedy.

**WEAPONS:**

* x1 Missile Launcher
Munificent Refit

None

* 110 Seconds (Galactic Conquest)
* 40 Seconds (Refit Time)
* 41 Seconds (Space Skirmish)

* Average Charging Balanced

* 8.75 Per Second

* Light Armor

* 1% Per 8 Seconds

Non-Targetable:

* 6x Light 2-Burst LR TL
* 1x Flak LC
* 2x LC

## Player Evaluation

The Munificent refit is a deeply specialized ship.  That isn't to say it's bad; just specific in its use-case.  The refit about doubles the damage output of the Muni, but turns that damage type to Ion, which means it can shred enemy shields.  This is VERY good against enemy targets with high shield health - Hapan Battledragons, Rebel Mon Cals, some Imperial ship of the lines, space stations - and do it from plinking distance, but she will need to be paired with high damage ships (either of the Acclamator or Venator Refits; Providences and Recusants are great for this too) or something that can keep the enemy out of range.  In this way, they're like the Rebel MC40b, a quick way to strip an advantage down.  Remember that these Munis may have stronger armor belts, but they still can't take damage well, so keep an eye on them and run escorts to protect them from enemy bombers or missile attacks.  The Hardcell transport pairs well with it in the same tech tree, keeping their fragile subsystems from going down if flanked or caught out of position.

When facing a Munificent refit, use fighter attacks where possible.  Their hard points are weak, and disabling just a few ion cannons will make them much less useful to the enemy.  They can still put down turbolaser fire in a close range, so use your brawlers to engage and tear them apart.

## Lore Description

A noted weakness of the Munificent in its era was a lack of structural integrity in the hull.  This was due to an exposed citadel structure, and armor plates that were more a threat display than any functional defense.  Proposed interations on the design included drastic armor scheme improvements, but they didn't leave the planning stage before the droid army shut down at the end of the Clone Wars.  So it was quite an upset when Black Sun syndicates under IG-88 began refitting in a very peculiar way - as ion boats.  The calculation, it seemed, was that the Munificent's fragility was a red herring, and that its primary problem was not durability but its lack of flexibility as an artillery platform.  Instead a clean improvement, the M-2 variant represented 'a secondary function,' to mangle IG's binary; that function being the stripping of Mon Cal and Star Destroyer shields.
Small XQ-1 Space Platform

Template:Space Structure Infobox

## Lore Description

The XQ1 design, first released less than five years before the beginning of the Galactic Civil War.

## Galactic Overview

### [Construction Options]

#### {Space Production}

**FREIGHTERS & TRANSPORTS**

* ***Gozanti*-class Cruiser (FREIGHTER VERSION)**

## Combat Information

#### [Space Combat]

**SHIELD LEVEL:    |(  )(  )(  )\_\_\_\_|**

**ARMOUR LEVEL: |[  ][  ][  ][  ]\_\_|**

**GARRISON:**

* **3/3** **TIE-Fighter Squadrons**
N-1 Starfighter

5

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

Non-Targetable:

* 1x Lt Dual Laser
* 1x Lt Proton TRP

### Player Evaluation

This fighter seems quite mediocre, but in reality, it is a powerful and tanky fighter. The N-1 Starfighter only has a build limit of 5, and costs 800 credits. For rebels, this is quite a bad deal, as the rebels can get the X wing for 150 more credits, which as 4 Medium lasers instead of 1 lt dual laser, and 2 proton torpedo launchers compared to one, and is still quite fast and much more tanky. However, for the Black sun, this is much more appealing. It is very maneuverable and has consistent damage output, which is lacking in the Black sun fighter corps, but most importantly, it has strong sheilds and an astromech. This allows it to survive much longer than most BS fighters can, and therefore is more useful for the Black sun. It also comes with burst fire, which allows it do deal a significant amount of damage in a short amount of time, which is useful for gunning down bombers, but it requires finesse to use as it does slow the N-1 down significantly.
Niles Ferrier

* Niles Ferrier
* Modified DP20 "Gunship"

* Space

* 4000 Credits (Galactic Conquest)
* 7770 Credits (Space Skirmish)

N/A

* 1

* Fast Charging Anti-Lasercannon

* 4.5 Per Second

* Light Armor

* 0.1% 4 Seconds

* 325

Non-Targetable:

* x6 Heavy Dual LC
* x2 Repeating Dual PD
* x2 2-Burst Mag-Pulse Missile

## Player Evaluation

Niles Ferrier commands a modified DP-20 Frigate, swapping the Assault Missiles for Mag-Pulse Missiles and adding 2 additional Heavy Dual Laser Cannons and a Connor Net that disables enemy ships in a small area once deployed. Other than these modifications Niles Ferrier's ship is like any other DP20, effective against other corvettes and heavy gunships but with the added benefit of being able to disable larger vessels, it's important to pay close attention to Niles in battle however as the DP20 is quite frail compared to some of the other Corvettes in the Black Sun roster and it can be quite easy to lose him in battle, TIE Punishers, Bombers and even other DP20s are to be feared. Niles also provides a 10% bonus to other corvettes in the fleet making him great for leading Corvette heavy fleets.

Arguably the best part of having Niles Ferrier around is the ship thief missions that appear from time to time, allowing the player to steal a ship they normally wouldn't be able to acquire, anything from an Imperial Dreadnaught Cruiser to a Rebel GR-75, Corvettes, Frigates and some Cruisers are all on the table.

## Lore Description

**Niles Ferrier** was a Human male ship thief who in 9 ABY worked as an agent for Grand Admiral Thrawn during his campaign to conquer the galaxy, helping with efforts to find the Katana fleet and trying to undermine the embryonic Smugglers' Alliance. He was known for his habitual use of cigarras.

## Acquisition

The Black Sun start most campaigns with Niles Ferrier already present but in the case of random campaigns he can be recruited from a Black Sun Palace like all heroes.
Kota Militia Soldiers

**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

5
* 2500 (Galactic Conquest)
* (Skirmish)

### Build Time

* (Galactic Conquest)
* (Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 8x Rifleman + Thermal Detonator
* 8x Rifleman + Frag Grenade
* 13x Rifleman

### Unit Abilities

* Rush Down
* Take Cover

## Combat Information

Kota's Militia is one of the best units the Rebel Alliance has for infantry, the combination of thermal detonators and frag grenades is an amazing combination. In addition, the massive amount of firepower put out by their blaster rifles is enough to handle most infantry with ease. The thermal detonators also damage light vehicles effectively. However, they obviously have an innate weakness to anti-infantry units and vehicles. They should be supported by support platoons and anti vehicle squads to deal with medium and heavy armor. The militia is fairly expensive and time consuming, and can only be produced while the Liberation is alive and on the planet where the Liberation is stationed. The Liberation cannot be respawned if it dies, so use it wisely.

## Lore Description

Rahm Kota was a Jedi General during the Clone Wars, and instead of using Clone troopers he sought out regular men to fight against the separatists with the belief that the clones were unfit for battle. When the order came down from Darth Sidious to execute the Jedi Generals, General Rahm Kota was not killed and a large portion of his militia stayed loyal. Kota went into hiding and later revealed himself to join the fledging Rebellion. Most of the equipment of the militia was purchased from Criminal organizations, and they commandeered an old Venator star destroyer and refitted it to be a mobile base for them.
Hyena Bomber

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

## General Information

###  Role

(Manufacturer)
Swarm Bomber

### Build Limit

None

### Build Time

* Credits (Galactic Conquest)
* Credits (Space Skirmish

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

## Combat Statistics

### Shield Refresh Rate

0
Unshielded

### Health Regeneration Rate

6
Fighter

### Unit Hardpoints

* Lt Dual Laser
* Heavy Concussion Missile
* Medium Proton Torpedo
Scurrg H-6 Bomber

None

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

* Slow Charging Anti-Lasercannon

* 0.2 per second

* Heavy Fighter Armor

* 1.5% every 3 seconds

## Player Evaluation

The Scurrg H-6 is similar to the Freefall bomber, in that it is perfect for destroying large targets. Designed for dishing out close damage to ships larger then a corvette, the Scurgg has multiple heavy weapons and explosives to target heavy ships. Scurgg gunships can even engage Super Star Destroyers effectively, although this is really only due to their heavy proton torpedoes. While the Scurgg is a nightmare for capital ships, it's a joke to laser cannons and lasers due to the abhorrent agility and crawl's pace speed. Interceptors such as the A-Wing are additionally one of the biggest threats to Scurrgs, luckily, the gunships have onboard repair crews to give them much needed relief and a copilot to target their opponents more effectively. While worthwhile, the Scurgg is best used in small groups and with an escort, especially due to their popcap and credit cost.

## Lore Description

Originally a prototype by the Nubian Design Collective, the Scurrg H-6 found it's way into illegal arms trade by way of a pirate named Nym. Nym was a Feeorin pirate that was able to snatch the design with the help of the it's chief engineer from a secret warehouse. Using this prototype, Nym was able to improve on the designs with minor adjustments and sell them. Although many potential buyers were interested, most were dissuaded by the hefty price tag except for the prime criminal syndicates in the Galaxy. Thus, the Black Sun took a prime interest in the Scurrg, especially with their large weapons and easy to manufacture blueprints. With what little production capability they had, the Black Sun loaned out contractors and private manufacturing plants to assemble their new prized gunship. To this end, some Scurrg bombers were also sold on the Black Market, with the rest being used for Prince Xizor's piracy operations and direct vendetta against the Empire.
Kuat

## Historical Reference

Kuat is a temperate Core World that is the site of the massive Kuat Drive Yards starship construction facility. The planet is covered in expansive forests and plains with generally mild weather. Kuat society is structured by class where the lower and middle classes are often considered not worthy of notice to the elite. Kuat's upper classes are the families of the legendary Kuat merchant houses including Kuat Drive Yards.

## Gameplay

Cheapens KDY units such as

AT-AT & Elite variant, Juggernaut, AT-DP, AT-ST & Rocket variant, AT-DT
Kajidic Carrier

None

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

* Slow Charging Balanced

* 10 Per Second

* Medium Armor

* 0.75% Per 8 Seconds

Non-Targetable:

* 2x Heavy LC
* 4x Dual LC

## Player Evaluation

The Kajidic carrier is the only dedicated carrier the Hutts have released to the market. It features heavy turbo ion cannons and a modest arsenal of anti-cruiser weaponry, making it exceptionally well armed compared to most cruiser-weight carrier ships.

It's standard fighter complement is an assortment of Hutt Cartel starfighters, including the Syck, Dunelizard, and the Kimogila heavy bomber. The fighters themselves are not particularly noteworthy, save for the Kimogila with its payload of proton bombs.

However, it is the only Hutt ship to carry bombers, so it can be a worthwhile investment.
SecForce Building Saboteur 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
1

### Price Cost

5 (10 Rebel Infiltrators Max)
* 1050 Credits (Galactic Conquest)
* 400 Credits (Skirmish)

### Build Time

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

### Required Structures

* Rebel Camp
* Infiltrator Academy

## Combat Statistics

### Composition

* 1x Sergeant
* 1x Rifleman
* 4x Carbine + Proton Charge
* 3x Carbine

### Shield Refresh Rate

Infantry
5
0.025 per Second

### Unit Abilities

Sprint:* Increases movements speed, but decreases defense

## Combat Information

### Player Evaluation

The first infiltrator unit the player can get, these guys specialize in base destruction. Their proton charges allow them to get in and do massive damage to enemy buildings or turrets, giving the player the chance to wipe out a base with all 4 of these units in one go.

Like all infiltrators, these guys are not meant for front line combat or raiding highly defended planets. Despite having a shield, their low numbers and lack of fighting capabilities will render them almost useless in a fight. During raids, these guys must be backed up by other infiltrator squads, as the complete lack of anti-vehicle weapons and limited anti-infantry troops means they can be knocked out quickly without support.

## Lore Description

SecForce Saboteurs are special soldiers gathered who are accustomed to performing covert raids, not conventional combat. These troopers have been given demolition equipment to help them destroy enemy buildings behind enemy lines.

###
Nym

* Space

* 3500 Credits (Galactic Conquest)
* N/A (Space Skirmish)

Skirmish:

* N/A

* Lok or Mercenary Recruitment on Lok

1

* Slow Charging Anti-Lasercannon

* 0.5 Per Second

* Heavy Fighter Armor

* 1.5% Per 3 Seconds

* 450

## Player Evaluation

The Scurrg H-6 Bomber was already quite a good ship. It features a good amount of light, medium, and heavy lasers and even heavy torpedoes. It can take down any ship within a reasonable timeframe, and is tanky enough to take hits, but not fast enough to dodge them. Nym and his personal squadron had the idea to upgrade these ships to further their abilities in battle. The result is a gunship much better equipped at dogfighting with its repeating lasers, high top speed for its size, and Nym's tactical skill in commanding starfighter squadrons. As a result, Nym allows the Black Sun to utilize their bombers to the fullest, allowing them to even the playing field against the numerical advantage of the Empire or the fighter technology of the Alliance. Just like the original H-6 Bomber, it still is vulnerable to dedicated interceptors that can outrun them, like the A-Wing, and against craft with heavy lasers and/or laser cannons, such as the TIE-Brute. All and all, Nym proves useful to the vigos of the Black Sun not only for his squadron of upgraded H-6 Bombers, but also because of his grasp on starfighter tactics and natural talent to turn enemy ships into space dust.

## Lore Description

If there are two words to describe Nym, it would be ruthless and cunning. For decades he fought against gargantuan organizations such as the Trade Federation, The Confederacy of Independent Systems, the Empire, and most recently, the Rebellion, while still standing on top. His tactics, bravery, and sheer will allowed his gang to gain many victories, whether it be in small raids on hyperspace lanes, to defending his homeworld, Lok, from foreign entities. While Nym normally likes to work alone, wreaking havoc with his starfighter of the same name, an interesting opportunity has developed for him when the Black Sun took to the lead of one of its vigos, Durga Besadii Tai. The Black Sun had been having a more active role in the galaxy, fighting not only rival pirate gangs and independent governments, but even the likes of the Empire. If the Black Sun were to be more than an underground organization, it needed commanders who were ruthless, cunning, and unyielding. They needed someone like Nym and his pirate gang. When Nym received a hologram message from his great obesity to hire his help, the Feeorin pirate saw a very lucrative deal, and a great chance to cause havoc to the galaxy.
Rebel Infiltrators

Template:Land Unit Infobox

## Lore Description

**Infiltrators** were an elite military speciality, part of the Special Forces of the Alliance to Restore the Republic. Formed from those beings with a burning hatred for the Galactic Empire, the Infiltrators were the most feared Alliance unit, and the terror of Imperial soldiers throughout the galaxy. Masters of stealth, silent weapons, and hand-to-hand combat, Infiltrators penetrated enemy lines and installations to carry out raids, sabotage, and disruption missions.

## Galactic Overview

### [Production Requirements]

**{LAND PRODUCTION}**

**LAND STRUCTURES**

* **Rebel Camp**

## Combat Information

### [Land Combat]

**UNIT CAPACITY: 1**

**COMPLEMENT:**

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

#### (Squad Leader)

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

#### (Recon Sniper)

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

#### (Rebel Scout)

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

#### (Field Medic)

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

#### (Heavy Weapons Specialist)

* **PROXIMITY MINES:**

## References

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

Anti-Light Armor
1

### Price Cost

* 750 Credits (Galactic Conquest)
* 375 Credits (Skirmish)

### Build Time

* 50 Seconds (Galactic Conquest)
* 18 Seconds (Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 9x Grenadier
* 3x Gunner
* 6x Rifleman
* 3x Carbine

### Unit Abilities

Spread Out: Spreads out unit to avoid explosives. Reduces movement speed.

## Combat Information

### Player Evaluation

This platoon is meant to help support against lower and some mid-tier infantry. With Grenadiers and Repeating Blaster Rifles, they can pin the enemy down and make them easy pickings for other infantry, or even finish the jobs themselves.

Without any anti-armor weapons, they can't stand long against vehicles and will need support. Along with that, they don't have the ability to deploy barricades like their Rebel counterparts, and as such they can't take the same amount of damage as they can.
Outpost

**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
* Structure

### Garrison

* 2/6 Army Trooper Platoon
* 1/3 Heavy Army Trooper Platoon
* 1/3 Army Support Trooper Platoon
* 1/0 TX-225 "Occupier" Tank Company
* 2/0 AT-DP
* 2/4 AT-PT

## Lore Description

Outpost by definition are a small military camp far from the main army. For the empire this structures, placed on strategic locations across a planet, serve to host a small military detachment that will secure the presence of the Empire and enforce its law while also dealing with public insurrections and small pirate raids.

## Combat Information

### Player evaluation:

The Outpost is the first garrison building the player can get as the Empire.

The outpost's garrison is good enough to wistand enemy raids and serves as a good support for a ground defensive force, but is not enough against well equiped planetary assaults. TX-225 and AT-DPs are good at giving support against vehicles, AT-PTs are good against infantry and both Army Troopers and Heavy Troopers can hold infantry for a short ammount of time. TX-225 can be specially useful because of its build options when deployed. Army Support squads are usually overlooked because they performe poorly in battle, but can repair vehicles and heal infantry thanks to its medics/engineers.

The unkeep for this force is small, so its recommended to always build atleast this structure if the player cant leave a defensive force on the ground.
Rebel Special Forces

Template:Land Unit Infobox

## Lore Description

**LAND STRUCTURES**

* **Alliance Base**

**COMPLEMENT:**

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

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

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

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

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

* **PROXIMITY MINES:**

## References

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

## Lore Description

**REBEL ALLIANCE**

* **Seraph Speeders**
* **V-25 Combat Speeder**
* **T1-A Hovertank**

**NEW REPUBLIC**

* **T2-B Repulsor Tank**

**AIR SUPPORT**

* **T-47 Airspeeder**

* **1/0** **V-25 Combat Speeders**
* **1/0 T1-A Hovertank**
* **2/4 Seraph Speeders**
* **1/3 SecForce Soldiers**

## Other Information

The Light Factory can only be upgraded if the Rebel Camp is present on the planet, otherwise you cannot upgrade towards the Medium Factory.
Munificent-class Star Frigate

None

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

* Average Charging Balanced

* 6.67 per second

* Light Armor

* 1% per 8 seconds

Non-Targetable

* 6x Light 2-Burst LR TL
* 1x Flak LC
* 2X LC

## Player Evaluation

Though lacking the speed of the Corellian Destroyer or Maneuverability of the Alliance Light Frigate the Munificent is still a threat to even Imperial Star Destroyers in great numbers, and reasonably cheap too (in both credit cost and population cap usage), however one should be aware that the Munificent is quite vulnerable to Turbolaser fire and fighters and as such should be kept behind ships that can take a bit more of a beating. The overcharge ability is useful for dishing out a lot of damage quickly but be aware that this leaves the already vulnerable Munificent even more vulnerable so you will have to be careful not to use the ability while the ship is under fire from other ships.

## Lore Description

The Munificent-class Star Frigate was designed by Hoersch-Kessel Drive and used extensively by the Confederacy of Independent Systems and Banking Clan throughout the clone wars, It was often used to support larger capital ships in combat, like most CIS ships it was fielded in vast quantities to great effect against the often outnumbered and outgunned Republic Venator-class Star Destroyers, however despite the Munificent's successes it was quite vulnerable to enemy fire and star fighter attacks and several were even destroyed by massdriver cannons mounted on AT-TE walkers due to it's relatively weak armor and shielding in a clever ambush during the clone wars.
Imperial III-class Star Destroyer

## Imperial III Star Destroyer

None

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

Non-Targetable:

* 5x Med 3-Burst TL
* 4x Med TL
* 4x Med Turbo IC
* 6x Hvy LC
* 1x Composite Beam

### Unit Abilities

Fire Composite Beam:* Activates a Composite Beam, that is very effective against armor but ineffective against shields. Can only target ships bigger than a Corvette.

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 final evolution of the ISD line, the ISD III is an intimidating and powerful sight on the battlefield. Bristling with intensely damaging turbolaser batteries and high health, this ship is a direct upgrade of the ISD II. Just like other Star Destroyer's, it is not hard to use in the slightest. Target enemy capital ships and cruisers and watch the fireworks as it batters it into pieces. This is more accentuated by the beam cannon which will do more damage the heavier the target's armor is. Place at the front of the fleet perhaps behind some Dreadnaughts to create a near unstoppable wall of firepower.

Standard weaknesses and strategy applies: even less defense against small ships ranging from fighters to frigates. Pair up with your anti-fighter vessels and friendly fighters. High pop cap applies as well so making the most of what you can field is important.

## Lore Description

The Imperial III-class Star Destroyer was a further improved version of the Empire's most prominent warship. It was developed in secret by Bevel Lemelisk and Doctor Steiner, using technology from the construction of the second Death Star to outfit it with a downscaled beam weapon.

In addition to an increase in overall firepower compared to its predecessors, the ISD III also incorporated multiple design improvements. The shield generators were partially embedded into the superstructure to reduce their vulnerability. Its defence was increased by further improving upon the armor coating of the ISD II, giving it an even darker shade. Even the notable broadside batteries of its predecessors were rearranged and spread out along side its hull in order to achieve better firing arcs.

As the Empire shattered, many of its research facilities were destroyed. The blueprints of the Imperial III-class Star Destroyer were seemingly lost until the Imperial Remnant relocated them during Operation Fallen Angel.

## Trivia

* The ISD3 is a fan design created by Steiner, AotR's original developer. 'Doctor Steiner' is therefore referenced in the lore description.
Noghri Assassin Squad

**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, Anti-Armor
1

### Price Cost

3
* 1400 Credits (Galactic Conquest)
* 1250 Credits (Skirmish)

### Build Time

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

## Combat Statistics

### Composition

* 1x Sergeant
* 2x Disruptor Pistoleer + Stun Grenade
* 2x Disruptor Pistoleer + Frag Grenade
* 3x Disruptor Pistoleer

### Unit Abilities

* Stealth: Activates a cloaking device and turns the unit invisible.
* Take Cover: Increases defense, but reduces movement speed.

## Lore Description

The **Noghri Death Commandos** were Noghri commandos who worked for the Galactic Empire, doing anything their overlord asked of them. Their main tasks were the abduction and assassination of Rebel Alliance personnel or the rescue of imprisoned Imperials. They were loyal to Darth Vader and after his death, they were loyal to Grand Admiral Thrawn.

## Galactic Overview

### [Production Requirements]

**{LAND PRODUCTION}**

**LAND STRUCTURES**

* **Governor's Palace**

**{PLANET/SYSTEM LOCATIONS}**

* **Honoghr (This unit can only be built on this planet)**

## Combat Information

### [Land Combat]

**UNIT CAPACITY: 1**

* **x4 Noghri Death Commandos per Unit**

**SPECIAL ABILITIES:**

* **CLOAK:**