recursal/Fanatic-Fandom huggingface dataset:
TIE-Striker

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## General Information

### Manufacturer

Sienar Fleet Systems (Raxus Prime, Ession, Nal Hutta)

### Population Value

Strike Fighter
1

### Price Cost

* 3600 Credits (Galactic Conquest)
* 1800 Credits (Skirmish)

### Build Time

* 240 Seconds (Galactic Conquest)
* 60 Seconds (Skirmish)

### Required Structures

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

## Combat Statistics

### Weapons

* 1x 2-Burst Hvy Air LC
* 1x 4-Burst Medium Air Dual LC
* 1x Deployable Proton Bomb

### Health Points

Light Aircraft
150

### Unit Abilities

Open Proton Bomb Chute:* Allows unit to drop Proton Bombs.

Burst Fire:

* Fires a powerful burst, but lows down movement speed.

## Player evaluation

TIE Striker is a great support fighter for the Empire and it is an improvement over the standard TIE Fighter in every way. It's heavy lasers can cut through light and medium rebel armor and allow it to effectively engage rebel starfighters in atmosphere. It's special ability (proton torpedo launch) is devastating against enemy infantry giving you a weapon which can erase those rebel rocket teams from the surface of the planet with relative low risk of losing the unit. In summary TIE striker can protect both your infantry and armor from rebels, by destroying their artillery with lasers and then bombing their rocket teams with proton torpedoes.

It's only drawback is that it has no shield so it can't absorb enemy AA fire for a long time, so keep it away from enemy AA units or turrets.

## Lore Description

TIE Striker whose official designation was TIE/sk x1 experimental air superiority fighter was Imperial fighter developed before battle of Yavin. It's design was a deviation from TIE family rules, instead of wings on the sides as all TIE fighters have this fighter has wings on the top of its cockpit module. This modification dramatically improved its in atmosphere flight characteristics, which were miserable on widely used TIE fighters and gave the TIE Striker impressive speed of 1500 km/h. This allowed the experimental TIE model to catch and outspeed rebel ships in planetary atmospheres including the dreaded X-wings. TIE Striker outclassed in atmosphere both the standart TIE and X-wings not only in flight speed and characteristics, but also in weaponry. The fighter itself carried an impressive arsenal of 4 standard laser canons, 2 heavy laser cannons and proton torpedo launch chute for bombing enemy ground forces. This made the TIE Striker ideal candidate for defense of the most important imperial installations such as Scarif Data Vault or valuable support asset during large planetary invasions. All these improvements of course resulted in higher price of the new TIE model, so it was issued only to the elite units and important installation around the galaxy.
Ylesia

### Planetary Bonuses

HIGH INCOME: This planet has a high credit income, provided by spice like T'landa'Til.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Arms Dealer
* Black Market

## Historical Reference

The planet Ylesia is a tropical world controlled by the Besadii Hutts. Four thousand years before the Galactic Civil War, Ylesia was one of the leading spice producers in the galaxy.
YT-1300 Light Freighter

## Combat Information

* Galactic Conquest: 33 Seconds

### Passive Abilities

FREIGHTER: This unit automatically travels around planets and gives one time credit bonuses for each trip.

### Space Combat

[Player Evaluation]

The **YT-1300** is a light freighter that should not be involved in any combat whatsoever. The only armament available is 2 light laser cannons that have no effect on anything larger than a fighter. The only hope this unit has of staying alive if caught in a space battle is to run to the corner of the map and retreat if defeat is certain. In no way can this be of even use in combat and is only good for the economy. Speaking of economics, the **YT-1300** is good at acquiring credits, see the *Economy* page for more info on how freighters work. If you would like to go into very specific details for modding or other reasons, the *Galactic Coordinates for Freighter Calculation* is available.

## Lore Description

The **YT-1300 Light Freighter** was a type of light freighter intended for civilian use developed by the Corellian Engineering Corporation. It saw moderate success after it went into service in the final days of the Galactic Republic and into the reign of the Galactic Empire. By 0 BBY it was considered an outdated model, though still had its uses. While the vessel was intended for civilian use, blaster cannon turrets can still be installed for defense.

The YT-1300 was outdated, however, it could still be of use to the Rebel Alliance due to its still decent cargo carrying capacity, easiness to modify, and relatively fast speed for its size. Being an outdated model decreases its price, which made the freighter even more of an attractive purchase for the Rebel Alliance, who its saw service as a transport ship along with other ships from the **GR** series.
Versions

## Contents

This page contains information regarding each version of **Awakening Of The Rebellion** that is publicly available.

This includes (if available) the Steam Workshop/downloadable link.

##### Each column is detailed as follows:

* *Version Name and Number: The name of the update and the version number it corresponds to.*
* *Date Of Version : The last certified date the version was updated. Does not include the date in which the version first came out, unless they are one in the same.*
* *Thumbnail: Image used in the version to identify it as such.*
* *Link: A link to the Steam Workshop/downloadable link.*
Star Galleon-class Frigate

None

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

### Unit Abilities

Deploy Laser Turret:* Deploy a satellite turret that is equipped with laser cannons. Runs out of energy after some time.

Deploy Repair Droids:

* Deploys repair drones that heal corvettes, frigates, and hardpoints of cruisers & capital ships

## Player Evaluation

Star Galleon-class Frigate is an imperial support ship and a fleet tender. They aren't usually deployed to the frontlines because of their fragility. They are dedicated to anti-fighter combat and protection of imperial installation from rebel fighter attacks. A few of these ships can make life of squadrons of enemy bombers or interceptors hard, by using their concussion missiles and dual flak laser cannons, which both debuff them. If needed the frigate can deploy a laser turret, which further boosts its anti-fighter arsenal. While effective anti-fighter cover for your task force can be provided by combination of star galleons and other means (your own fighters or perhaps a raider), the reason why to have a star galleon in your fleet is their repair ability. This ability allows it to deploy a cloud of repair droids, which will heal damaged ships (not fighters, there are carriers with supplement drop for that) even during combat, allowing you to save ships that would otherwise be lost. The healing ability is useful, but it won't save a ship, which is currently under fire, since the healing can't outheal the incomming damage and the effect only lasts a few seconds. The star galleon is vulnerable against strike fighters or corvettes with hunter role, because it has no weapons to deal with ships of her own size or bigger and it is a big target with low maneuverability and hit points, so it should be kept behind the line of contact healing your ships and boosting their anti-fighter defenses with turrets.
TIE Experimental M3 "Warhead"

### Unit Abilities

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

## Technical Specifications

### Passive Abilities

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 e3, also known as the TIE Warhead, is based on the TIE Interceptor, and is equipped with high-capacity concussion missiles launchers. Although it lacks shields, it is otherwise comparable to the TIE Avenger in many ways, and is thus a force to be reckoned with when facing other starfighters. It performs admirably as an alpha strilke craft.
XTS-2 Skydagger

* 90 Credits Per Week

* Slow Charging Balanced

* 15 Per Second

* Medium Armor

* 0.75% Per 10 Seconds

Non-targetable:

* 8x Lt 2-Burst Dual TL
* 4x Lasercannon
* 4x Lt Repeating MD

## Player evaluation

The Skydagger Station can hold off against smaller capital ships and frigates, its many assault missile launchers able to make quick work of ships that can't be taken out by its weapons systems. It is also relatively cheap, yet still suffers from lack of shields and hull like its predecessor and can be outgunned by a couple ships with powerful enough weapons.

## Lore Description

Meant as an upgrade the the XTS-1 Skyhook, the Skydagger was a more imposing threat and larger display of wealth. These were built in more moderately important locations in the galaxy that held commercial value to the XTS Corporation. A variant of this station called *Falleen's Fist,* the personal station of Prince Xizor, was built in orbit of Coruscant but was destroyed by Darth Vader and the Super Star Destroyer *Executor* by whom Prince Xizor met a fiery end.
T1-B Hovertank

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## General Information

### Population Value

Light Tank, Anti Air
1

### Price Cost

None
* 1750 Credits (Galactic Conquest)
* 875 Credits (Skirmish)

### Build Time

* 116 Seconds (Galactic Conquest)
* 29 Seconds (Skirmish)

## Combat Statistics

### Weapons

* 1x 2-Burst Blaster Cannon
* 1x AA Flak

### Shield Refresh Rate

Anti-Light
100
1.2 per second

### Health Points

Light Vehicle
125

### Unit Abilities

* Power To Shields
* Hunt for Enemies

## Combat Information

### Player Evaluation

The improvements in shield and armour helps the T1-B surviveability, but doesn't affect the outcome of this vehicle against heavier units like the AT-ST/AT-DP or the WLO-5 Speeder Tank.

But the addition of the flak pod makes it useful to deal with air units from the Empire or Black Sun alike. If the player faces a heavy air unit opposition, this is the cheapest alternative.

It must be noted by the player that the flak pod can miss some shots, but eventually will get the job done. If you want better precision dealing with air units, the T1-C variant is the safest one.

## Lore Description

The T1-B variant is more durable than it's predecessors due to better shields and armor.

Additionally, it was outfitted with anti-air flak pods to combat the excessive use of TIE Fighters by the Empire.

This characteristics made the T1-B the premier Anti-Air unit of the Rebel Alliance. This was also most used variant of the T1 line during the Civil War.

## Trivia

* All T-series tanks have camouflage that changes depending on the type of environment they are in.
Yaga Minor

### Planetary Bonuses

* FASTER PRODUCTION: Shipyards are built 20% faster on this planet due to the Yagai's engineering talents.
* SHIPYARD PLANET: This planet can build Frigate and Capital Shipyards.

## Special Structures

### Rebels/New Republic

* Alliance Medium Shipyard
* Alliance Warship Dockyard
* Alliance Headquarters
* 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
* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

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

## Historical Reference

Yaga Minor is renowned for its vast shipyards throughout the whole galaxy, just like Kuat, Fondor or Bilbringi. The population is extremely loyal to the Empire and often exercises vigilantism on critics or rebel sympathizers. Most denizens are nonhuman insectoids called Yagai, who live in a caste-like society.
Tector-class Star Destroyer

None

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

Non-Targetable:

* 7x Med 3-Burst TL
* 4x Lt TL
* 4x Hvy LC

### Unit Abilities

Boost Weapon Power:* 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.

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

A variation on the classic Imperial I class Star Destroyer design, the Tector is optimized for dueling other large capital ships. It's shields are calibrated to better withstand turbolaser grade weaponry, and the hangar bay has been removed in favor of additional turbolaser batteries for extra firepower against large targets.

With no hangar bay to deploy TIE fighters from and only minimal point defense systems, the Tector is extremely vulnerable to torpedo-equipped starfighters, but can still survive such an attack for quite some time.

With fighter and/or screening support,  a Tector class Star Destroyer can handle almost anything a standard ISD can, and it's recalibrated shield system is much better at withstanding the heavy turbolaser fire typical of capital ship duels.

Under optimal conditions, a turbolaser barrage from a Tector ISD is sufficient to take down the shields of most targets in only a few volleys. This somewhat compensates for the lack of anti-shield ion weaponry, shield piercing missiles and torpedoes, or TIE bomber support. It is recommended you still bring additional forces equipped with at least one of those things to supplement your Tector ISDs when engaging heavily fortified targets.
Venator-class Star Destroyer (Refit)

None

* 320 Seconds (Galactic Conquest)
* 100 Seconds (Refit Time)
* 67 Seconds (Space Skirmish)

* Slow Charging Anti

Turbolaser

* 10 Per Second

* Medium Armor

* 0.75% Per 10 Seconds

Non-Targetable:

* 1x Composite Beam
* 12x Lt LR 3-Burst TL
* 2x Light Dual TL
* 2x Flak LC
* 4x LC

## Player Evaluation

Guns, lot's of guns is what this ship has, it is the way of the Black Sun, the Venator-class Star Destroyer punches harder than most other ships, It has more heavy turbolasers than an ISD1 and it has several batteries of light longrange turbolasers and a beam cannon which excels at stripping the hardpoints off of unshielded vessels, these ships also boast Anti-Turbolaser Shields to better resist damage from other capital ships, Unfortunately It still has many of the same weaknesses as the standard Venator-class Star Destroyer, relativity weak shields, armor and hardpoints, rockets, missiles and torpedoes will rip these vessels to pieces, it will outright lose to other more modern capital ships due to it's low armor and shield strength, to use these effectively they need to be kept in the back or midline and supported by fighters and screeners and preferably kept behind something with more tonnage to eat damage for the Refit Venator, it should be treated as a slow moving gun platform.

It's overcharge ability while it does damage the shields and hull of the ship can massively increase the damage output of the Venator for a short time, firmly cementing the glass cannon nature of this ship.

It should also be noted that standard Venator-class Star Destroyers can be refitted at a Ship Refitter, after they are refitted they cannot be turned back.

## Lore Description

Venator-class Star Destroyers built in the thousands by Kuat Driveyards, relics of the clone wars a rare site on the Black Market, even rarer are refitted Venator-class Star Destroyers: a favorite of Black Sun pirates, expensive and powerful ships prized by pirate captains and mercenary commanders alike, it's fighter bays have been stripped out and replaced with more powerful reactors and gun emplacements, allowing for these Venators to punch much harder than the unmodified variant.
Toscan 8-Q Starfighter

## Toscan 8-Q

* Rebellion & CSA
* Black Sun / Local Pirate Forces / Hutt Cartel

None

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

Rebel Alliance/New Republic

* Alliance Light Shipyard
* Can only be constructed at Azzameen Station

.066 per second

## Combat Information

### Player Evaluation

**Rebel Alliance:** As the Rebellion, the Toscan fighter is a unique Ion Interceptor that serves it's role very well as a support fighter. Armed with a dual ion stunner, ion missile launcher, and four medium lasers; the Toscan is excellent for destroying heavily shielded bombers and gunships. Toscan fighters, unfortunately, do not fare well in dogfights. Slow speed and average speed make the Toscan a appealing target for any actual superiority fighters, let alone a squadron of A-Wings. While the Toscan serves a very useful niche role, it is not able to be built in individual squadrons for the Rebellion. Only a handful of squadrons will spawn upon campaign start, use them wisely.

**Black Sun:**  For the Black Sun the Toscan is much more useful, ironically when used against the Rebellion. While the Rebellion faced few actual shielded bombers and gunships, as the Black Sun you will have to deal with the Rebellion's fanatic devotion to shielded fighters. With this the Toscans can take a more general role in the Black Sun early game while fighting the Rebels in the North, particularly near Mandalore. In terms of general strategy use the Toscans in a reserved and surgical strike manner. Toscans are expensive both credit and pop cap wise, so keep the Toscans for stray bomber squadrons who wander through your screens. Escorts are preferred if you choose to strike out with Toscans, although not required.

## Lore Description

The Toscan 8-Q was designed and built by Shobquix yards decades before the Clone Wars and the Galactic Civil War. It has an intentionally basic design, made with the intention of selling it on to refitters who could then modify it to suit their own needs.
Interestingly, Shobquix yards contracted Koensayr manufacturing to build the starfighter's cockpit, a later form of which was built into the design for the famous Y-Wing.

As you would expect, the Toscan is almost obsolete, only being used by desperate groups or those which cannot afford anything better. Mercenaries sometimes use them whilst in service to groups like the Black Sun Syndicate or the Corporate Sector Authority. The Rebel Alliance used them in the early days of their struggle, but replaced them with more modern craft as soon as they could.
Space Casino

* +150% Planet Income
* +200 Credits

* Average Charging Balanced

* 6.67 Per Second

* Light Armor

* 1% Every 8 Seconds

Non-targetable:

* 6x Dual LC

### 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

The Space Casino is a massive space station built to profit off of gambling income, and will provide a significant income bonus to the planet that it's positioned over. Unfortunately, due to its dedication to income, these stations are often very poorly defended and can easily be destroyed by flanking maneuvers or a discrete bombing run while you are focusing on the main battle, which is why they should usually be build over back-line planets and be checked up on during a battle.

## Lore Description

Space Casinos are some of the Black Sun's biggest attractions. There aren't many places in the galaxy that have more filth and scum as regular guests. Like any casino, Space Casinos usually bring in a significant income, but can also generate losses on occasion. The assorted guests are not always friends with one another, but if the casino finds itself in a battlefield they will unite in the common interest of self defense against any attacker.
Standard Imperial Factory

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

## Combat Statistics

### Armor Type

2000
Building

### Garrison

* 2/0 AT-DP
* 2/4 AT-PT

## Lore Description

Depending on the industrialization of the planet, the imperial factory can produce all imperial light to medium vehicles.

## Galactic Overview

### [Land Production]

**VEHICLES**

* **AT-PT Company**
* **AT-DP Company**
* **Imperial Troop Transport Section**
* **TX-225 "Occupier" Tank Company**
* **AT-MP Company** (IR)

**NON COMBAT UNITS**

* **Viper Probe Droid**

**UPGRADES**

* **Upgrade to Medium Imperial Factory**
Wookiee 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

Rangers, Anti-Armor
1

### Price Cost

3
* 2300 Credits (Galactic Conquest)
* 850 Credits (Skirmish)

### Build Time

* 153 Seconds (Galactic Conquest)
* 24 Seconds (Skirmish)

## Combat Statistics

### Composition

* 1x Lieutenant
* 2x Sergeant
* 6x Rocketeer
* 6x Heavy Rifle
* 6x Slugthrowers

### Unit Abilities

* Wookiee Warcry
* Take Cover

## Combat Information

The Wookie Expeditionary force is very effective at it's tasks, and is versatile at a number of roles. Acting as light anti-vehicle and effective against infantry in close quarters with a hearty amount of health. They are best used as shock troopers to support weaker offensive infantry. In addition the price cost is low and a build limit of 3 is imposed. The expeditionary force can also only be built on Kashyyyk. The Warriors will quickly be cut down by heavy resistance or anti-infantry attacks, so be sure to keep them safe.

## Lore Description

Kashyyyk has a long and grueling history that it shares with its inhabitants, the Wookiees. The Wookiees are large, burly, fur covered sentients. They were however, not treated as such and discriminated against as animals due to their appearance and how they live in the trees of their homeworld. When the Empire took over Kashyyyk, the Wookiees were immediately brutalized and caught like animals for slave labor on projects like the Death Star. They were immediately executed after, in addition, the Wookiees were hunted by Trandoshans who were given permission to do so by the Empire. This clearly angered the Wookiees immensely, which led to them becoming one of the first to, as an entire species, join the Rebellion's cause without question. The Wookiees were absolutely terrifying in battle with their physical prowess, being strong enough to rip stormtrooper armor off and rip the metal hatch off of the top of an AT-ST. This caused the Rebellion to outfit them as sort of shock troops, although their cost for supplies was low as the Wookiees brought their own native weapons. This lead to entire expeditionary shock trooper forces lead entirely by and made up of Wookiees alone. This task forces saw immense success when attacking with the element of surprise but struggled in more open battlefields less suited for forest ambushes.
Victory I-class Star Destroyer

## Victory 1- class Star Destroyer

Advanced Loadout

* Galactic Mode: 7
* Tactical Mode: 27

None

Advanced Loadout

* 12,250 Credits (Galactic Conquest)
* 9900 Credits (Space Skirmish)

Default Loadout* 230 Seconds (Galactic Conquest)
* 57 Seconds (Space Skirmish)

Advanced Loadout

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

Advanced Loadout

* Imperial Advanced-Fighter Dockyard
* Imperial Space Tech - Small Craft 1

Non-Targetable:

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

Advanced Loadout

* 1/1 TIE-Interceptor Squadron

### Unit Abilities

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

Full Salvo:

* Increases fire rate of all missiles, rockets and torpedoes, but lowers firerate of other weapon systems

## Player evaluation

Dating back to the earliest days of the Empire, the Victory 1 class Star Destroyer remains a staple component of the imperial Navy to this day.

With an arsenal of long range unguided munitions at its disposal, the Victory I is well suited for long range assault tactics against larger foes, particularly ones with groups of hardpoints close together. While it isn't as durable as newer, larger capital ships, it does still have substantial staying power. It also fields a respectable compliment of TIE Starfighters.

The Victory 1 has a much longer range than most other warships of its size, even the newer Victory IIs. As such, a Victory I is never obsolete and always has a well-deserved place in any Imperial fleet. It is also small enough that it does not require the specialized facilities needed to construct full size ISDs, making them extremely accessible.

The Victory 1 isn't powerful enough to challenge enemy fleets alone, and will likely fall if confronted directly. With an ISD or similar ally nearby to draw enemy fire though, the Victory 1 is always a valued asset, but will seldom be the deciding factor on its own
Thyferra

## Historical Reference

Thyferra is a green-and-white world covered with rain forests; it has little axial tilt and is unbearably humid. Although the Vratix already had colonized other bodies in their system, contact with the Republic ushered in a technological revolution. The Vratix soon invented the healing fluid called bacta; the remarkable fluid was extremely profitable, and powerful Vratix operations spread across many worlds.
Tagge BattleCruiser

* Imperial Version
* CSA Version

Grand Layout* Build limit: 3

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

Non-Targetable:

* 8x Light LR TL
* 8x Dual PD

Empire Loadout

* 1/4 TIE-Interceptor Squadron
* 2/8 TIE-Fighter Squadron
* 1/4 TIE-Bomber Squadron
* 1/1 YE-4 Gunship Squadron

### Unit Abilities

Brace For Impact:* Reduces damage taken to hull for a short period of time at the cost of movement speed and fire rate.

Tractor Beam:

* Tractor beams are not possible on fighter class ships or large capital ships.

## Player Evaluation

The Tagge Battlecruiser is the largest ship in the CSA's arsenal and can be acquired by the Empire rarely from missions or as part of randomized garrison fleets.

The Tagge is a massive vessel and is decently shielded and armored for it's size, it's weapon loadout consists of mainly light weapons only useful against small or lightly armored targets, a decent array of anti fighter weapons like the Acclamator Assault Ship and a sizeable compliment of fighters. Against capital ships the Tagge struggles, unable to effectively combat heavy shielding or armor, Tagge Battlecruisers will lose to Imperial I-class Star Destroyers. The Tagge is also extremely slow, one of the slowest ships in the game making it a poor choice to use offensively, it's more like a mobile defense station than a ship. Empire players have better options but if the player has one, it can be good to place as a garrison unit on stronghold worlds, the additional long range weapons and fighters can be quite beneficial defensively.

If one brings the right fleet the Tagge is not anymore of a threat than an ISD1, perhaps less.
Supply Depot

A Rebellion supply depot on Telos

## Lore Description

To generate more income the Rebel Alliance decided to set up Supply Depots, that produce clothes, food and other simple products. To make place for the production areas all military equipment has been removed, which results in the garrison being very small and the inability to train new soldiers.
TIE Experimental M2 "BigGun"

### Unit Abilities

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

## Technical Specifications

### Passive Abilities

N/A

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 E2, also known as the TIE BigGun or TIE Gunner, is armed with a laser turret on either wing. The idea of adding gun turrets to a TIE fighter has been proven with the TIE Brute, the TIE Gunner simply has two. This gives it a full 360 degree firing arc with no blind spots to exploit. It is a capable dogfighter. The E2 is also equipped with a powerful booster system, making it significantly faster than most other starfighters.
XQ-3 Customs Station

**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
0

### Build Time

* 3000 (Galactic Conquest)

* 150 Seconds (Galactic Conquest)

### Income

None
* 0.75 x planet income + 50 Credits

## Combat Statistics

### Shield Refresh Rate

4000
Avg Charging Balanced
* 8.89 per second

### Health Regeneration Rate

4400
Light
* 0.01 per 8 seconds

### Unit Hardpoints

Targetable:* 6x Dual LC

Non-Targetable:

* 6x Dual Flak LC
* 3x PD

## 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

The XQ-3 Customs Station is an economic station that allows the construction of freighters and gives an income bonus to them when they pass through the planet the station is build over. It also provides a bonus to the planets total income, though because of their focus on it they are very weak and can't take on most enemy forces on its own, so they must be defended with additional forces to protect its income.
Zuckuss & 4-LOM

* Zuckuss & 4-LOM
* Zuckuss & 4-LOM

## Player Evaluation

When raiding with Black sun Elite teams and bounty hunters, Zuckuss and 4-Lom are the most important to your success. Zuckuss is the only unit in the entire Black Sun roster which can heal infantry, and this is especially important when raiding, where attrition could easily kill the small amount of troops in the Black Sun Elite teams. 4-Lom doesn't matter, he just has some gun based abilities. However, Zuckuss can also reveal the entire map, allowing cheeky bombing runs, knowing where all the bonus capturables are, etc, etc. Therefore, Zuckuss and 4-Lom are a must have for your army and raiding force. However, his spacecraft is worthless and not worth using, since his space ability is tractor beam, which isn't as useful as Boba Fett's sesmic charge and IG-88's Corrupt systems.
Immobilizer 418 Cruiser

None

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

Non-Targetable:

* 2x Lt LR Dual TL
* 4x LC
* 1x Hanger

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 immobilizer is a poorly defended unit with low firepower, bad armor, low health and a bad fighter compliment. this is because it is not a ship designed for the front lines but rather for tactical domination. it is recommended to keep this ship far from the enemy guns and closely escorted, as it is a high priority target for the enemy. the main purpose of this ship is to allow you to pick off any stragglers or an underwhelmed force by not allowing their retreat. not allowing ships a retreat is a powerful tool however it needs to be done carefully. it needs to be deployed when the enemy is retreating and when you can afford to make an aggressive lunge at the enemy. since the ability does not last forever, and the enemy might have a station providing cover to ships which are under fire, using one might not be the wisest of ideas. to get around the timer the ability has, multiple immobilizers should be considered however, this has it's own drawback in requiring extra pop cap to be spent on a weak ship. it depends on the situation as to when there is 1 or more used, and when to allow the enemy to escape.
Y-Wing "Longprobe" Squadron

## BTL-A4 LP "Longprobe"

None

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

Non-Targetable:

* 1x Lt Dual Laser

### Player Evaluation

The Longprobe Y-Wing is mostly a ship used to help scout out and provide sensor data to ship like the Twin-Blade and MC-80 Alliance. In exchange for the extra sensor data it has very limited weapons and really shouldn't be used in dogfights unless absolutely necessary.

## Lore Description

The **BTL-A4 LP "Longprobe"** is a droid scout conversion of Koensayr Manufacturing's BTL-A4 Y-Wing Starfighter. It fulfils the rebel need for a long duration, low profile scout.

The Longprobe conversion was developed by the Intentions Branch of Alliance Intelligence. It makes use of droid technology to summarize data from the Longprobe's sensors and form this into regular reports to be sent back to the Analysis Department, which is thus provided with constant updates on enemy fleet movements and formations.

The conversion process did result in the loss of various heavy weapons such as the Proton Torpedoes and Proton Bomb Launchers. However, this does allow space for long-range sensor technology which enables the craft to operate without detection by the enemy. Most importantly, the Longprobe's droid brain completely eliminates the need for a living pilot.

## Additional Information

Special Info: To have the Longprobe spy on a planet, move it to one fleet on its own with no other ships. Click and drag it over to an enemy planet, there should be an optional circle that says SPY to the left of the planet. Drag it there and the Longprobe will travel to the planet and begin spying. Note that the SPY ability only lasts for 150 seconds.
Warlord Gunship

None

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

* Slow Charging Anti-Lasercannon

* 1 Per Second

* Heavy Fighter Armor

* 1.5% Every 4 Seconds

## Lore Description

The Warlord Gunship is the largest of the small-craft used by the Hutt Cartel, seeing service throughout the Galactic Civil War era primarily as flagships for small pirate fleets or as personal vessels of powerful individuals within the criminal underworld. While being designed and built by MandalMotors for use by the Hutt Cartel, these ships ended up in the hands of many pirate groups who either bought them on the black market or simply stole them. Similar to it's smaller siblings in the Krayt Gunship, and G1-M4-C Dunelizard, it is well protected and packed with advanced technology. It is versatile and well suited in it's role as a gunship.
Vengeance-class Frigate

None

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

* Slow-Charging Balanced

7.5 per second

* Medium Armor

1% per 6 seconds

Non-Targetable:

* x4 Heavy Repeating Massdriver
* x4 Carbonite Massdriver

## Lore Description

Being originally designed by the Empire, the Vengeance-class Frigate was an experimental design that was meant to be an alternative to the Empire's already outdated Victory Star Destroyer line. However, the Zann Consortium stole the plans in a search operation on the first Death Star's wreckage, while also gaining the Tibanna gas to construct the ships in a raid on Bespin. After "convincing" a core of engineers to finish the plans The Vengeance was equipped with mass driver cannons which was unusual for a ship, also unique was the heavy engines that could propel the Vengeance at breakneck speeds for a frigate. The biggest problem with the Vengeance is the lack of shields, made up for with heavy armor. The Vengeance was best used in the role of artillery with the range of the mass driver cannons, and saw service in the Black Sun's fleets for the latter half of the Galactic Civil War.
Viper Probe Droid

Template:Land Unit Infobox

## Lore Description

Imperial scouting probe that searches remote systems for enemy presence. The probe is expended upon use.

Upon arrival, the probe reveals both ground and space information. The visibility lasts for 300 in game seconds.

The probe can be moved to another system without having to use its spy ability. This is done by combining it with another hyperspace-capable unit.

## Galactic Overview

### [Production Requirements]

**{LAND PRODUCTION}**

**LAND STRUCTURES**

* **Imperial Factory**

## Combat Information

**SPECIAL ABILITIES:**

* **SPY: Can spy on enemy planets and reveal information like units and buildings.**
X-Wing Starfighter Squadron (Ground)

## T-65B X-Wing Starfighter

* 233 Seconds (Galactic Conquest)
* 58 Seconds (Land Skirmish)

Secondary:

* x1 Proton Torpedo Launcher

### Unit Abilities

* Proton Torpedo: The craft fires a proton torpedo that inflicts heavy damage on armored targets and deals damage over time due to incendiary ammo

### Debuffs

* Damage over time (Caused by incendiary proton torpedoes)

## Combat Information

### Player Evaluation

In ground combat the X-Wing functions much like how it does in space battles, but serves an Air Support Unit which spawns from Rebel Officers alongside either two Z-95-AF4 Headhunters (Rebellion) or two RZ-1 A-Wing Interceptors (New Republic). It can be used to significantly damage enemies from relatively long range and can also launch high-speed hit and run attacks. It is also capable in dogfights against other fighter units but, as the player might expect, suffers against anti-aircraft units and turrets.

## Lore Description

The **T-65B X-Wing Starfighter,** developed by the Incom Corporation, was a versatile, all-purpose starfighter that was most renowned for its service to the Alliance to Restore the Republic/New Republic.

X-Wings were regarded as multi-role starfighters with capabilities similar to those of its direct predecessors, the Incom and Subpro Corporation's Z-95 Headhunter and the ARC-170 Starfighter. They were most recognizable due to their S-foils, which gave them a distinct "X"-like appearance.

The X-Wing was one of the last Incom Corporation designs originally meant to be used by the Galactic Empire. Upon discovering that the Empire planned to nationalize the Incom Corporation, the engineers who had worked on the X-Wing design defected to the Rebel Alliance complete with prototypes ready for secret production. This allowed the Alliance to replace the outdated Z-95-AF4 Headhunters and become more effective in combat against the Galactic Empire's TIE Fighters.

The T-65 X-Wing B model went on to be used extensively by Rebel pilots for numerous mission assignments. In 0 BBY these fighters would gain symbolic fame across the galaxy after the destruction of the first Death Star at the Battle of Yavin, when Luke Skywalker of Red Squadron used one to destroy the dreaded battlestation and create a pivotal victory for the Rebel Alliance.

From this point onwards the Alliance made the X-Wing a recognizable symbol of their Starfighter Corps, as they went on to participate in the events of the Galactic Civil War and then in the history of the New Republic.
XQ-3 Empress Space Station

**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

Battle Station
0

### Build Time

* 7500 (Galactic Conquest)

* 250 Seconds (Galactic Conquest)

### Income

180 Credits
None

## Combat Statistics

### Shield Refresh Rate

28000
SLow Charging Balanced
* 35 per second

### Health Regeneration Rate

20000
Medium
* 0.0075 per 10 seconds

### Unit Hardpoints

Targetable:* 3x Hvy 3-Burst LR TL
* 3x Hvy 3-Burst LR Turbo IC

Non-Targetable:

* 12x Lt Dual TL
* 6x Hvy Dual LC

### Garrison

* 1/2 X4 Gunship Squadron
* 1/2 B-Wing Squadron
* 1/2 X-Wing Squadron

## Player Evaluation

The Empress Station is the most powerful of its series, having enough shields and weapons emplacements to take on a small fleet on its own. Its stun ions and numerous laser cannons can allow it to out-gun and out-tank Star Destroyers. Still, it relies on shielding like its predecessors and requires for the generators to stay up for it to sustain that kind of firepower. It's also very expensive and should only be used on planets you know are going to be assaulted with large enemy fleets.
Trained Rebel Infantry

Template:Land Unit Infobox

## Lore Description

**LAND STRUCTURES**

* **Alliance Headquarters**

**WEAKNESSES****:**

**UNIT CAPACITY: 1**

**(SQUAD COMPLEMENT))**

* **x8 Rebel Soldiers**
* **x2 Rebel Rocketeers**

**(PLATOON COMPLEMENT)**

* **x2 Squads per Platoon.**

**SPECIAL ABILITIES:**

* **TAKE COVER:**

## References

* **The infantry weapons used by this infantry unit have DH-17 Blaster Pistols, E-11 Blaster Rifles, DH-17 Blaster Rifles (Legends Version), A-280 Blaster Rifles, and RPS-6 Rocket Launchers.**
Allyuen

## Historical Reference

Allyuen is completely covered with deserts, very similar to Tatooine. However, the search for minerals was far more successful here than on the latter, allowing for numerous mining associations to gain a foothold. Because of its isolated location in the Anoat-sector, the Empire also sent probe droids here to search for the new hidden rebel base after the Battle of Yavin.
Korriban

### Planetary Bonuses

COMBAT BONUS: Sith units gain 5% more health, because of Korriban's dark side presence.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Inquisitor Temple
* Army Headquarters
* Advanced Factory

## Subsidiary Information

### Terrain

Mountains, Canyons, Dry riverbeds, Ruins and Tombs

## Historical Reference

Korriban is a mountainous planet littered with dry river beds, canyons, tombs and ruins. It is the ancient homeworld of the Sith, and now a haunting ground for the fallen Sith Lords who are interred within great temples located in the Valley of the Dark Lords. The tombs are designed to focus and amplify dark-side energy, which permeates the entire valley.
SpecOps Fireteam 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, Entrenchment, Demolitions
1

### Price Cost

4 (10 Rebel Infiltrators Max)
* 1750 Credits (Galactic Conquest)
* 875 Credits (Skirmish)

### Build Time

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

### Required Structures

* Alliance Headquarters
* Infiltrator Academy
* Alliance Global Ground Tech: Infiltrators I

## Combat Statistics

### Amount

* 1 Team of 8
* 1 Mortar

### Composition

* 1x Sergeant
* 3x Gunner
* 3x Rifleman + Proton Charge
* 1x Rifleman
* 1x Mortar Team

### Shield Refresh Rate

Infantry
10
0.05 per second

### Unit Abilities

Deploy Barricade:* Deploys a small Sandbag barricade, that can block incoming fire and provide cover. Only one active barricade per team

Sprint:

* Increases movements speed, but decreases defense

## Combat Information

### Player Evaluation

One of the tier two Infiltrator platoons, this groups is all about pinning down the enemy infantry. Their suppression debuff given by their Gunners will reduce enemy infantry fire rate, giving other platoons the chance to pick them off without having to worry about the enemy firing back. They have good health and the deploy barricade ability will allow them to soak up a good chunk of damage from other infantry. They are also give a Proton Charge, giving them a bit of structure damage.

As with all other Rebel Infiltrators, these guys are not meant for front line combat or raiding heavily defended bases. Even with shields, their low numbers and lack of anti-vehicle weapons are their biggest weakness, and they will need support from the other infiltrator platoons to properly use their strengths and cover their weaknesses.

## Lore Description

The Alliance SpecOps troopers were highly trained special forces troopers. These troopers were very skilled and advanced individuals chosen to work behind enemy lines and provide cover for themselves in case of an emergency while behind enemy lines.

###
Terephon

## Historical Reference

Terephon became known as the homeworld of many of the amazon guards who made up the Queen Mother's royal protectors, one of the most notable of these being Astarta, a close friend of Prince Isolder and his personal bodyguard. The planet was presided over by a Ducha, who looked over Terephon as a personal holding. Due to its location in the Transitory Mists, however, Terephon became a world secluded from the rest of the Hapes Consortium, and was seen as an isolated planet, as long-range and holocomm transmissions could not reach it. The Mists also acted as a haven for pirates and bandits, making flight around Terephon a risky business.
T3-B Heavy Attack Tank

T3-B with Standard Paint Job

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

Secondary:

* 1x 3-Burst Proton Torpedo: Sets enemy vehicles and structures on fire and damages them over time.

### Unit Abilities

* BRACE FOR IMPACT: Raises defense against laser fire, does not affect damage against bombs/torpedos/missiles

## Combat Information

The **T3-B** is the heaviest battle tank available for the Rebellion until the the player advances into the New Republic.

The shields have been removed and hitpoints were upgraded, meaning that now can withstand heavy firepower from units like the AT-AP or the AT-AT, while its weapons have longer range and hit harder. Their proton torpedoes can cause DOT (Damage Over Time), and are much more powerful than the T3-H's smart missles, though of course they cannot track. In addition, its Brace For Impact ability gives it greater tankiness which allows it to hold its own at the cost of movement speed. Therefore, these tanks are best suited for leading the charge for your army.

Being a tracked vehicle limits its use for flanking tactics, but also helps the tank to retreat from the enemy due to its faster acceleration.

It has the same problems that the T3-H had with infantry so it will have trouble defending itself against enemy rocket and missile teams. Pair them with anti-infantry vehicle escorts and/or the Rebellion's strong infantry units to defend this unit so it can focus on the enemy's heavily armored targets.

## Lore Description

The **T3-B** is the last and heavier variant of the T3 Series.

It uses tracks instead of repulsorlifts to save on power used for more armor and weapons. Its hull was also reinforced.

Its the main Battle Tank of the Rebellion.

## Trivia

* All T-series tanks have camouflage that changes depending on the type of environment they are in.