recursal/Fanatic-Fandom huggingface dataset:
CC-7700 Interdictor

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## General Information

###  Role

Corellian Engineering Corporation (Corellia)
Interdictor

### Build Limit

* Galactic Mode: 4
* Tactical Mode: 10

Galactic Mode: 3

### Build Time

* 13,000 Credits (Galactic Conquest)
* 5000 Credits (Space Skirmish)

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

### Required Structures

* Alliance Medium Shipyard
* Alliance Advanced Medium Shipyard
* Alliance Space Tech - Frigates & Cruisers 3

## Combat Statistics

### Shield Refresh Rate

3000
Avg Charge Balanced
10 per second

### Health Regeneration Rate

2500
Light
1% per 6 seconds

### Max Attack Range

* Max Range: 2000
* Ideal Range: 2000

### Unit Hardpoints

Non-Targetable:* 4x Hvy Dual LC
* 1x Repeating PD

### Unit Abilities

Interdict:* Prevent any enemy units from retreating to hyperspace.

Power to Engines

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

## Technical Specifications

### Passive Abilities

None

The CC-7700 Interdictor is a tactical utility ship used by the Rebel Alliance. It fares poorly in direct combat, but is equipped with powerful gravity well generators that can prevent enemy ships from retreating into hyperspace for a short time.

The CC7700 is very lightly armed, and has few tactical uses outside of its gravity well projectors. It is advisable to keep these ships behind your front lines, protected by other ships. If you do not plan to use the gravity wells to prevent a retreat, it may even be advisable to not bring the cc7700 into battle at all, keeping it in reserve.

Although preventing enemy fleets from retreating is much less of a concern for rebel commanders, the CC-7700 is a useful ship to have at least one of.
Army Support Trooper Platoon

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## General Information

### Population Value

Combat Support
1

### Price Cost

* 650 Credits (Galactic Conquest)
* 325 Credits (Ground Skirmish)

### Build Time

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

### Required Structures

* Simple Barracks
* Imperial Global Ground Tech - Infantry 1

## Combat Statistics

### Composition

* 1x Lieutenant
* 1x Sergeant
* 4x Medic
* 4x Engineer
* 6x Carbine

### Unit Abilities

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

## Technical Specifications

### Passive Abilities

* Heal Infantry: 0.5 HP per 2 Seconds.
* Repair Ground Vehicles: 1 HP per 2 Seconds.

## Combat Information

### Player Evaluation

Summary: A bunch of medics and mechanics who drew the short straw and got sent to the frontlines as "combat support." Despite being easy to kill and terrible at killing things back, their ability to give an army a massive boost in staying power makes them one of the few tech zero units worth keeping around.

Army troopers that actually have a use beyond 'cannon fodder'? Nice joke.

No, really. These guys are actually useful. On paper, these guys seem pretty useless. They have terrible health, a DPM so low it's actually impressive and they lose in 1v1 combat to almost any infantry unit (trust me, I've done the tests). *However*, this is all balanced by one fact: their ability to heal friendly units. Pair these units with heavy combat units like Shock Trooper and the AT-series units to increase the survivability of these units (and thus their ability to do damage) by a fair margin. While their healing rate isn't enough to keep units alive under heavy fire, in a prolonged engagement, the presence of these guys almost always decisively shifts the battle in the player's favour (assuming that the enemy doesn't have their own medics). Another way to use them is to slowly advance your army up to a strongpoint, engage and destroy the stronghold, then bring up the medics to heal off the damage taken, both by infantry and vehicles. These guys are still incredibly fragile though, and whilst you *can* leave them with the rest of the infantry, make sure they don't get focused, as their short range tends to have them at the front of the pack more often than not.
Anti-Armor Stormtrooper Platoon

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## General Information

### Population Value

Anti-Armor
1

### Price Cost

* 1300 Credits (Galactic Conquest)
* 650 Credits (Ground Skirmish)

### Build Time

* 87 Seconds (Galactic Conquest)
* 32 Seconds (Ground Skirmish)

### Required Structures

* Standard Barracks
* Imperial Global Ground Tech - Infantry 1

## Combat Statistics

### Composition

* 1x Sergeant
* 6x Rocketeer
* 4x Carbine - Concussion Grenade
* 1x Carbine

### Unit Abilities

Take Cover: Increase defense but reduces movement speed.

## Combat Information

### Player Evaluation

This platoon is made specifically to eliminate enemy armor threats. Their Dumb Fire Rockets, while inaccurate at times, do high damage when they do hit, and their Concussion Grenades only help to increase that damage. These guys are called in when anti-armor support is needed on the front lines.

Their biggest weakness is anti-infantry weapons for defense. Their specialty is vehicles, and as such will not survive long in a firefight with enemy infantry. Additional infantry platoons or armor support will be needed to keep these guys in the fight.
General Carlist Rieekan

* Ground

1

Secondary:

* x1 Coaxial Blasters

Carlist Rieekan is a great addition to any army, being able to punch above his weight with the 10% he gives to all his troops in addition to being able to transport infantry squads and heroes across the battlefield. Carrying up to four squads or heroes, Rieekan can give a great amount of support to his army. Since infantry are slow and vulnerable when moving, Rieekan eliminates this disadvantage and can carry important squads to the front line or evacuate your wounded squads. Surprisingly, Rieekan's HTT-26 transport can take a large number of hits before going down and is great for killing infantry. A recommended strategy for using Rieekan is to have him command an infantry based army with tanks if possible, and even artillery for the late-game. The infantry should consist of special squads such as rocketeers, suppression platoons, and support platoons for the rear. This allows the tanks to move in with Rieekan transporting infantry squads to the frontline and bringing the wounded squads back for healing, all while keeping the frontline small and manageable against threats. Although, overwhelming firepower will be an issue and the prospect of anti-air units, not to mention enemy rocket infantry.

## Lore Description

Carlist Rieekan served in the Old Republic, as many of the rebels officers did. Alienated by the Empire, he decided to confront it to stand firm for the ideals of the Old Republic. He is a capable General and foreseeing strategist. Carlist Rieekan grew up on the peaceful world of Alderaan and left at the age of seventeen to join the Galactic Republic's Judicial Forces, which was an unusual choice for an Alderaanian. Demonstrating strong leadership skills, Rieekan quickly rose through the ranks and joined the Officer Candidate School. There, he befriended other idealists such as Jan Dodonna, Adar Tallon, and Crix Madine. He later came to serve in the Army of the Republic, where his keen grasp of tactics and, once again, his leadership skills impressed his superiors.

When Supreme Chancellor Palpatine declared himself Emperor in 19 BBY and transformed the Republic into the Galactic Empire, Rieekan chose to stick to his beliefs and refused to serve the new regime. He instead served the Royal House of Alderaan as a civilian tactician, and then helped found the Alliance to Restore the Republic, an organization dedicated to throwing off Palpatine's hold on the galaxy. In his new role, Rieekan found himself once again amongst like-minded individuals, many of them hailing from Alderaan.
General Crix Madine

## Combat Information

* Crix Madine
* MC-40A

* Space

N/A

### Unit Abilities

* POWER TO SHIELDS: Increases shield recharging rate at the cost of movement speed and fire rate. Can be interrupted when the unit is hit by Ion Weaponry
* SWITCH WEAPONS: Can switch between Proton Torpedos and Ion Torpedos

### Bonus

* FRIGATE CAPTAIN: 10% Combat Bonuses for all Frigates

## Technical Specifications

### Player Evaluation

Crix Madine is an early hero for the Rebellion in the main galactic conquest campaign and is a strong bastion for your fleets. Crix provides a 10% boost for all frigates in the fleet, which is useful considering the Rebels have strong frigates in the form of the MC-30C Frigate and the Alliance Light Frigate. Situated in a MC-40A, Madine's loadout is similar, with plasma torpedoes and medium turbolasers. The ship is reasonably fast as well and the Defensive Shield ability will allow him to tank damage with the shield while still being able to fire weapons. Combat wise, he is similar to that of an MC-40A so the same strategies apply. He has good synergy with Ackbar specifically as a result of Ackbar's combat bonus for all ships.

## Acquisition

Crix Madine spawns early to mid game in the campaign on the planet Mon Cala. However, it happens only after Katarin dissapears on a secret mission.

## Lore Description

**Crix Madine** was a human male who led a commando unit of the Galactic Empire's military until he defected to the Rebel Alliance, where he served as a general. As the officer responsible for covert actions, he devised the attack on the Endor shield generator and trained the soldiers who accompanied Han Solo to the forest moon. At the end of the Galactic Civil War, Madine went on to serve in the New Republic, a democratic government founded by the Rebels.

A human male native to Corellia, Crix Madine initially served in the military of the Galactic Empire, an authoritarian regime founded at the end of the Clone Wars, in which he led a commando unit. He became a highly decorated officer. However, he ended up defecting to the Rebel Alliance, a resistance group that opposed the tyranny of the Empire during the Galactic Civil War. Holding the rank of General, he specialized in covert actions that involved the theft of equipment from the Empire and infiltration of strike teams onto occupied worlds. He was also a practitioner of Corellian boxing.
Black Sun Land Structures

## Production Structures

* **Black Market**
* **Arms Dealer**
* **Tank Dealer**
* **Droid Factory**
* **Ship Trader**
* **Ship Refitter**
* **Hutt Base**

## Defensive Structures

* **Black Sun Outpost**
* **Turbolaser Defense**
* **Shutter Shield Generator**
* **Base Shield Generator**

## Economic Structures

* **Black Sun Palace**
* **Local Cantina**
* **Swoop Arena**
* **Space Casino**

## Build Pad Structures

**Small Build Pad**

* **Concussion Grenade Mortar**
* **PTL-05 Launch Platform**
* **MSt-50 Mass Driver Cannon**

**Large Build Pad**

* **Field Bacta Tank**
* **Automated Repair Droid**
* **X2-a Series Sensor Node**
* **Bunker Turret**
FireStar I-Class Defense Station

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## General Information

### Price Cost

Hangar Defense
* 4500

### Upkeep

* 200 Seconds

* 150 Credits Per Week

### Faction Affiliation

* Black Sun Underworld
* Hutt Cartel
* Hapes Consortium
* CSA

## Combat Statistics

### Shield Refresh Rate

* 5000

* Slow Charging Balanced

* 6.25 Per Second

### Health Regeneration Rate

* 16500

* Light Armor

1% Per 10 Seconds

### Max Attack Range

* Max Range: 7500
* Ideal Range: 3750

### Unit Hardpoints

Targetable:* 4x Hvy Massdriver
* 4x 4-Burst Assault MSL
* 2x Shield Generator
* 1x Hull

Non-Targetable:

* 8x Hvy Concussion MSL
* 8x Dual Flak LC

### Garrison

* 1/2 R-41 Squadron
* 1/2 T-Wing Squadron
Mon Cala

### Planetary Bonuses

* SPECIAL UNITS: The Rebel Alliance can recruit Mon Cala Expeditionary Forces on this planet.
* CHEAPER PRODUCTION: Mon Calamari Starships are 10% cheaper on this planet, due to the presence of the Mon Calamari Shipyards.
* SHIPYARD PLANET:

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

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

### Black Sun

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

## Subsidiary Information

### Wildlife

Krakanas, Sea Slugs, Choarn, Lampfish, Whaladons

## Historical Reference

An Outer Rim world nearly completely covered with water. The surface of the planet Mon Cala (sometimes called simply Calamari) is covered with small marshy islands and enormous floating cities. Mon Cala is home to more than 27 billion inhabitants: the peace-loving Mon Calamari and the cautious Quarren. Raw materials from the ocean depths are mined by the Quarren and used by the Mon Calamari for various construction projects throughout the floating cities and orbital shipyards.
CLL-M2 Droid Company

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## General Information

### Population Value

Tank Destroyer
* 1

### Price Cost

* 1500 Credits (Galactic Conquest)
* 250 Credits (Ground Skirmish

### Build Time

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

### Required Structures

* Droid Factory
* IG Global Space Tech II

## Combat Statistics

### Health Points

Medium Vehicle
* 250

### Movement Type

* Medium Walker, can traverse rough terrain.
Rebel/New Republic Land Structures

## Foundational Structures

* **Rebel Camp**
* **Alliance Headquarters**
* **Alliance Base**

## Production Structures

**REBEL ALLIANCE**

* **Alliance Global Ground Tech**
* **Light Factory**
* **Medium Factory**
* **Heavy Factory**
* **Infiltrator Academy**
* **Intelligence Center**
* **Jedi Temple** **(Only on Ilum)**

**NEW REPUBLIC**

* **New Republic Barracks**
* **New Republic Heavy Factory**

## Defensive Structures

* **Turbolaser Defense**
* **Shutter Shield Generator**
* **Base Shield Generator**
* **v-150 Planet Defender**

## Economic Structures

**REBEL ALLIANCE**

* **Supply Depot**
* **Manufacturing Base**
* **Small Arms Warehouse**
* **Mechanized Warehouse**

**NEW REPUBLIC**

* **New Republic Local Administration**
* **Mining Facility**

## Build Pad Structures

**SMALL BUILD PAD**

* **DF.9 Turret**
* **1.4 FD P-Tower**
* **FPC 6.7 Anti-Aircraft Battery**

**LARGE BUILD PAD**

* **Field Bacta Tank**
* **Automated Repair Droid**
* **X2-a Series Sensor Node**
* **Bunker Turret**
Canderous Assault Tank

* Front
* Rear

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

## Lore Description:

The Canderous Assault Tank was a vehicle designed by MandalMotors and employed by the Black Sun Underworld around the Galactic Civil War era.

Designed as a vehicle that could go toe-to-toe with vehicles like the AT-AT, it was later repurposed as an anti-air vehicle. For this reasons, the massdriver cannons were replaced with miniguns that could shoot a tremendous amount of bullets on a single target. This allowed the Canderous to be a high threat to light vehicles, fighters or infantry units. Specially if those were shielded, due the ability of the massdrivers to ignore shields.

## Combat Evaluation

### Player Evaluation:

The Canderous Assault Tank serves as the ultimate anti-air platform of the Black Sun. Is a high upgrade from a unit that has a similar role: The Minigun Skiff

The heavy massdriver miniguns will shoot down fighters with relative ease, specially the Rebel starfighters like the U-Wing or the X-Wing, since the massdrivers will ignore their shields.

The unit is also good dealing with light vehicles and infantry due the sheer amount of projectiles that the Canderous can shoot, but is not a match for heavier vehicles like the T3 variants or the AT-AT. The System Control ability helps to hold enough until heavy hitters like the Keldabe Tank can get into the fray.

For this purposes, the Canderous tank can be used as a support vehicle against light resistance and anti-air coverage. The fact that is a hover vehicle means that it also could potentially serve as a flanking unit, but only if extremely necessary.
Neutron Star Bulk Carrier

None

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

Non-Targetable:

* 2x Hvy Dual Lasercannon
* 8x Repeating PD

### 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.

Supplement Drop:

* Supplement drops contain repair drones and ammunition for friendly fighters, bombers, and gunships. Repairs listed unit types and increases their firing rate.

## Player evaluation

The Bulk Carrier is a reliable early game strike carrier and great air defense platform. The Bulk carrier sacrifices the Bulk Cruiser's negligible turbolaser armament and Laser Defense ability in exchange for 3 fighter squadrons and the Supplement Drop ability to heal friendly fighters. Notably, the Bulk Carrier is the only Rebel light carrier that supplies a bomber squadron.

## Lore

This Allliance conversion of the Neutron Star Bulk Cruiser has been equipped with a hangar bay, at the cost of the few larger weapons it previously carried. This makes it even more dependent on support to deal with any large ship, but allows it to contribute a wave of fighters to an attack. The carrier conversion is therefore a cheap, effective option when other carriers are unavailible or a fleet is in need or additional anti-fighter defence.
Rendili

## Historical Reference

Rendili was a planet in the Core Worlds and one of the Core Founders of the Galactic Republic. The planet was ruled by an Arch-Provost. It was the headquarters of Rendili StarDrive, founded in 20,000 BBY, and was affiliated with the Starshipwrights Rendili Hyperworks, Rendili/Vanjervalis Drive Yards and Golan Arms joint venture. At some point during the Mandalorian Wars a Republic Military installation housing thousands of troops, vehicles, and starfighters was stationed outside of the major cities, though by the time of the Clone Wars the installation had been all but forgotten.
Corellian Destroyer

* Galactic Mode: 3

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

* Regular Charging Balanced

* 11.11 per second

* Medium Armor

* 0.75% every 8 seconds

Non-Targetable:

* x1 Medium LR 2-Burst Turbo IC
* x4 Medium LR TL
* x4 Light LR Dual TL
* x2 LC

## Player Evaluation

The Corellian Destroyer is an artillery ship that is effective primarily against capital ships and cruisers. The Corellian Destroyer is fairly heavily armed for a ship of it's size and is very fast and maneuverable compared to some of the other artillery ships in the game making it a very attractive option for Black Sun and Rebel players looking for a fast long range skirmisher, the trade off being that these ships are not available to be built anywhere except Corellia, requiring the player to take it from the Empire and hold it. In terms of battle tactics a battle group of 2-4 Corellian Destroyers allows the player to skirmish from long range during station sieges and retreat quickly with Power to Engines if the AI decides to pursue. Corellian Destroyers should be kept away from the frontlines and enemy fighters, bombers, and corvettes due to the destroyer's lack of weapons to counter these ships. In defensive and pitched battles the Corellian Destroyer should be kept on the move attacking vulnerable targets in a wolf pack like manner from a good distance away, with proper micro these destroyers are very difficult to hit even with ground planetary weapons provided you have not allowed it to become crippled by bombers. Corellian Destroyers also have very good fireing arcs, facing foward they can fire all of their weapons and most of them when turned to the side and even when retreating they can fire the majority of their weapons. If you the player have access to them you should build them.

## Lore Description

The Corellian Destroyer is a warship designed and manufactured by the famed Corellian Engineering Corporation. Serving during the Clone Wars, the Destroyer was one of the key ships that defended Corellia against CIS fleets. During the Empire's time the Destroyer is still in service although slightly outdated, being a mainstay in whatever fleet it joins. Being an outdated model, the Corellian Destroyer was approved to be sold on the markets to private buyers, eventually reaching the attention of Tyber Zann. Seeing promise in the vessel, Tyber Zann acquired a number of them for his newly formed criminal fleets. The Corellian Destroyer could match many vessels on the field, even being able to give an ISD a run for it's money. Corellian Destroyers served until the New Republic Era, eventually being phased out just before the Yuuzhan Vong war started.
Shipyard Extension for Advanced Fighter Loadouts

Template:Space Structure Infobox

## Lore Description

* ***Victory I*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION)**
* ***Victory II*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION)**
* ***Imperial I*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION)**
* ***Imperial II*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION)**

**UPGRADES**

* ***Venator*-class Star Destroyer (STANDARD FIGHTER LOADOUT VERSION UPGRADE)**
* ***Victory I*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION UPGRADE)**
* ***Victory II*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION UPGRADE)**
* ***Imperial I*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION UPGRADE)**
* ***Imperial II*-class Star Destroyer** **(ADVANCED FIGHTER LOADOUT VERSION UPGRADE)**

## Combat Information

### [Space Combat]

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

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

**REPAIR: Can repair any nearby Frigates/Cruisers and Capital Ships.**
Harrow-class Star Destroyer

None

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

Non-Targetable:

* 4x Lt Dual TL
* 4x Repeating PD

### 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.

## Player Evaluation

The final evolution of the Victory line, the Harrow class Star destroyer has fully specialized in disabling, forgoing any firepower except 2 Medium dual turbos and 2 Lt turbos. The Harrow posses Magpulses and Plasma torpedoes, meaning that it's best to target full health enemies with shields to get the most out of it's disabling and shield stripping utility. However, it is 28 Pop cap, and though it fires its magpulses much more often than the broadside cruiser, for its pop, you could get 2 broadside cruisers, 2 strike cruisers, or 2 eidolon cruisers, which are faster and are better at disabling and shield stripping, and come with more weapons as well. The main reason to get a harrow is just for it's longer range. It can fire its magpulses and plasma missiles at around 3k range, while the strikes/eidolons must be at close range. Therefore, before you deploy the Harrow, ask yourself how much anti cruiser firepower and bombers the enemy might have, and based on that, choose whether it's worth to deploy a Harrow or a Strike.
Base Shield Generator

## Lore Description

Capable of producing a half sphere particle shield, the base shield generator is a powerful defensive tool. It can withstand orbital bombardments and stop lasers from passing through. However, it does not prevent the passage of solid objects, so anything inside is still vulnerable to bombing runs and missiles. Crucially, the shield is dependent upon an external power generator. It is exclusive with the Shutter Shield.

## Additional Information

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

## Buildable On These Planets

* **All planets except Chandrila and planets with no ground.**
Small Pirate Outpost

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## Player Evaluation

The Small Pirate Outpost is a station capable of producing lighter craft as well as defending the orbiting planet with its limited garrison and fighter support. The station itself is weak and has very little in terms of firepower, but comes with a small garrison that can pack a punch if used correctly. If destroyed, the planet loses its production capabilities the station granted, but considering these stations are frequently used the Black Suns production will most likely not falter.

## Construction Options

#### Fighters/Gunships

* **Z-95 Headhunter (Space)**
* **CloakShape Fighter**
* **T-Wing Interceptor**
* **R-41 Starchaser**
* **Toscan 8-Q Starfighter**
* **Supa Fighter**
* **HWK-290 Light Freighter**
* **C-ROC Gozanti-class Cruiser**

#### Corvettes

* **Trireme Corvette**
* **Am-Shak Corvette**
* **Interceptor-class Frigate**
Medium Pirate Base

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## Player Evaluation

The Medium Pirate Base is an upgraded version of the outpost, and with it they gain the ability to build more powerful ships for the Black Sun, as well as an upgraded defensive system and garrison to defend the station. These stations work well as defensive platforms as well as production centers, though are usually reliant on the garrison provided to them to defend themselves, and if that garrison is overrun they are usually destroyed easily and the benefits they provide are lost.

## Construction Options

#### Fighters/Gunships

* **Z-95 Headhunter (Space)**
* **CloakShape Fighter**
* **T-Wing Interceptor**
* **R-41 Starchaser**
* **Toscan 8-Q Starfighter**
* **Supa Fighter**
* **HWK-290 Light Freighter**
* **C-ROC Gozanti-class Cruiser**

#### Corvettes

* **Trireme Corvette**
* **Am-Shak Corvette**
* **Interceptor-class Frigate**

#### Frigates

* **Longhorn Escort Frigate**
* **Corona-class Armed Frigate**
Longhorn Escort Frigate

None

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

* Slow Charging Balanced

* 3.75 Per Second

* Light Armor

* 1% Per 6 Seconds

## Player Evaluation

The Longhorn Escort Frigate is a very specialized vessel, limiting it's overall usefulness, However what it does it does very well, that being escorting larger ships and protecting them from corvettes and other frigates, anything larger it's guns can't scratch and anything smaller is too hard to hit reliably. The Longhorn is a broadsider and as such it cannot fire all of it's guns at one target, but this does have an upside, any corvettes, gunships and frigates trying to flank or fly through a formation accompanied by these ships will find that they are coming under fire from two sides.

The best way to use these ships is to use them defensively, get the fleet into a defensive formation and set these ships up behind the capital ships and watch as Corvettes and Frigates get picked apart, activating power to weapons at the right time can be key to dealing with corvettes and frigates quickly to prevent them from doing too much damage to the other escort ships in the fleet.

The Longhorn has weaknesses of course, most of it's weaknesses it shares with other frigates, Assault missiles can do a good chunk of damage to the Longhorn and Heavy assault missiles are even deadlier, the Longhorn can also be overwhelmed by heavy lasercannons and if they manage to hit it, turbolasers can do a lot of damage. Throw a few of these in your fleets and you'll be set.

## Lore Description

The Longhorn Escort Frigate is the result of pirates and criminal organizations like the Black Sun converting captured, stolen and purchased from questionable dealers Longhorn freighters into combat vessels to bolster their fleets and aid in their illegal activities, the modifications primarily consisted of removing the cargo bays on these ships and replacing them with gun emplacements capable of dealing tremendous damage to similarly sized ships, Ideal for protecting cargo ships or attacking them.
RM-09 Alliance Shuttle

Template:Space Unit Infobox

### [Player Evaluation]

The RM-09 Alliance Shuttle is lightly armored and shielded with the only minimal amount of weapons to defend itself as a transport. It is armed with one laser cannon and two anti-fighter missile launchers for self-defense against fighter craft.

This unit is a transport only and has no defenses. The uses in combat for transports should be self explanatory. If you are caught with these in your fleet get them to a safe place immediately. A space info box is not present for this unit due to the unit being entirely useless in combat.

### [Land Combat]

While the RM-09 Alliance Shuttles deploy ground troops, they will attack any incoming enemy landing zone raiders with the weapons it is outfitted with. It will fire anti-fighter missiles against any enemy air support craft complementing with its single frontal laser cannon that will attack any enemies that come in range.

## Lore Description

The RM-09 Alliance Shuttle is a transport shuttle that is used for transporting rebel stealth teams and dignitaries across the galaxy.

The shuttles were derived from the Rothana Heavy Engineering repulsorlift ground vehicle, the Republic Troop Transport. Since the Republic Troop Transports were used by the Grand Army of the Republic from the Clone Wars, the Rebel Alliance acquired these transports to remove its repulsorlift properties in exchange for the capability of space travel.
Hardcell Transport

None

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

* Slow Charging Balanced

* 1.25 Per Second

* Light Armor

* 1% Per 6 Seconds

Hardcell Transports were used by the Techno Union to transport their products across the galaxy, and were naturally well-armed to defend against pirates. In the hands of the Black Sun they are retrofitted with repair droids and the ability to self-destruct, making them cost-effective support ships.
Lictor Dungeon Ship

Monitor

None

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

* Heavy Armor

1% per 8 seconds

Non-Targetable:

* x4 Heavy LC

## Player Evaluation

Like the Kandosii Dreadnaught, the Lictor Dungeon Ship is an unshielded, heavily armed and armored beast of a vessel, the Lictor Dungeon Ship is a great frontline damage dealer and can also take a lot of punishment like the Dreadnaught Cruiser, it is relatively inexpensive to produce and has good pop cap efficiency. Lictors will do best in a straight slugging match with other cruisers and capital ships and suffer against smaller vessels allthough it does carry with it a tractor beam and a handful of Heavy Lasercannons so it is still a reasonable threat to Corvettes and frigates. The Lictor's biggest weakness (it's lack of shields) is also it's biggest strength, placing these unshielded vessels inside of Ion Storms (Ion Storms Drain Shields) has no downsides, it's a free boost to the weapon power of these ships making them a terrifyingly powerful force on the battlefield, this benefit is limited to maps that have Ion Storms on them, the downside of the lack of shields always applies however, hardpoints can be picked off relatively easily and damage cannot simply be ignored, the hull takes much longer to repair than shields take to recharge. To cover the weaknesses of Lictors it is recommended to bring high tier fighters, screeners and hunters, it is also a good idea to bring a long a few ships with more tonnage than the Lictor but this is not necessary, Kandosii Dreadnaughts pair very well with these ships.

While fighting Lictors it is recommended to focus on disabling it's weapons as soon as possible and then moving on to the next target, a Lictor that has had all of it's gun hardpoints is more or less useless and this can be used to your advantage to prevent the enemy from bringing in more reinforcements.

## Lore Description

The Lictor Dungeon ship is an ancient Mandalorian design dating back to the times of the Mandalorian Neo-Crusaders where it was primarily used as a prison ship for captured force users, it was not a warship but it was a formidable design that could hold it's own in battle. A few of these ships made it into the hands of the Galactic Empire where it was used during the Great Jedi Purge following the Clone Wars by Sith Inquisitors. Eventually the designs for these vessels were found by Tyber Zann who went on to capture Mandalore and use MandalMotor's shipyards to construct new Lictor Dungeon Ships for use by the Black Sun, it has now once again proved it's effectiveness on the modern battlefield, the ancient design may lack shields but it's guns and heavy armor more than make up for this deficiency. these vessels are as dangerous as Tyber Zann himself, do not underestimate either commander.
Mobile Space Station Class 1

**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

### Price Cost

5
* 3000 (Galactic Conquest)

### Upkeep

* 100 Seconds (Galactic Conquest)

45 Credits

### Required Structures

None
* Imperial Small Dockyard

## Combat Statistics

### Shield Refresh Rate

5000
Avg Charging Balanced
* 11.11 per second

### Health Regeneration Rate

8000
Medium
* 0.0075 per 10 seconds

### Unit Hardpoints

Targetable:* 9x Lt CR TL
* 1x 4-Burst Assault MSL

Non-Targetable:

* 12x Dual LC
* 5x LC Flak

### Garrison

* 1/2 TIE-Scout Squadron
* 1/2 TIE-Fighter Squadron
* 1/2 TIE-Bomber Squadron

## Player Evaluation

The Imperial Mobile Support Station is a defense station capable of moving in and out of combat, allowing it to support allied forces where it is needed and retreat when it is under heavy fire to the main defenses. They also come with a decent armement of lighter weapons capable of dealing with fighter groupings and smaller ships, though its shields and hull are relatively weak and are easily destroyable to larger ships or fleets.
Captain Lorth Needa

* Captain Needa
* Avenger

* Space

* 27,000 Credits (Galactic Conquest)
* 17,450 Credits (Space Skirmish)

None

Galactic Mode: 1

Nontargetable:

* x3 Med 3-Burst TL
* x6 Lt TL
* x6 Repeating PD

## Combat Description

**Player Evaluations**

Captain Needa commands an Imperial 2-Class Star Destroyer. Needa is one of the very heroes that has one of these ships making him one of the more powerful heroes available. His command bonus is good stack with other admirals like Thrawn or Vader. He's unlocked at higher price then the majority of other heroes and requires space tech 3 which means he is hero that you'll mostly be using towards the middle to end of your campaign.

In a modified ISD2, what makes Needa unique is the addition of 6 Repeating Point Defense lasers which is a few shy of a Lancer-class. While this is obviously not enough to make him an ultra tanky Lancer, it does give him some protection against fighters as well as aiding in fighting them off from the rest of your fleet.

## Lore Description

**Lorth Needa** was a human male who served as a lieutenant commander of a *Carrack*-class light cruiser he served during the Battle of Coruscant in this ship, and later captain was given command of the Imperial Star Destroyer *Avenger*, a ship assigned to the Sith Lord Darth Vader's Death Squadron, during the Battle of Hoth. In the midst of the battle, Needa successfully engaged several fleeing Rebel transports, but it was his pursuit of one—Captain Han Solo's *Millennium Falcon*—that sealed his fate. After a lengthy chase, the *Avenger* had the *Falcon* in its sights before Solo suddenly changed course and charged the Star Destroyer's bridge, only to disappear from its sensors. Not knowing how the *Falcon* could have eluded him, Needa decided to take responsibility for the situation and personally apologize to Vader, who killed him as punishment for losing the ship.

### [Land Combat]

**BOMBARDMENT: Can do Orbital Bombardments.**
Hutt Cartel

## Combat Information

### Space Units

**Starfighters**

* **M3-A Scyk**
* **G1-M4-C Dunelizard**
* **M12-L Kimogila heavy fighter**

**Corvettes & Gunships**

* **Krayt Gunship**
* **Warlord Gunship**
* **C-ROC Gozanti Cruiser**
* **Ska'di Corvette**
* ***Interceptor*-class Frigate**
* ***Marauder*-class Corvette**

**Frigates & Cruiser**

* **Corona Armed Frigate**
* **Mere Cruiser**
* **Terrada Frigate**
* **Po'runga Destroyer**
* **Kajidic Carrier**

**Capital Ships**

* **Dor'Bulla Capital Ship**

### Land Units

**Infantry**

* **Gangster Platoon**
* **Gangster Rocketeer Platoon**
* **Hutt Guard Droid Company**
* **Rancor & Reek Beast Master**
* **Acklay & Gizka Beast Master**

**Vehicles**

* **Skiff Company**
* **Swamp & Revenant Speeder Company**
* **Armored Assault Tank**
* **WLO-5 Speeder Tank**

* **AT-AP**
* **HH-87 StarHopper**
Imperial Small Dockyard

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

## General Information

### Population Cap Increase

Small Dockyard/Local Defense Force
0

### Build Time

* 3000 (Galactic Conquest)

* 60 Seconds (Galactic Conquest)

### Income

None
None

## Combat Statistics

### Shield Refresh Rate

6000
Fast Charging Balanced
* 20 per second

### Health Regeneration Rate

16000
Heavy
* 0.005 per 12 seconds

### Unit Hardpoints

Targetable:* 2x Hvy Dual LC

Non-Targetable:

* 6x Dual Flak LC

### Garrison

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

## Player Evaluation

This structure can be built on all planets.

The Imperial Small Dockyard is a capable of producing lighter ships. The station is capable of holding off smaller ships and fleets with its garrison force, but the station itself is poorly armed and armoured, so using the provided forces correctly is key to holding the planet. Destroying these stations will prevent that planet from building those ships, though the stations are very common so it wont effect Imperial production a lot.
Naboo

### Planetary Bonuses

* SPECIAL UNITS: The Rebel Alliance/New Republic and Black Sun can build N-1 Starfighters, Gian and Flash Speeders on this planet.

## Special Structures

### Rebels/New Republic

* Alliance Headquarters
* Medium Factory

### Galactic Empire

* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Black Market

## Subsidiary Information

### Wildlife

Kaadu, Falumpasets, Fambaas, Shaaks, Colo Claw Fish, Tusk Cat

## Historical Reference

A temperate planet in the Chommell Sector of the Mid Rim, Naboo is covered by thick swamps, rolling plains, and green hills. Unlike many other planets, Naboo lacks a molten core. Instead, the planet's innards are composed of a massive honeycomb structure filled with water. The planet is also home to numerous animal species and is inhabited by the peaceful Naboo and the more warlike Gungans. The Naboo typically populate striking cities such as Theed, while the Gungans dwell in exotic bubble cities hidden in lakes and swamps. Both the Naboo and the Gungans oppose the Emperor.
Sith Inquisitor

* Tie Advanced V1
* Sith Inquisitor

* Space
* Ground

Role:

* Interceptor

5

* Force Telekinesis: Attacks nearby vehicles and structures automatically with Force Telekinesis
* Lightsaber Block: Blocks most projectiles and some melee attacks
* Force Heal: Slowly heals damage over time with Force Healing
* Force Disrupt: Disrupts physical projectiles like rockets, missiles and grenades

### Max Speed

35
12

## Lore Description

The **Inquisitorius**, also known as the **Inquisitorius Program**, the **Order of Inquisitors**, and the **Imperial Inquisition**, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed "Red Blades." They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge.
Moff Bin Essada

## Lore Description

**Bin Essada** was a male individual who served as the Imperial Moff of the Circarpous sector of the galaxy's Expansion Region. When Grand Moff Wilhuff Tarkin decreed that all regional governors were required to increase production, Essada demanded that all resources be stripped from the planet Mimban, and sent the Imperial Military to ensure continued operations and to pacify the world.

## Galactic Overview

### [Unit Bonuses]

**HERO BONUSES:**

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

**SPECIAL ABILITIES:**

* **REMOVE CORRUPTION: Can remove corruption from friendly planets/systems.**

## Combat Information

### [Space Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

### [Land Combat]

**STRENGTHS****:**

**WEAKNESSES****:**

## References

* **Essada's face in his icon portrays William Conrad.**
Golan I Defense Platform

Template:Space Structure Infobox

## Lore Description

The **Golan I Space Defense Platform**, or simply the **Golan I station** or **Golan I**, was a class of space station that was used by the Galactic Republic and following Galactic Empire.

## Combat Information

### [Space Combat]

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

**ARMOUR LEVEL: |[  ][  ][  ][  ][  ]|**

**GARRISON:**

* **3/9** **TIE-Fighter Squadrons**
* **6/18 TIE-Bomber Squadrons**
* **2/6 TIE-Interceptor Squadrons**
* **1/3 *Carrack*-class Light Cruisers**
* **1/3 *Lancer*-class Frigates**
Saleucami

### Planetary Bonuses

* CHEAPER PRODUCTION: Recusant Light Destroyers are 5% cheaper galaxy wide due to Saleucami's involvement with the Commerce Guild.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.

## Special Structures

### Rebels/New Republic

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

### Galactic Empire

* Imperial Medium Dockyard
* Shipyard Extension for Advanced Cruisers and Frigates
* Shipyard Extension for Advanced Fighters
* Army Headquarters
* Advanced Factory
* Specialised Factory

### Black Sun

* Ship Refitter
* Tank Dealer
* Droid Factory
* Black Market

## Historical Reference

A barren world marked with strange bulbous plant-life, Saleucami is a mostly desert world, making its name -- which translates into Oasis in the Wroonian tongue -- notably ironic. The name comes from it being the only habitable planet within a stark system of dead worlds and random meteors. These wayward rocks would regularly cross paths with Saleucami's orbit, striking the planet with enough force to leave huge craters. These craters of arable soil heated by geothermal vents became the site of the first colonies erected on Saleucami. Though the planet boasts no native intelligent life, a mixture of offworld cultures, including Weequays, Gran, Wroonians and Twi'leks, call Saleucami home.
Commander Tashkin

* Tashkin
* Ground

* Ground

## Lore Description

Commander Tashkin served in the GAR in the last months of clone wars as a human lieutenant leading a group of clones using AT-RT walkers. After Order 66 and the rise of Galactic Empire he served under general Heget during the reconquest of the rim. There he was perfecting tactics using medium walkers and transports according to the general's plans and wishes. With the Outer Rim operations finished Tashkin was left with a lot of field experience and a rank of captain for his services. He was assigned to academy on Carida to look for new talents in ranks of imperial combat vehicle drivers and recommend those to general Heget.

After the disastrous battle of Morak, where rebel guerilla teams took control of a key refinery and destroyed two AT-ATs and and three AT-STs assisting them, the imperial command demanded a quick response. This request reached general Heget, who instructed his old comrade in arms captain Tashkin to reclaim the refinery. After the large walkers proved to be too vulnerable in harsh jungle terrain Tashkin selected juggernauts filled with infantry to reclaim the refinery. To navigate through jungle and hunt rebel missile teams the imperial captain reactivated a squad of old AT-RTs left on Carida. These walkers piloted by drivers hand picket by Tashkin, provided protection for the juggernaut and hunted down the enemy missile teams, so stormtroopers could secure the refinery. In the end the refinery was recaptured, the rebel company killed and Tashkin promoted to rank of commander. General Heget impressed by his subordinate’s performance managed to secure approval and funding for Tashkin to reactivate more AT-RTs to serve in his new elite reconnaissance team Lighting Squadron.

## Player evaluation

Commander Tashkin leads a squad of AT-RTs on the battlefield. These units are fast recon units capable of securing reinforcements points and buildpads faster than enemy can and they can deal with light infantry resistance as well.

Given the light armament and almost non-existent armor these walkers and extremely vulnerable to enemy armor and should never engage any armor on their own.
Rebel Officer

Template:Land Unit Infobox

## Lore Description

**LAND STRUCTURES**

* **Intelligence Center**

**WEAKNESSES****:**

**HERO BONUSES:**

* **GENERAL\*: (5% Combat Bonuses for all units)**

**UNIT CAPACITY: 1**

**(SQUAD COMPLEMENT)**

* **x1 Rebel Officer**
* **x5 Alliance Elite Guards**

**(REINFORCEMENT COMPLEMENT)**

* **x1 Air Support Fighter Squadron**

**SPECIAL ABILITIES:**

* **TAKE COVER:**

## References

* **The infantry weapons used by this infantry unit have DH-17 Blaster Pistol, E-11 Blaster Rifle, and A-280 Blaster Rifles.**
Mygeeto

### Planetary Bonuses

* CHEAPER PRODUCTION: Munificent Star Frigates are 5% cheaper galaxy wide due to Mygeeto's involvement with the Intergalactic Banking Clan.
* SHIPYARD PLANET: This planet can build Frigate Shipyards.
* MINING PLANET: This planet can build Mining Facilities.

## Special Structures

### Rebels/New Republic

* Alliance Warship Dockyard
* Alliance Headquarters
* Medium Factory
* Mining Facility

### Galactic Empire

* Imperial Large Dockyard
* Imperial Advanced-Fighter Dockyard
* Imperial Advanced-Cruiser Dockyard
* Army Headquarters
* Advanced Factory
* Mining Facility

### Black Sun

* Black Sun Palace
* Ship Refitter
* Arms Dealer
* Tank Dealer
* Droid Factory

## Historical Reference

Mygeeto was covered with a thick ice layer, that often showed crystalline structures. The surface is scarred with valleys, in which cities were often to be found. These cities were supplied with energy through a complicated transformation process that won energy out of the planets crystals. In most cities, central towers inherit the role of supplying the structures with energy. Native to Mygeeto are the Mygeetoans, later the Banking Clan colonized it and the Muuns came to Mygeeto. They enslaved the Mygeetoans and forced them to mine the crystal and mineral resources, so that the Banking Clan was able to finance more fleets for their war efforts. As Mygeeto became increasingly important to the CIS, the Banking Clan had the planet protected by a great fleet of Munificent frigates.