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Imperial Civil War 2.1

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You may not use any content from this mod without the permission of Corey or the original content creator. You can contact Corey at ThrawnsRevenge@gmail.com. The Thrawns Revenge team is not responsible for any harm to you or your possessions. Star Wars and Empire at War are the property of Lucasarts, Lucasfilm and Petroglyph. Thrawns Revenge is not affiliated with any of these companies. This level is not made, distributed, or supported by Lucasarts, a division of Lucasfilm Entertainment Company Ltd. Elements TM & (C) Lucasarts, a division of Lucasfilm Entertainment Company Ltd. No Bothans were harmed in the making of this mod. Visit Thrawns Revenge at:

http://www.thrawnsrevenge.com

http://www.moddb.com/mods/thrawns-revenge

http://www.facebook.com/ThrawnsRevenge

http://www.youtube.com/user/ThrawnsRevenge

http://www.twitter.com/thrawnsrevenge

This manual applies solely to Imperial Civil War v2.1. Every effort has been made to ensure accuracy of the information contained within, however there may be minor differences between stats detailed in the manual and those used in-game. Any patches made available after the initial release of v2.1 will include readmes with details of their changes.

Thrawns Revenge - Imperial Civil War

Introduction
Thrawns Revenge: Imperial Civil War is a large-scale overhaul of Star Wars: Empire at War: Forces of Corruption. It is centred on the events of the Galactic Civil War between the death of Emperor Palpatine at the Battle of Endor and the signing of the Pellaeon-Gavrisom Treaty in 19 ABY which ended hostilities between the New Republic and the Imperial Remnant. The mod includes over one hundred new units, seven new factions and more than a dozen new Galactic Conquest scenarios from this period of Stars Wars history, including famous conflicts such as the Black Fleet Crisis and the Thrawn Campaign.

Contents
Installation ...................................................... 5 Main Features ................................................. 7
New Factions ................................................................. 7 Era System ....................................................................... 8 Balance (Space) .......................................................... 9 Other Changes ......................................................... 12

Skirmish Mode........................................... 107


Maps ................................................................................... 107 Defence ......................................................................... 107 Economy ........................................................................ 107 Units ................................................................................. 108 Heroes ............................................................................ 109 Upgrades ..................................................................... 109

Factions .............................................................. 15
Imperial Remnant .................................................. 15 New Republic .............................................................. 35 Empire of the Hand ............................................ 51 Pentastar Alignment ....................................... 61

Survival Mode ......................................... 111


How it Works .......................................................... 111 Faction Choice ....................................................... 111 Bonus Items .............................................................. 112 Boss Battle .............................................................. 112 Wave Structure .................................................. 112

Minor Factions ............................................ 74


Hapes Consortium ................................................. 74 Duskhan League ...................................................... 77 Imperial Warlords ................................................ 79

Planets ............................................................ 115


Galaxy Map ................................................................ 115 Native Forces ......................................................... 115 Planet Table .......................................................... 116

Galactic Conquests ............................... 83


Single-Era GCs .......................................................... 84 Multi-Era GCs ............................................................. 89 Historic GCs ................................................................. 92 Infinities GCs............................................................... 96

Special Abilities ..................................... 121


Hero Bonuses......................................................... 121 Unit Abilities ........................................................... 123

Galactic Mode .............................................. 99


Production.................................................................... 99 Defence ........................................................................ 102 Economy ....................................................................... 104 Intel ................................................................................. 105

Frequently Asked Questions . 131 Credits.............................................................. 133

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Thrawns Revenge - Imperial Civil War

Installation
This mod requires a fully patched installation of Star Wars Empire at War: Forces of Corruption. Remove all previous versions of Thrawns Revenge before installing. If you have any problems installing or launching the mod, please visit our Tech Support forums (http://www.thrawnsrevenge.com/forums/index.php/board,27.0.html).

Patch
The latest patch for Forces of Corruption (FOC) is v1.01. You can download this patch from Lucasarts Support1. The patch also updates Empire at War (EAW) to the latest version, v1.05. You do not need to install this patch if you have the Steam or Gold Pack version of EAW/FOC. There is an additional patch which fixes an issue with FOC where computers have more than 2GB of RAM. You can download this patch from Lucasarts Support2. This also fixes the multiplayer lobbies in both EAW and FOC. You do not need to install this patch if you have the Steam version of EAW/FOC. 1.
http://www.lucasarts.com/support/ update/EAWFOC1_1.html

Disk versions
Installing
If you have downloaded the Installer version of the mod: 1. Just run the installer and follow the instructions. If you have downloaded the ZIP/RAR archive: 1. Extract the ZIP/RAR to your desktop (or similar location). 2. Find your Forces of Corruption folder. E.g.: C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\ 3. Create a Mods folder in your Forces of Corruption Folder (unless one already exists). 4. Copy and paste the extracted Imperial_Civil_War folder into the Mods folder. E.g.: ...\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Imperial_Civil_War\ 5. Move TR.bat into your Forces of Corruption folder and the shortcut to your desktop.

Playing
1. Double click the shortcut (on your desktop or Start menu) or the .bat (in your Forces of Corruption folder) to play.

2.
http://www.lucasarts.com/support/ update/EAWFOC1_1.html#fix

Language
If you have EAW/FOC installed in a language other than English or German you will find that all of the mods text will show as [MISSING]. To fix this you need to rename one of the mods text files in /Mods/Imperial_Civil_War/ Data/Text: MasterTextFile_ENGLISH.dat MasterTextFile_GERMAN.dat Changing the file suffix to the language you are using (e.g. _SPANISH) will replace the [MISSING] fields with English or German text. If you would like to volunteer to translate the mod into your language please contact us at: ThrawnsRevenge@gmail.com

Steam
We recommend Steam users download and install the ZIP/RAR archive.

Installing
1. 2. Extract the ZIP/RAR archive to your desktop (or similar location). Find Forces of Corruption in your steamapps folder. E.g.:

C:\Program Files \Steam\steamapps\common\star wars empire at war\corruption\ 3. 4. Create a Mods folder in your Corruption folder (unless one already exists). Copy and paste the Imperial_Civil_War folder into the Mods folder.

...\steamapps\common\star wars empire at war\corruption\Mods\Imperial_Civil_War\

Playing
1. 2. 3. 4. 5. Open Steam to the Library page and select Empire at War. Right click on Empire at War and select Properties. Click Launch Options and add MODPATH=Mods\Imperial_Civil_War. Close Properties and click Play on Empire at War, selecting Forces of Corruption. To play the original game, or another mod, reverse the previous four steps.

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Thrawns Revenge - Imperial Civil War

Main Features
New Factions
Thrawns Revenge includes seven factions, four playable and three minor. The Empire has collapsed into the Imperial Remnant (IR), Pentastar Alignment (PA) and a scattering of independent Imperial Warlords; the Rebel Alliance has reformed into the New Republic (NR) and sent envoys to the reclusive Hapes Consortium, while the secretive Empire of the Hand (EotH) and Duskhan League have taken their first steps into the wider galaxy.

Playable Factions
Imperial Remnant New Republic Empire of the Hand Pentastar Alignment

(See page 15)

(See Page 35)

(See Page 51)

(See Page 61)

Minor Factions (Non Playable)


Hapes Consortium Duskhan League Imperial Warlords

(See Page 73)

(See Page 77)

(See Page 79)

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8 Era System
The original tech-tree system from vanilla Empire at War, whereby the player researches or steals technology to gain access to new and better units, does not exist in Thrawns Revenge. Instead the mod is structured around five discrete eras covering the years after Battle of Endor (4 ABY) up until shortly after the Pellaeon-Gavrisom Treaty (19 ABY), with allowance for technology up to the start of the Yuuzhan Vong War (25 ABY). Each era is centred on the predominant Imperial leader of the period and includes a range of appropriate units and heroes for each faction (e.g. the New Republic gains access to some of its New Class starships in later eras). Progression between eras, where allowed, occurs when the respective Imperial leader is killed (an Imperial player would need to sacrifice their factions current leader in order to advance). The driving principle behind this is that although we dont force events to happen as the result of canonical battles (e.g. kill Thrawn at Bilbringi), the progression of the leaders would happen independent of player actions, Thrawn leaving the Empire of the Hand to take over from Isard, Palpatine making his renewed bid to control the galaxy, etc. Note: Unlike with tech levels there is no guarantee that advancing era will provide access to better units or heroes, and in some cases it is possible that units or heroes may be lost when the era is advanced.

Era 1: Director Ysanne Isard (6-7 ABY)


It is less than two years after the fateful Battle of Endor. The Empire is fragmented with many of its former leaders dead or fighting amongst themselves. Ysanne Isard, former Director of Imperial Intelligence, has taken control of those planets and forces still loyal to the Empire. Meanwhile, the Rebel Alliance has consolidated its forces and reformed into a New Republic led by a Provisional Council. Strengthened by new members its attention has now turned towards the Core and set its sights on Coruscant the seat of galactic authority for millennia.

Era 2: Grand Admiral Thrawn (9 ABY)


Now five years after Endor, the New Republic has liberated Coruscant and grown to encompass thousands of worlds. With the Imperial fleet and warlords driven back and nearly three quarters of the known galaxy on side, many in the New Republic believe the war is over and are turning their attentions to their own needs and ambitions. But thousands of lightyears away, Grand Admiral Thrawn has taken command of the shattered Imperial fleet, readied it for war, and pointed it at the fragile heart of the New Republic.

Era 3: Reborn Emperor Palpatine (10-11 ABY)


Mere months after Grand Admiral Thrawns death at Bilbringi a mysterious message, using high level command codes, recalled all Imperial forces to the Deep Core. Using an arcane Force technique, Emperor Palpatine was able to transfer his spirit from his dying body at Endor to one of the many clones hidden at his secret fortress on Byss. After six years rebuilding his strength, the newly reborn Emperor is ready to re-conquer the galaxy. The New Republic, still in disarray from Thrawns campaign, is totally unprepared for this renewed thread.

Era 4: Admiral Natasi Daala (12 ABY)


One year after Emperor Palpatines dramatic and destructive bid to regain power the Empire is once again in a state of collapse, divided between worlds obeying the authority of a revived Ruling Council and a scattering of Warlords secreted in the Deep Core. Returning to galactic affairs after more than a decade spent guarding a secret Imperial research facility, Admiral Daala, former lover of Grand Moff Tarkin, is attempting to unite the disparate elements of the Empire and take the fight back to a war weary and insecure New Republic.

Era 5: Grand Admiral Pellaeon (17-19 ABY)


Having succeeded Admiral Daala as Supreme Commander of Imperial forces after her short lived campaign against the New Republic, Pellaeon endured a long and bloody rearguard action to retain as much of the Empires remaining territory as possible in the face of renewed New Republic offensives. Now faced with almost certain defeat, Pellaeon has been charged by the Moff Council to undertake a final push in an attempt to restore some measure of security from this perpetual and now existential threat.

Thrawns Revenge - Imperial Civil War

9 Balance (Space)
Weapons
Thrawns Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament. The basis of this system is that, for any given ship or weapon-type, a single instance of that weapon counts as one pulse from a hardpoint. So, for example, if a ship canonically has sixty turbolasers, we could give it six hardpoints each firing ten pulses, or twelve hardpoints each firing five pulses, etc. In this manual the armament of a ship is displayed in the form of Total Pulses/Number of Hardpoints for each type of weapon it possesses.
Imperial-class Star Destroyer

As shown in the sample to the right, the Imperial Star Destroyers 60/6 Turbolaser hardpoints translates into six hardpoints firing ten pulses in each round, whereas its 6/2 Dual Heavy Turbolaser becomes two hardpoints firing three pulses in each round. To compare this to another example, take the Venator-class Star Destroyer, with its canonical armament of eight Dual Turbolasers. Since we arent representing all sixty individual Turbolasers on the Imperial Star Destroyer it would be unbalanced to set the Venator up with eight fully charged (10 pulse) hardpoints. Instead, we have given it four hardpoints firing two pulses each round. This system has been used for all space units, although starfighters and some anti-starfighter ships (such as the CR90 Corellian Corvette) are handled differently.
Laser Cannons/Maser Cannons

Class: Capital Cost: 5900$ Length: 1600m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 60/6 Turbolaser, 6/2 Dual Heavy Turbolaser, 2/2 Quad Heavy Turbolaser, 60/6 Ion Cannon, Tractor Beam Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max)

Laser and Maser Cannons are weapons that fire bursts of particle beam energy. These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. Laser and Maser Cannons are capable of damaging both hull and shields.
Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*

Laser Cannon Laser Cannon: Dual Laser Cannon: Quad Maser Cannon Maser Cannon: Dual Maser Cannon: Quad
Turbolasers/Megamasers

2.5 5 10 3 6 12

3.5

0.2s 0.2s 0.2s 0.2s 0.2s 0.2s

4s 4s 4s 4s 4s 4s

Turbolasers and Megamasers are immensely scaled-up versions of Laser and Maser Cannons. Generally turret-mounted, they are commonly found on capital ships and space stations. Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. They are primarily used for ship-to-ship combat because their size and slow target-tracking is ineffective against the small and fast targets presented by starfighters. Turbolasers and Megamasers are capable of damaging both hull and shields.
Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*

Turbolaser Turbolaser: Dual Turbolaser: Quad Turbolaser: Octuple Megamaser Megamaser: Dual Megamaser: Quad

5 10 20 40 5 10 20

6.5 13 26 6.5 13 26

0.2s 0.2s 0.2s 0.2s 0.2s 0.2s 0.2s

4s 4s 4s 4s 4s 4s 4s

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Ion Cannons

Ion Cannons are ranged weapons which fire ionised particles or plasma that can cause serious interference with the operation of electronics and computer systems. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage.
Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*

Ion Cannon Ion Cannon: Dual Ion Cannon: Triple (Trion)


Warhead Launchers

10 20 25

13 25

0.2s 0.2s 0.2s

4s 4s 4s

Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. Concussion and Rhazor Missiles are able to target practically any unit, while Proton Torpedoes are restricted to Corvettes and above. All warheads cause damage to both shields and hull.
Weapon Type Flight Range Damage Rate of Fire* Recharge Time*

Concussion Missile Proton Torpedo Rhazor Missile

2200 2200 2200

18 12 20

0.4s 0.4s 0.4s

15s 15s 15s

*Rate of fire is the short delay between pulses as the weapon cycles. Recharge time is the longer recharge period after each completed round. The length of delay listed above is the standard rate for each weapon type; some vessels may have longer or shorter delays to reflect their power source, unit type, or technology.

Squadron Capacity
Where a ship is canonically known to have carried a complement of starfighters or bombers Thrawns Revenge has endeavoured to assign the appropriate number of squadrons (where practical). In this manual details of a ships complement are displayed beneath the armament, with the number of squadrons shown in two parts. The first value is the number of squadrons that will be launched at the start of a battle; the second value is the maximum number of squadrons the ship can carry. As the battle progresses reserve squadrons will launch on a one-for-one (and likefor-like) basis to replace those that have been destroyed, until the ship has deployed all of its squadrons. The sample (right) shows that the Escort Carrier carries a total of six squadrons, with three launched immediately after entering battle (and the other three kept in reserve).
Escort Carrier

Class: Light Frigate Cost: 2300$ Length: 500m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 10/2 Laser Cannon, 1/1 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max)

That complement is made up of two TIE Fighter squadrons, two TIE Interceptor squadrons and two TIE Bomber squadrons (the TIE Bombers are replaced with two Scimitar squadrons in Era 2). One squadron of each class is launched at the start of battle with the other kept in reserve. If the first TIE Bomber squadron is destroyed the Escort Carrier will shortly launch the second (one-for-one replacement); if the second is destroyed the carrier will not replace it with another class of reserve starfighter (not a like-for-like replacement). Note: As shown in the example above the exact number, combination and type of starfighters fielded by a ship may vary from era to era. For this reason the manual does not differentiate between starfighters and bombers or identify the particular class(es) of starfighter or bomber a ship carries. In rare cases the number of starting squadrons may vary from the listed value.

Thrawns Revenge - Imperial Civil War

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Damage Modifiers
The strengths and qualities of hull armour and shields vary between different ships. Thrawns Revenge reflects this through a series of generic damage modifiers; with particular ship characteristics handled through adjustments to individual unit stats (e.g. Mon Calamari cruisers have higher base values for their shields). This means that the raw damage value for a particular weapon (detailed on Page 9) may not accurately represent the damage actually delivered against an enemy ship. In order to calculate the actual damage dealt by a particular weapon against a particular ship you need to multiply the weapon damage by the appropriate damage modifier below. For example, if your Dreadnaught fires its Dual Turbolasers at a Nebulon B Frigate, each hit would do 20 damage to shields followed by 30 damage to the hull once the shields are down (10 damage, 2x modifier against Frigate-level shields; 10 damage, 3x modifier against Ship armour).

Weapon Type

Vs Fighter Armour

Vs Ship Armour

Vs Station Armour

Laser Cannon Maser Cannon Turbolaser Megamaser Proton Torpedo Concussion Missile Rhazor Missile

1x 1x 0.5x 0.5x 1x 1.4x 1.4x

0.5x 0.5x 3x 3x 2x 1x 1x

0.25x 0.25x 1.5x 1.5x 4x 0.5x 0.5x

Weapon Type

Vs Fighter Shields

Vs Frigate Shields

Vs Capital Shields

Laser Cannon Maser Cannon Turbolaser Megamaser Ion Cannon Proton Torpedo Concussion Missile Rhazor Missile

1x 1x 1x 1x 1x 3x 1x 1x

0.25x 0.25x 2x 2x 1x 3x 1x 1x

0.25x 0.25x 0.75x 0.75x 1x 3x 1x 1x

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12 Other Changes
Tutorial
Thrawns Revenge includes a brief tutorial to explain several of the key new features introduced by the mod (all of which are also outlined in this manual). You can access and play through the tutorial from the Galactic Conquest menu.

GC Introductions
When you begin a Galactic Conquest scenario you will now see your chosen factions logo (such as the Pentastar logo shown to the right) followed by a Star Wars text crawl with a brief outline of the current state of the galaxy. This can be skipped by clicking or pressing any key. After the text crawl has finished (or been skipped) your faction leader will introduce you to the scenario and outline your principal enemies, targets and objectives.

Planet Capture Bonuses


When you capture certain key planets, such as major shipyards or population centres, as the Imperial Remnant, New Republic or Empire of the Hand, you will be rewarded with some form of prize. This will vary depending on the planet and the faction but may include captured units or structures that are added to your forces at that location. You will always be informed of any additional bonus received and this is in addition to the standard credit bonus for capturing the planet.

Raid Fleets
Sometimes during space battles taking place within a Galactic Conquest scenario you may receive a warning message informing you of additional unidentified forces entering from hyperspace. The third force (shown in red on the mini-map) will be unaffiliated with either faction already on the map and will target both fleets indiscriminately; it is up to you how you choose to deal with them. Note: The raid fleet is not brought from any force on the galactic map and will not be carried back across in the event of it winning the battle.

Hero Deaths
Unlike in vanilla Empire at War heroes In Thrawns Revenge do not automatically respawn when they are killed. This is to minimise the imbalance created by a large number of heroes, often accompanied by powerful ships or vehicles, regenerating at no cost to the player. The exceptions to this rule are Skirmish mode, where the player buys, and can re-buy, heroes individually, and a few select cases in Galactic mode where a hero returns after a change in era (namely Admiral Ackbar, Admiral Daala and Grand Admiral Pellaeon).

Thrawns Revenge - Imperial Civil War

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Additional Missions
At several points during Galactic Conquest scenarios you, the player, may be informed of specific missions by one of your heroes. These missions can be completed or ignored as you desire, however you will normally receive a bonus for successfully completing them. The available missions are as follows: In the Thrawn Campaign, Talon Karrde (for the New Republic), or Grand Admiral Thrawn (for the Imperial Remnant) may appear and direct you to take them, along with a suitably sized fleet, to a specific planetary location where you will encounter an opposing force attempting to salvage the Katana Fleet. Note: This mission will only be triggered after you capture Pantolomin (Imperial Remnant) or Myrkr (New Republic). In Reunification as the Imperial Remnant, you will be tasked with capturing specific enemy planets in order to gain more heroes and hero upgrades. These include: Colonel Cronus (Capture Odik II), Gilad Pellaeon (Capture Hakassi), and Knight Hammer (Capture Odik II to replace Admiral Daalas flagship). In Final Imperial Push, The Art of War, and Essence of War, as the New Republic, Talon Karrde will invite you to upgrade the Errant Venture for Booster Terrick at the start of Era 5. This will result in a fully-functional and upgraded Errant Venture, complete with custom red hull plating.

New GUI
Thrawns Revenge has replaced the vanilla interface with a custom-designed version created by Dr. Nick. While the layout is substantially the same as vanilla, there are several minor differences, including the absence of a visible advisor, a modified Galactic Conquest selection screen and updated tech-trees for the playable factions.

Orbital Support for Ground Battles


In Thrawns Revenge the Bombing Run provides a faction with the ability to order precise attacks to devastate individual targets, such as a specific structure in the enemy base or a turbolaser installation, without the danger of causing too much collateral damage in the immediate surroundings. To complement this surgical strike ability is the Planetary Bombardment which provides a larger and more indiscriminate attack option by launching a torrent of turbolaser fire over a large area, although individual targets are less likely to be hit.

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Thrawns Revenge - Imperial Civil War

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Factions
Imperial Remnant
Originally founded by Supreme Chancellor Palpatine of the then Galactic Republic, the First Galactic Empire was formed during a reorganisation of that corrupt and war weary galactic government after the end of the Clone Wars, a conflict orchestrated by the Sith Lord through his dual identities as Chancellor and Darth Sidious. Built upon the principles of a New Order, of a strong and ordered society maintained by a strong political and military establishment, the Empire was enthusiastically embraced by the majority of the populace after years of war and conflict, even as the institutions of the Republic were dismantled, the military expanded and Palpatine launched purges against his opponents. After the true nature of the Empire became apparent, an authoritarian regime with distinctive humanocentric tendencies, the rising dissent and threat of rebellion allowed Palpatine to declare a state of emergency and endorse Moff Tarkins Doctrine of Fear, culminating in the construction and deployment of the Death Stars. When Palpatine was killed at the Battle of Endor, and his second Death Star destroyed by the Rebel Alliance, it started a chain of events that led to the fragmentation of his Empire as numerous Imperials fought to take his place on the throne, or fled with their forces to carve out their own mini empires. The largest fragment of the Empire, which came to be known as the Imperial Remnant, was first led by Grand Vizier Sate Pestage and eventually fell under the control of a series of leaders who struggled to fend off the aggressive warlords and defend against the newly founded New Republic.
Playable In

- Skirmish - The following Galactic Conquest scenarios: Fractured Empire Thrawn Campaign (M) Shadow Hand (M) Reunification Final imperial Push The Stars Align The Art of War Essence of War Imperial Civil War Empires at War (M) From the Ground Up

*Campaigns with (M) are also available in multiplayer.

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Space Units
Eclipse-class Dreadnought

Class: Super Cost: N/A Length: 17500m Pop: 20 Era: N/A* Armament: 540/54 Turbolaser, 340/34 Heavy Turbolaser, 100/10 Ion Cannon, Gravity Well Generator, Axial Superlaser Complement: Fighter Squadrons, Bomber Squadrons (9/58 Max) First laid down after the Battle of Yavin, the Eclipse was regarded as the first in a new generation of Super Star Destroyers. Although only half finished when the New Republic captured Kuat it survived the battle and was taken to Byss by escaping officials and completed under the watchful eye of the Reborn Emperor. Hint: The Reborn Emperor commands this ship.
Executor-class Star Dreadnought

Class: Super Cost: 40000$ Length: 19000m Pop: 15 Era: 1, 4, 5 Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (9/30 Max) Designed by Lira Wessex as a successor to her iconic Imperial Star Destroyer, the Executor adhered to the starship design philosophy of terror styling intimidation of the enemy through sheer size. Sneaked through the Imperial bureaucracy in the years preceding the Battle of Yavin, the events of that day led to accelerated production to compensate for the loss of the Death Star. Used in almost every major conflict since the Battle of Endor, the Executor was often deployed by Warlords looking to cement their claims on the galaxy. Hint: Current build limit of three with a lifetime limit of ten.
Praetor Mark II-class Battlecruiser

Class: Super Cost: 15000$ Length: 4800m Pop: 9 Era: 3 Armament: 84/14 Turbolaser, 30/6 Quad Turbolaser, 84/14 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (6/13 Max) Built during the early years of the Empire, the Praetor II succeeded Kuat Drive Yards earlier Procurator and Praetor battlecruisers. While larger and more expensive than the iconic Star Destroyer the Praetor II lacked the versatility of the smaller class and was quickly supplanted by the line of larger, more fearinspiring Super Star Destroyers. Despite being largely neglected by the Imperial Navy the Praetor II remained popular with some Imperial commanders, particularly those undertaking dangerous assignments at the fringes of the galaxy.
Sovereign-class Dreadnought

Class: Super Cost: 35000$ Length: 15000m Pop: 15 Era: 3 Armament: 340/34 Turbolaser, 340/34 Heavy Turbolaser, 100/10 Ion Cannon, Gravity Well Generator, Axial Superlaser Complement: Fighter Squadrons, Bomber Squadrons (8/38 Max) Sister to the Eclipse, the Sovereign was secretly set in production by the Reborn Emperor during his recovery in the Deep Core. With an initial production run of four ships, this class would have joined the World Devastators and Galaxy Gun in the Emperor's new fleet of terrifying superweapons designed to control the galaxy through fear. Hint: Current build limit of two with a lifetime limit of two.
Imperial-class Star Destroyer

Class: Capital Cost: 5900$ Length: 1600m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 60/6 Turbolaser, 6/2 Dual Heavy Turbolaser, 2/2 Quad Heavy Turbolaser, 60/6 Ion Cannon, Tractor Beam Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) Formerly known as the Imperator, the Imperial Star Destroyer has been the mainstay of the Imperial fleet since its introduction by the Old Republic towards the end of the Clone Wars. With a production run of over 25,000 ships and capable of laying waste to entire planets, the Star Destroyer became infamous as a symbol of the Empires military might and continued to be used by both the Imperial Remnant and its warlords. Thrawns Revenge - Imperial Civil War

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Imperial II-class Star Destroyer

Class: Capital Cost: 6200$ Length: 1600m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 64/8 Turbolaser, 8/4 Octuple Turbolaser, 6/2 Heavy Turbolaser, 20/2 Heavy Ion Cannon, Tractor Beam Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) First seen in operational service shortly before the Battle of Yavin, and derived from the original Imperial Star Destroyer, the Imperial II was fitted with stronger deflector shields and heavier weaponry than its predecessor. A testament to the engineering prowess of the Empire, the colloquially named ImpStar Deuce remained in service until sometime after the Second Galactic Civil War. While costly to maintain and somewhat inadequate compared to newer starship designs, the Imperial II still possessed an immense amount of firepower as well as unmatched versatility.
Interdictor-class Star Destroyer

Class: Capital Cost: 12000$ Length: 1600m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 32/4 Turbolaser, 5/1 Dual Heavy Turbolaser, 28/2 Ion Cannon, Gravity Well Generator Complement: Fighter Squadrons, Bomber Squadrons (4/4 Max) Introduced shortly before the Battle of Yavin, the Interdictor Star Destroyer was created by Kuat Drive Yards as an alternative to Sienar Fleet Systems Immobilizer 418 Cruiser. Using the Imperial Star Destroyer hull as a base they sought to compensate for the combat weaknesses apparent in the smaller Immobilizer. Although only produced in limited numbers, the Interdictor was used to great effect by Grand Admiral Thrawn during his campaign against the New Republic. Hint: When active its gravity-well generators prevent any nearby ship from entering hyperspace.
Tector-class Star Destroyer

Class: Capital Cost: 8000$ Length: 1600m Pop: 4 Era: 4 Armament: 36/6 Heavy Turbolaser, 48/8 Dual Heavy Turbolaser, 24/6 Dual Heavy Ion Cannon Complement: None A contemporary of the original Imperial Star Destroyer, the Tector was designed purely for ship-toship combat eliminating the Imperials ventral hangar bays in favour of additional armour across the lower hull and reactor core. Although this eliminated certain defensive weak-spots it also left the Tector without any starfighter support and limited the roles it could perform. Originally only produced in small numbers, the Tector served the Empire well for over two decades and continued in active service after the Battle of Endor.

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Dreadnaught-class Heavy Cruiser

Class: Heavy Frigate Cost: 2200$ Length: 600m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Designed by Rendili StarDrive for the Old Republic Judicial Forces, the Dreadnaught first entered service over eighty years before the start of the Clone Wars. As one of the largest starship designs permitted under fleet restrictions imposed by the Ruusan Reformation, the Dreadnaught quickly emerged as a common fleet element in both galactic and local defence forces. In the decades since, and despite the advent of more advanced and powerful ships, the Dreadnaught continued to be a common sight across the galaxy.
Dreadnaught-class Heavy Cruiser, Katana-type

Class: Heavy Frigate Cost: N/A Length: 600m Pop: 2 Era: 2* Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser, 20/4 Ion Cannon Complement: Fighter Squadrons. Bomber Squadrons (1/1 Max) Developed by the Old Republic to rectify one of the most glaring flaws in the original Dreadnaught design, the Katana fleet comprised some two hundred Dreadnaughts outfitted with full-rig slave circuitry to reduce the crew requirement from 16,000 to a far more manageable 2,200. Named for the lead vessel, the entire fleet could be slaved to a single command ship. Unfortunately the fleet was infected with a hive virus and the Katanas captain, in his insanity, ordered the fleet on a random hyperspace jump. When the fleet's location surfaced fifty five years later the forces of Grand Admiral Thrawn and the New Republic raced to secure vessels from the armada. Hint: Can only be obtained at a location specified by Grand Admiral Thrawn.
Modular Taskforce Cruiser

Class: Heavy Frigate Cost: 1500$ Length: 1150m Pop: 3 Era: 3 Armament: 16/4 Medium Turbolaser Complement: Fighter Squadrons, Bomber Squadrons (3/9 Max) Conceived as a way to streamline increasingly costly fleet operations, the Modular Taskforce Cruiser was Tagge Industries winning bid for a contract to produce a new multi-role starship. Instead of maintaining a fleet of ships designed to undertake specific roles, a single ship-class could accommodate an interchangeable equipment module and be outfitted for a new mission in a matter of hours at almost any shipyard. Despite this advantage the Modular Taskforce Cruiser was never fully adopted by the Imperial fleet and remained somewhat rare.
Strike-class Medium Cruiser

Class: Heavy Frigate Cost: 1600$ Length: 450m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 40/4 Turbolaser, 10/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) A departure from the trend towards increasingly large warships, the Strike Cruiser was built by the Loronar Corporation to rectify a perceived weakness in the Imperial Navys space superiority against growing threats from the Rebel Alliance and other forces. Capable of using its surprisingly heavy armament to challenge much larger vessels, the Strike Cruiser remained a popular starship design and was still in frequent use by both the Imperial Remnant and its warlords.
Venator-class Star Destroyer

Class: Heavy Frigate Cost: 3800$ Length: 1137m Pop: 3 Era: 4, 5 Armament: 20/4 Turbolaser, 2/2 Dual Turbolaser, 8/4 Dual Heavy Turbolaser Complement: Fighter Squadrons, Bomber Squadrons (4/12 Max) Born from the success of the Acclamator, and designed by Lira Blissex, the Venator was first employed by the Old Republic during the Clone Wars. As a large multi-role warship it was primarily used in ship-to-ship combat, but its expansive hangar deck also made it an important starfighter carrier and, as one of the largest capital ships capable of atmospheric operations, a troop transport. After the war the Venator was quickly phased out in favour of the larger and more powerful Imperial Star Destroyers and largely confined to planetary defence forces in the outer reaches of the galaxy.

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Victory-class Star Destroyer

Class: Heavy Frigate Cost: 3400$ Length: 900m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 40/4 Dual Turbolaser, 10/2 Quad Turbolaser, 72/12 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) A product of the Victor Initiative Project, a Kuat Drive Yards/Rendili StarDrive collaboration early in the Clone Wars, the first Victory Star Destroyers were launched in 20 BBY to defend against a CIS fleet of Techno Union Bulwark battlecruisers. Despite this, much of the production run was only delivered after the establishment of the Empire where they faced competition from the larger Imperial Star Destroyers. Although this led to many vessels being decommissioned and sold off, the Victory was still considered second only to the Imperial Star Destroyer for most operations in the Outer Rim and was still widely used by Imperial forces.
Victory II-class Star Destroyer

Class: Heavy Frigate Cost: 3800$ Length: 900m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 40/4 Turbolaser, 20/4 Dual Heavy Turbolaser, 20/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) A subclass of the original Victory Star Destroyer, the Victory II was designed for deep-space combat in place of the originals atmospheric capabilities. To achieve this, the ship was fitted with powerful Hoersch-Kessel Drive engines to enable it to pursue and engage enemies in ship-to-ship combat, as well as replacing the original concussion missile launchers with ion cannons and additional turbolasers. Although produced in more limited numbers than the original Victory, the IIs enhanced capabilities ensured it remained a potent part of the Imperial arsenal.
Victory II-class Star Destroyer, Crimson Command-type

Class: Heavy Frigate Cost: 4200$ Length: 900m Pop: 3 Era: 4* Armament: 60/6 Turbolaser, 20/4 Dual Heavy Turbolaser, 40/4 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Created by the self-styled High Admiral Teradoc in the years following the Battle of Endor, Crimson Command was a fleet of Victory Star Destroyers built under the premise that a large number of smaller, more agile ships is better than a smaller number of larger, slower ships. Identified by the striking red hulls they were named for, the Crimson Command fleet comprised over seventy ships by the time Admiral Daala unified the Deep Core holdings. Hint: Can only be built at Colonel Cronuss location. Lifetime build limit of fifteen.

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Acclamator II-class Assault Ship

Class: Light Frigate Cost: 2500$ Length: 752m Pop: 3 Era: 4, 5 Armament: 4/2 Turbolaser, 12/2 Quad Turbolaser, 4/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (4/10 Max) Built by Rothana Heavy Engineering and used by the Old Republic during the Clone Wars, the Acclamator II was, unlike its predecessor, a fully-fledged warship. Whereas the first class was designed as a troop transport capable of carrying and landing over 16,000 soldiers, the Acclamator II replaced much of the internal troop accommodation with additional hangar space and armament suited to planetary bombardment and ship-toship combat. Although principally used by the Old Republic, ships of this class continued to see service in the Imperial Navy and were also seen in the hands of many other groups, including the Rebel Alliance and various criminal organisations.
Carrack-class Light Cruiser

Class: Light Frigate Cost: 1200$ Length: 350m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 10/2 Heavy Turbolaser, 20/4 Ion Cannon Complement: None Built as cheap alternatives to expensive capital ships, the Carrack was first employed by the Old Republic during the Clone Wars where they served as fast-attack escorts for larger vessels like the Dreadnaught. Although heavily armed for its size and capable of keeping pace with an X-Wing, the Carracks small size left no room for an internal hangar bay. Coupled with the rise of the Star Destroyer under the Empire, this lack of starfighter support led to the Carrack being relegated to system patrol duties or deployed in skirmish lines ahead of primary forces.
Escort Carrier

Class: Light Frigate Cost: 2300$ Length: 500m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 10/2 Laser Cannon, 1/1 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) Designed and built by Kuat Drive Yards, the Escort Carrier was developed after the hyperdrive deficiency of the Empires primary starfighters was highlighted by the Alliance victory in the Battle of Ton-Falk where Renegade Flight, an X-Wing unit under the command of Arhul Narra, managed to single-handedly destroy two Nebulon B Frigates and a Dreadnaught. The purpose-built Escort Carriers were far more economical to deploy than Star Destroyers and could often be found employed as support ships in battle.

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Immobilizer 418 Cruiser

Class: Light Cost: 9000$ Length: 600m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 20/4 Quad Laser Cannon, Gravity Well Generator Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) First introduced two years before the Battle of Yavin, this Sienar Fleet Systems starship was designed to counter the hit-and-run tactics employed by the Rebel Alliances hyperdrive-equipped starfighters. Based on the Vindicator Cruiser hull, and with the appearance of a small Star Destroyer, the Interdictor Cruiser used its large gravity wells to mimic the energy signature of a large gravity mass and restrict hyperspace travel in the surrounding area. Despite the unique opportunities presented by the Interdictor its prohibitive cost meant only a few hundred ships were in service by the Battle of Endor, and the only Imperial officers to make frequent use of the class were Grand Admirals Thrawn and Zaarin. Hint: When active its huge gravity-well generators prevent any nearby ship from entering hyperspace.
Lancer-class Frigate

Class: Light Frigate Cost: 1000$ Length: 250m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 20/4 Quad Laser Cannon Complement: None Authorised after the first Death Star was destroyed at Yavin, the Lancer was intended to defend against the major weakness exhibited by larger Imperial starships often referred to as Trench Run Disease. Amid growing concern over the effectiveness of the Alliances heavily armed and shielded starfighters, Admiral Drez proposed using the Lancer to screen enemy starfighters and allow the larger capital ships to concentrate on ship-to-ship combat. Armed exclusively with anti-starfighter laser cannons, the ship suffered from underpowered sublight engines which allowed many starfighters to simply outrun it. This coupled with the Lancers high build cost severely limited it s deployment in the fleet and many admirals preferred to sacrifice their cheaper and more numerous starfighters against Rebel attacks.
Vindicator-class Heavy Cruiser

Class: Light Frigate Cost: 2500$ Length: 600m Pop: 2 Era: 2, 3, 4, 5 Armament: 24/2 Medium Turbolaser, 10/1 Quad Turbolaser, 10/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/3 Max) A standard heavy cruiser design reminiscent of a small Star Destroyer, the Sienar Fleet Systems Vindicator was used by the Imperial Navy for situations in which standard Imperial Star Destroyers were unavailable and smaller ships would not be powerful enough for the mission. Less well known than its sister class, the Interdictor Cruiser based on the same hull, the Vindicator became more important to the Imperial Remnant as the number of available Star Destroyers decreases.

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A-9 Vigilance Interceptor

Class: Starfighter Cost: N/A Length: 7.4m Pop: 1 Era: 4, 5 Armament: 2 Heavy Laser Cannon Complement: 12 per squadron Kuat Drive Yards first foray into the highly profitable, Sienar-dominated Imperial starfighter market since the Clone Wars, the A-9 Vigilance was intended to be a starfighter able to contend with the agile New Republic A-Wing. Released shortly after the death of Grand Admiral Thrawn in 9 ABY, the Vigilance continued the Imperial tradition of lightly armoured starfighters without shields or hyperdrives. Despite being faster than the TIE Interceptor and fielding a highly powerful weapons system the A-9 suffered from several serious design flaws and was never widely adopted by the Imperial Remnant.
I-7 Howlrunner

Class: Starfighter Cost: 300$ Length: 11.4m Pop: 1 Era: 5 Armament: 2 Laser Cannon Complement: 12 per squadron Designed to emulate the hunting strategies of, and named for, the Kamarian Howlrunner, this starfighter was the first product to be mass produced by Incom Corp after the entire X-Wing engineering team defected. Designed around an aerodynamic fixed wing and sporting an onboard deflector shield the Howlrunner demonstrated better performance than the TIE Fighter and was faster than an X-Wing. Unfortunately the XWing fiasco made Incom highly unpopular amongst Imperial officers and the Howlrunner was relegated to older vessels and remote bases. The ship made something of a comeback in later years as the Imperial Remnant found itself desperately in need of replacement starfighters after losing access to a significant portion of its TIE production facilities.
Preybird-class Starfighter

Class: Starfighter Cost: 400$ Length: 21m Pop: 1 Era: 5 Armament: 2 Heavy Laser Cannon, 2 Concussion Missile Complement: 12 per squadron Originally designed by SoroSuub Corporation a few years before the Battle of Endor and intended primary for export as an escort fighter, the Preybird was discontinued after only a few production models due to an expensive dispute over its weapon systems. Then one of the rarest starfighters in the galaxy, most of the production run ended up in the hands of pirates and, perhaps better known, smugglers like Mazzic. Late in the Galactic Civil War the Preybird found a bizarre, belated fame as a front-line starfighter employed by the Imperial Remnant; supplementing the drastically reduced supply of TIE-series craft.

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Scimitar Assault Bomber

Class: Starfighter Cost: 210$ Length: 13.8m Pop: 1 Era: 2 Armament: 2 Laser Cannon, 4 Concussion Missile Complement: 12 per squadron An advanced starfighter/bomber based on TIE series technology, the Scimitar was both larger and faster than a standard TIE Bomber. Designed during Thrawns campaign against the New Republic as a new generation of bomber, the Scimitar featured a shield generator, detachable command pod, larger missile bay and a single ion engine hence the lack of TIE prefix. Despite this apparently winning design combination the Scimitar never managed to replace the standard TIE Bomber in Imperial service, although those that did were highly valued.
TIE/D Defender

Class: Starfighter Cost: 650$ Length: 9.2m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Medium Ion Cannon, 4 Laser Cannon, 2 Concussion Missile Complement: 12 per squadron Developed by Sienar Fleet Systems under strict instruction from the Imperial Navy and introduced shortly before the Battle of Endor, the TIE Defender represented a massive shift in Imperial starfighter design. Concerned with the mounting cost of replacing destroyed TIE Fighters, and recognising the flexibility offered by more capable designs, a single TIE Defender would match the combined operational capability of four TIE Fighters. This exceptional quality and capability was matched only by its cost, somewhat more than five times that of a standard TIE Fighter, and led to its limited deployment only in the hands of the Empires most experienced pilots.
TIE/D Droid

Class: Starfighter Cost: N/A Length: 6.1m Pop: 1 Era: 3 Armament: 2 Laser Cannon Complement: 12 per squadron Originally inspired by the experiment in automation seen aboard the Katana fleet, and later by the droid starfighters used during the Clone Wars, the TIE Automated Fighter was the brainchild of General Arndall Lott. Commonly referred to as the TIE Droid, the new starfighter used many of the same components as the standard TIE Fighter taking the standard command pod with engines and weapons and augmenting it with additional armour and a pair of rectangular wing panels. Although its small size and ease of production gave the TIE Droid an advantage in numbers, its droid brain was never capable of out-flying real pilots and the design was abandoned shortly after Palpatines failed bid to retake the galaxy.

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TIE/IN Interceptor

Class: Starfighter Cost: N/A Length: 9.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 4 Laser Cannon Complement: 12 per squadron Identified by its distinctive arrow-shaped wing panels, the TIE Interceptor was, at its prime, one of the fastest starfighters in the galaxy. Fitted with a more powerful engine than its predecessor, and although still lacking shields and hyperdrive, the Interceptor was far more capable while also fielding heavier armament. Although only introduced after the Battle of Yavin the Interceptor, with its enhanced performance and relatively low cost, was quickly slated to completely replace the standard TIE Fighter in service and by the Battle of Endor filled twenty percent of the total Imperial fighter complement.
TIE/LN Starfighter

Class: Starfighter Cost: N/A Length: 6.4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 12 per squadron Inspired by the earlier Alpha-3 Nimbus produced by Kuat Drive Yards, the TIE Fighter was fitted with Raith Sienars revolutionary twin ion engine, widely considered the most precisely engineered propulsion system in the galaxy. Although incompatible with established life support, shield and hyperdrive technologies, the TIE Fighter was incredibly cheap to mass produce and could be stored in racks to make the best use of limited available space aboard warships. Reflecting an Imperial military philosophy that favoured quantity over quality, and used as the standard design behind the entire TIE series, the TIE Fighter became universally recognised as a symbol of the Empire and remained its primary space superiority starfighter for over forty years.
TIE/SA Bomber

Class: Starfighter Cost: N/A Length: 7.8m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, 2 Proton Torpedo Complement: 12 per squadron Introduced in the early years of the Empire, the TIE Bomber was the Imperial Navys primary antistarship and ground assault starfighter. Larger and less manoeuvrable than the standard TIE Fighter, the bombers distinctive double-hulled design and vulnerability towards starfighters led to enemy pilots referring to them as dupes. Although more heavily armoured than other TIE series starfighters the TIE Bomber still lacked a shield generator and hyperdrive. Due to its low cost and ease of mass manufacture the bomber remained a firm favourite with the Imperial war machine over other several more capable designs.

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Ground Units
Lambda-class T4-a Shuttle

Class: Transport Cost: N/A Length: 20m Pop: N/A Era: N/A Armament: 4 Laser Cannon Complement: 1 per company Designed as both a cargo and troop transport, the Sienar Fleet Systems Lambda was based on a triwing design where the paired lower wings folded upwards when landing to protect the occupants during touchdown. Although slow and lacking in manoeuvrability in normal flight, the Lambdas class one hyperdrive and considerable amour, shields and weaponry left it well equipped for traversing the galaxy without escort. Hint: Used to transport ground units between planets and bring them into combat situations.
Sentinel-class Landing Craft

Class: Transport Cost: N/A Length: 38m Pop: N/A Era: N/A Armament: 8 Laser Cannon Complement: 1 per company Designed alongside the Lambda Shuttle after the Clone Wars, the Sentinel was developed to fulfil the Empires need for a dedicated landing craft to transport soldiers and equipment directly into battle. As the fleet concentrated on larger Star Destroyers incapable of planetary landings, the heavily armoured Sentinel quickly became the Empires main troop transport and combat support craft. Hint: Used to transport ground units between planets and bring them into combat situations.
Theta-class AT-AT Barge

Class: Transport Cost: N/A Length: 26m Pop: N/A Era: N/A Armament: None Complement: 1 per company The Theta Barge was one of several dropship models used by the Galactic Empire to transport and deploy the larger elements of its ground forces. Only able to transport a single AT-AT walker, the Incom-built Theta Barge was reluctantly retained in service Empire after the X-wing debacle because it was the largest dropship that could be accommodated within the hold of the Empires vast fleet of Star Destroyers. Hint: Used to transport ground units between planets and bring them into combat situations.
B5 Juggernaut

Class: Advanced Vehicle Cost: 650$ Length: 22m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, 2 Blaster Cannon Complement: 1 per company Sometimes referred to as a Turbo Tank or rolling slab, the Juggernaut was a powerful assault vehicle first used by the Old Republic during the Clone Wars. Sharing the heavy armour seen on the AT-TE, the Juggernaut was constructed with a ten-wheeled chassis that, although slow at turning, was capable of exceptional straight-line speed even across rocky and uneven terrain. Although popular with many Imperial commanders the outmoded Juggernaut was largely relegated to outer rim campaigns after the formation of the Empire led to the introduction of more powerful, if less versatile, replacements. Hint: Able to transport troops across the battlefield.
All Terrain Anti-Aircraft

Class: Advanced Vehicle Cost: 500$ Length: 18m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Missile Launcher Complement: 3 per company A quick-moving four-legged walker build by Rothana Heavy Engineering, the AT-AA was originally designed during the Clone Wars and first entered service shortly after the declaration of a New Order. Although useless against ground vehicles, the AT-AA saw heavy action during the Galactic Civil War, as a defence against Rebel aircraft, particularly the T-47 Airspeeder. Hint: Can emit electronic interference as a countermeasure to scramble missile guidance systems. Many Bothans died to bring us this information

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All Terrain Armoured Transport

Class: Advanced Vehicle Cost: 1000$ Length: 20m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 1 per company Designed by Kuat Drive Yards during the Clone Wars, the first generation of the AT-AT evolved from the AT-TE and AT-PT walkers already in use with the Republics Grand Army. Developed further under the Empire, the AT-AT concept was fully resurrected by Maximilian Veers who brought the heavy vehicle into full service where it became known as the Imperial Walker. Serving the dual purpose of crushing and demoralising the enemy while serving as a transport, the AT-AT was one of the most awesome and intimidating vehicles used by the Imperial Army. Hint: Can deploy Stormtroopers.
2-M Saber-class Repulsor Tank

Class: Heavy Vehicle Cost: 500$ Length: 10m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 4 per company Built for the Empire by Rothana Heavy Engineering, the 2-M was based on Rothanas earlier TX-130 and TX-130T Fighter Tanks which were primarily used by the Republic Grand Army and its Jedi Generals during the Clone Wars. Larger than its predecessors, the 2-M featured heavier armour and enhanced shields with field tests against Rebel forces proving its superior performance over previous models.
Century Tank

Class: Heavy Vehicle Cost: 180$ Length: 6.7m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Turbolaser, Blaster Cannon Complement: 2 per company Also known as the TIE Crawler, the Century Tank was an unlikely fusion of two vastly different vehicle types. Comprising a standard TIE ball cockpit suspended between two massive treads, the Century Tank was an attempt by Sienar Fleet Systems to branch out into new markets with an inexpensive compact assault vehicle.
Imperial Dropship Transport

Class: Heavy Vehicle Cost: 600$ Length: 16.8m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, Missile Launcher Complement: 2 per company Similar in design to the Low Altitude Aerial Transport used by the Republic during the Clone Wars, the Imperial Dropship Transport was built for the Empire by Rothana Heavy Engineering. Smaller than its predecessor, the IDT also lacked the anti-air weapons and rear-access ramp found on the previous generation transport. Hint: Can quickly transport infantry across the battlefield.

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Self-Propelled Medium Artillery

Class: Heavy Vehicle Cost: 1000$ Length: 20m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Heavy Turbolaser Cannon, 4 Blaster Cannon Complement: 3 per company Successor to Rothana Heavy Engineerings Self Propelled Heavy Artillery, as used by the Republics Grand Army during the Clone Wars, the Medium Artillery was considerably smaller and lighter than its predecessor. Built using lighter alloys and more advanced components, the Empires Medium Artillery was also faster and more nimble than the older model, allowing it to deploy more rapidly Hint: Must deploy to fire.
XR-85 Tank Droid

Class: Heavy Vehicle Cost: 700$ Length: 32m Pop: 1 Era: 3, 4, 5 Armament: Beam Cannon, Turbolaser Complement: 2 per company Manufactured by Arakyd Industries, the XR-85 was a treaded, automated tank used by the Imperial Remnant after Grand Admiral Thrawns failed bid to rebuild the Empire. Although original prototypes were for a tank about the size of the older AT-PT walkers, the final model was considerably larger, and cheaper to build. Making use of a pirated Industrial Automaton R7 droid brain matrix, originally developed for the New Republics EWing starfighter, the XR-85 was considerably more independent and intuitive than previous generations of combat droids. This automation made the tank droid highly useful for the crumbling Empire as it became more difficult to find and recruit sufficient numbers of trained operators for its vehicles.
All Terrain Personal Transport

Class: Light Vehicle Cost: 200$ Length: 4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon, Concussion Grenade Launcher Complement: 4 per company A light ant-infantry walker designed decades before the Clone Wars, the AT-PT was used by the Old Republic to send single troopers into intense combat situations on their own. Forerunner to the later AT-AT and AT-ST walkers employed by the Empire, most of the limited run of AT-PT walkers was lost aboard the fabled Katana Fleet; however those that remained were pressed into service for sentry and patrol duties.
All Terrain Scout Transport

Class: Light Vehicle Cost: 150$ Length: 4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon Complement: 4 per company Colloquially known as a chicken walker for its shape and walking motion, the AT-ST was a heavily armed ground combat vehicle most commonly associated with the Galactic Empire. Based on the All Terrain Personal Transport developed for the Old Republic, the AT-ST was designed as a recon hit and run vehicle suited to a wide range of different situations and terrain. Imperial commanders considered the AT-ST to be a highly versatile weapon with excellent performance against infantry and lightly armoured vehicles. Hint: Capable of releasing a barrage of fire on an area for a limited time.
QH-7 Chariot Light Assault Vehicle

Class: Light Vehicle Cost: 180$ Length: 11.8m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon Complement: 3 per company A command speeder issued to most Imperial ground forces, the Chariot was designed to allow a commander to enter a battlefield with moderate protection before ferrying them back to the mobile command base. Although able to keep up with advancing walkers and other repulsor-craft and navigate difficult terrain the Chariots light armament frequently limited its use to rear-echelon duties.

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TIE Mauler

Class: Light Vehicle Cost: 180$ Length: 6.7m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon Complement: 5 per company The TIE AP-1, more commonly known as the TIE Mauler was a light Imperial ground assault vehicle created by Sienar during the early years of the Galactic Civil War. Like the airborne TIEs, the Mauler emphasised speed and manoeuvrability at the expense of armour, resulting in a flimsy but effective anti-infantry vehicle, especially when deployed in significant numbers. Although armed with rapid-fire blaster cannons many pilots discovered an equally effective weapon, using the treads to crush Rebel soldiers, which led to its more common designation.
E-Web Heavy Repeating Blaster

Class: Infantry Cost: 200$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Cannon Complement: 4 per company Formally known as the Emplacement Weapon Heavy Blaster, and frequently shortened to E-Web, the BlasTech Industries weapon was one of the most powerful repeating blasters in the Imperial arsenal. Although able to be broken down into several parts and carried by a small gunnery crew, the E-Webs incredible firepower required it to be securely mounted before operation by its two-member crew. Hint: The gun must be dismantled before moving.
Imperial Specialist

Class: Infantry Cost: 125$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Rifle Complement: 3 per company Often termed Field Engineers, Imperial Specialists were ordinary troopers specially trained in battlefield repairs and first aid. Primarily a support unit deployed behind the front line, they were equipped with Bacta and other medical supplies required to tend the wounds of other units in the midst of battle. Hint: Trained in basic first and vehicle repair.
Noghri Death Commando

Class: Infantry Cost: 400$ Length: N/A Pop: 1 Era: 1, 2, 3 Armament: Blaster Complement: 3 per company Born on a world ravaged by an ecological disaster caused by a Clone Wars bio weapon, the stealthy Noghri assassins were fiercely loyal to the Empire that claimed to be working to restore their planet. Hint: Can only be built on Honoghr.

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Novatrooper

Class: Infantry Cost: 125$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Rifle Complement: 4 squads of nine per company Known as Stormtrooper honour guards, and identified by their distinctive black and gold armour, Novatroopers were usually better trained than regular Stormtroopers. Normally assigned to guard historically significant locations, Novatroopers were also used as commandos for special missions. Hint: Current build limit of 15.
Shock Trooper

Class: Infantry Cost: 125$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: PLEX Missile Launcher Complement: 2 squads of three per company Elite members of the Imperial Stormtrooper Corps specialized in the use of non-standard weapons and equipment, Shock Troopers were trained to fulfil various battlefield support roles and, with their PLX-2M portable missile launchers, frequently act as anti-vehicle units on the battlefield.
Scout Trooper

Class: Infantry Cost: 150$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Cannon Complement: 2 per company Specially trained soldiers of the Imperial Stormtrooper Corps, Scout Troopers were lightly armoured Stormtroopers specially trained as reconnaissance troops and survivalists. Often deployed far from supply lines or other Imperial troops, Scout Troopers were well known for their self-reliance and ability to operate alone or in small groups, frequently making use of their 74-Z Speeder Bikes to cover ground quickly. Hint: Can drop explosive mines to great effect against enemy infantry.
Stormtrooper

Class: Infantry Cost: 60$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Rifle Complement: 4 squads of nine per company Elite soldiers of the Empire, Stormtroopers served as an ever-present reminder of the New Order and, before Endor, were considered an extension of the Emperors will. Distinguished from other military units by their signature white armour, the Stormtrooper Corps originated in the Clone Army created for the Old Republic.

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Heroes
Director Ysanne Isard Commander Erisi Dlarit

Class: Hero Available: Space Highly ambitious, Isard followed her father into Imperial Intelligence where she quickly became an expert and ruthless agent. After failing in a mission to recover datacards containing the location of the Death Stars construction site, Isard turned on her father and blamed him, accusing him of treason. Succeeding him as Director of Imperial Intelligence, Isard put all of her efforts into pleasing Palpatine, to whom she was personally devoted. After his death at the Battle of Endor she sought to take control of the Empire herself, manipulating Sate Pestage and the Ruling Council before killing them and taking their place on Coruscant. Hint: Commands the Lusankya, an Executor-class Star Dreadnought.
Prince-Admiral Delak Krennel

Class: Hero Available: Space Born to a wealthy family that part-owned one of the two Thyferran conglomerates behind the Bacta Cartel, Dlarit feared New Republic intervention and she agreed to spy for Director Isard from within the famed Rogue Squadron. When her deception was discovered she joined Isard openly and was placed in command of a fighter wing. Hint: Commands Elite Squadron, a TIE Interceptor unit.
Admiral Apwar Trigit

Class: Hero Available: Space Formerly an Imperial officer, the self-styled Admiral Trigit left the Empires service after the apparent death of Ysanne Isard. Now independent, but lacking the resources to carve his own empire, he hired his ship out to Zsinj and placed himself under the Warlords command. Hint: Commands the Implacable, an Imperial-class Star Destroyer.
Captain Ait Convarion

Class: Hero Available: Space An Admiral in the Imperial Navy, Krennel was assigned to Thrawns Unknown Regions armada. Resenting serving under a nonhuman officer, he disobeyed an order to subjugate a planet, instead opting to use planetary bombardment. Recalled to Coruscant for a personal punishment from Emperor Palpatine, Krennel arrived to learn of the Emperors death at Endor. Using the chaos to make good his escape, Krennel declared himself a Warlord with the title Prince-Admiral. Although initially aligned with General Carvin, he quickly allied with Director Isard when it became clear she would inherit the Empire. Hint: Commands the Reckoning, an Imperial II-class Star Destroyer.
Lord High Admiral Blitzer Harrsk

Class: Hero Available: Space An Imperial officer, Convarion was well known as a highly aggressive commander with an excellent grasp of Star Destroyer tactics. A strong believer in the Empire, he was fiercely loyal to Director Isard as the apparent successor to the Imperial leadership. Hint: Commands the Corrupter, a Victory II-class Star Destroyer.
Admiral Teren Rogriss

Class: Hero Available: Space Harrsk was an Imperial Admiral at the Battle of Endor. When Captain Pellaeon, temporarily in command of the fleet, gave the order to retreat following the Emperor's death, Harrsk took his forces into the Deep Core where he established Zero Command, the first breakaway kingdom of the Empire. Unlike many of his contemporaries, Harrsk maintained good relations with many other factions including the remnants of the Empire under the command of Ysanne Isard. Hint: Commands the Shockwave, a Tector-class Star Destroyer.

Class: Hero Available: Space A strong believer in the Empire as an institute of order and civilisation, Rogriss made his career as an honourable man fighting the chaos brought by the Rebel Alliance while avoiding operations directed against civilians. Loyal even after the death of the Emperor, and despite the growing number of deserters and warlords, he continued to serve what was left of the mainstream Empire under Isard and her successors, including leading the task force assigned to hunt down and destroy the threat posed by Warlord Zsinj. Hint: Commands the Agonizer, an Imperial-class Star Destroyer.

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Grand Admiral Thrawn Captain Brandei

Class: Hero Available: Space Mitthrawnuruodo, better known by his core name Thrawn, was widely regarded as one of the best military strategists in the galaxy. Formerly an officer in the Chiss Expansionary Defence Force, Thrawn first came to the attention of then-Chancellor Palpatine in 27 BBY. After being exiled by his people Thrawn joined the newly anointed Emperor in his New Order where he slowly climbed the ranks of the Imperial Navy, despite the widespread anti-alien bias. Returning from an extended mission in the Unknown Regions, the secretly anointed Grand Admiral took command of the remnants of the Imperial Fleet and set forth to restore Order to the galaxy. Hint: Commands the Chimaera, an Imperial II-class Star Destroyer.
Joruus Cbaoth

Class: Hero Available: Space An Imperial officer, Brandei hailed from Mantooine in the Outer Rim and spent much of his early career fighting discrimination, eventually achieving a posting aboard the flagship of the fleet, the Executor. Transferred back to a posting aboard a regular Star Destroyer shortly after the Battle of Hoth Brandei was nonetheless present at the Battle of Endor, and received a promotion to captain shortly afterwards. Armed with experience of the Empires hibridium cloaking device projects, Brandei was an important asset to Thrawn and operated as part of the Grand Admirals personal armada. Hint: Commands the Judicator, an Imperial-class Star Destroyer.
General Freja Covell

Class: Hero Available: Space | Land Cloned from tissue samples of the powerful Jedi Master Cbaoth shortly before his foray into the Unknown Region aboard Outbound Flight, Joruus was created by Palpatine to guard his secret storehouse on Wayland. Driven insane by the rapid cloning technique, the Force-wielding sentinel was nonetheless a powerful Dark Jedi. When Grand Admiral Thrawn discovered the location of Wayland he enlisted the mad clone by offering Luke Skywalker and his sister Leia along with her unborn twins. Hint: Commands a Carrack-class Light Cruiser.
Niles Ferrier

Class: Hero Available: Land A brilliant ground tactician like his mentor General Veers, Covell commanded one of the AT-ATs assigned to Blizzard Force in the assault on Echo Base at Hoth. Although wounded when his walker was brought down he took charge of a Stormtrooper group and routed a number of Rebel troops. Later promoted and assigned to serve aboard the Chimaera during the post-Endor campaigns, Covells innovative ground battle tactics were adopted throughout the Imperial Army and helped to secure his senior leadership position under Grand Admiral Thrawn. Hint: Commands an All Terrain Armoured Transport.
Captain Dorja

Class: Hero Available: Space A competent ship-thief, Ferrier answered Grand Admiral Thrawns call among fringe groups that said the Empire would pay well for warships or information leading to their acquisition. His first offering of three Sienar patrol ships stolen from the Cavrilhu Pirates based on Amorris led to further work as an agent of the Empire, including locating Captain Hoffner whose knowledge of the Katana Fleet would be invaluable to Thrawn. Hint: Commands a DP20 Corellian Gunship.

Class: Hero Available: Space Seventh in a long line of starship commanders, Dorja was a highly conservative and cautious officer. While many of his contemporaries viewed his caution as showing a lack of initiative, his style of command allowed his ship and crew to escape the Battle of Endor unharmed and intact The re-emergence of Grand Admiral Thrawn gave Dorja an opportunity to prove his worth as part of his leaders campaign to destroy the Rebellion. Hint: Commands the Relentless, an Imperial-class Star Destroyer.

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Reborn Emperor Palpatine Superior General Sander Delvardus

Class: Hero Available: Space | Land Born to a noble house of Naboo, Palpatine was discovered by Darth Plagueis as a boy. The Sith Lord manipulated Palpatine into murdering his entire family after which the seventeen year old pledged himself to his new masters teachings and the ways of the dark side of the Force. The newly christened Darth Sidious maintained his public identity of Palpatine, eventually rising to the position of Senator of Naboo and then Supreme Chancellor of the Republic, all the while manipulating people and events in accordance with the Sith Grand Plan. He used the Clone Wars to destroy the Jedi and as a catalyst to reform the Republic into the First Galactic Empire, with himself as Emperor. After twenty five years of totalitarian rule he was undone by a dangerous gamble which led to his death at Endor and the collapse of the Empire. Surviving through the use of a rare and ancient Force technique, he transferred his soul to a clone body before returning to retake the galaxy six years later. Hint: Commands the Eclipse-class Dreadnought.
Sedriss QL

Class: Hero Available: Space An Admiral serving under Moff Kaine in the Galactic Empire, Delvardus refused to join his superiors Pentastar Alignment after the disastrous Battle of Endor preferring to strike out alone. Styling himself a Superior General he formed the Eriadu Authority and succeeded in claiming part of the Rimma Trade Route before being forced back to the Core by New Republic forces under the command of the Sullustan Sien Sovv. Hint: Commands the Thalassa, a Praetor Mark II-class Battlecruiser.
High Admiral Treuten Teradoc

Class: Hero Available: Space An Imperial Admiral at the time of the Battle of Endor, Teradoc followed the lead of Admiral Harrsk and established himself as an independent warlord when the Empire fractured. Claiming dominion over the Greater Maldrood, he found himself in conflict with both Warlord Zsinj and the burgeoning New Republic. Although Teradoc remained nominally loyal to the Empire under Director Isard, he dropped that pretence once she lost Coruscant. Once isolated from any allies Teradoc was forced to abandon the Maldrood and flee to the Deep Core where he re-established himself on Hakassi. Hint: Commands the Crimson Sunrise, a Crimson Command-type Victory II-class Star Destroyer.
Grand Moff Ardus Kaine

Class: Hero Available: Land Descended from the Jedi Knight and Sith Lord Qel-Droma, Sedriss was first identified by the Empire as a Forcewielding mercenary. Captured by the Inquisitorius and brought before Emperor Palpatine, Sedriss was forced to swear unwavering fealty or suffer a painful death. Sworn to the Emperor, he retreated to Byss with the other Dark Side Adepts where they secured the planet and waited for their master to return and enter his clone body.
General Maximilian Veers

Class: Hero Available: Space An ardent supporter of Emperor Palpatine since before he became Chancellor of the Old Republic, Kaines first key role was during the administrative reorganisation into the Galactic Empire. Initially rewarded with an appointment to Moff he later succeeded Wilhuff Tarkin as Grand Moff of Oversector Outer and was given command of Scourge Squadron. When word of Palpatines death at Endor reached him, Kaine set about consolidating territory and founded a new Empire based on the same New Order ideals, the Pentastar Alignment. After largely sitting out Thrawns Campaign, news of the Reborn Emperor forced Kaine to commit his forces in a display of loyalty to his former master. Hint: Commands the Reaper, an Executor-class Star Dreadnought.

Class: Hero Available: Land An officer in the Imperial Army, General Veers career was widely associated with the AT-AT walker he championed over the still widely used Juggernaut. Brought to the attention of Darth Vader after defeating a Rebel invasion force with a new prototype, Veers was soon reassigned to command Death Squadrons ground troops where he led the successful Hoth assault. Groundside again when the Executor was destroyed at Endor, and frequently shunned for his relationship with Vader, Veers later served as a clone template for Grand Admiral Thrawn before receiving a message recalling Imperial forces to the Core. Hint: Commands an All Terrain Armoured Transport.

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Admiral Natasi Daala Colonel Cronus

Class: Hero Available: Space An innovative tactician, the young Daala was frequently denied recognition and promotion by the Imperial Navys bias against women. Only by creating a false computer identity was she able to prove her ability, and catch the eye of someone willing to promote her, one Moff Tarkin. Taken under his wing as a protg and lover she was finally on the fast track, rising in rank alongside him. Promoted to Admiral after Tarkin became Grand Moff, Daala was given command of a quartet of Star Destroyers and entrusted with safeguarding the secret Maw Installation, birthplace of the Empires superweapons. Left isolated for over a decade, Daala emerged to discover the Empire collapsed and her mentor and lover long dead. Her orders obsolete, she set out to avenge Tarkin and destroy the New Republic. Hint: Commands the Gorgon (Era 4), an Imperial-class Star Destroyer, the Knight Hammer (Era 4), an Executor-class Star Dreadnought, or the Scylla (Era 5), a Venator-class Star Destroyer.
Brakiss

Class: Hero Available: Space An officer of the Empire, Cronus served as second in command to the self-styled Superior General Delvardus after Endor. When Admiral Daala assassinated the Deep Core warlords and reunified the Empire, Cronus quickly aligned himself with the restored Imperial Fleet and presented Daala with Delvardus secret weapon, a Super Star Destroyer. In return for his loyalty Cronus was placed in command of former High Admiral Teradocs armada of crimson Victory Star Destroyers. Hint: Commands the 13X, a Crimson Command-type Victory-class Star Destroyer.
General Turr Phennir

Class: Hero Available: Space An Imperial pilot handpicked for the 181st by Soontir Fel, Phennir was promoted to Executive Officer shortly before the Battle of Endor. Although he remained loyal to the Imperial throne Phennir came to believe that the Empire he had served was dead, a belief reinforced by the defeat at Brentaal IV and Fels defection to the New Republic. Given command of the 181st Phennir continued to serve a succession of leaders through to the reunification of the Empire under Admiral Daala by which time he was considered the Empires greatest starfighter ace. Hint: Commands the 181st, a TIE Interceptor unit.

Class: Hero Available: Land Taken by Imperial agents as a child, the Force-sensitive Brakiss was brainwashed into serving the Inquisitorius. Tasked with entering Luke Skywalkers new Jedi Praxeum on Yavin IV, he aided in the defeat of Exar Kun. After meditating on the darkness in his soul he fled, scarred by the experience. After a brief stint with Dark Jedi Kueller during the Almanian Uprising Brakiss joined the Deep Core Warlords under Admiral Daala.

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Grand Admiral Gilad Pellaeon Colonel Meizh Vermel

Class: Hero Available: Space Known as the Old Man of the Empire, Pellaeon served for over six decades in the navies of the Old Republic, Galactic Empire and Imperial Remnant. Starting in the Republics Judicial Forces he captained an Acclamator during the Clone Wars where he developed a strong attachment to the navy as an institution. After the Republic was reorganised into the Empire Pellaeon was assigned to the newly launched Imperial Star Destroyer, Chimaera, a ship he would continue to serve on for over thirty years. After serving under Grand Admiral Thrawn, and seen by many as his protg, and later Admiral Daala, Pellaeon became the de-facto leader of the Imperial Remnant, a role he had never sought or considered himself suited for. Hint: Commands the Chimaera, an Imperial II-class Star Destroyer.
Major Grodin Tierce

Class: Hero Available: Space An officer in the Imperial Army and a trusted subordinate of Grand Admiral Pellaeon, Vermel was often ordered to act as an envoy on highly important or secret missions, such as to open peace negotiations between the New Republic and Imperial Remnant Hint: Commands the Ascian, a CR90 Corellian Corvette.
Commander Maarek Stele

Class: Hero Available: Space Originally a starfighter mechanic, Stele was offered the chance to become a pilot after he saved the life of an Admiral during a Rebel attack. Quickly tagged as an ace pilot he played major roles in campaigns against the Rebel Alliance and the rogue Admiral Zaarin, and was one of the first pilots to fly the TIE Defender, TIE Avenger and Missile Boat in combat. Despite his position Stele still came to question his life in the Empire, a question only answered when Soontir Fel invited him to join the legendary 181st, a squadron he continued to serve with throughout the rest of the Galactic and Imperial Civil Wars. Hint: Commands the 181st, a TIE Defender unit.
Agent Drend Navett

Class: Hero Available: Space | Land Cloned from a Royal Guardsman serving under Grand Admiral Thrawn, Tierce was a new type of clone. Thrawn used technology found in Mount Tantiss to add his own strategic genius to the template in an attempt to create a group of powerful warlords. The result was a failure, dismissed as merely a tactical brilliant Stormtrooper. When the original Grodin Tierce died the clone assumed his identity, capturing and killing the Noghri assassin responsible for Thrawns death. Years later the clone used Moff Disra in a plot to impersonate the long-dead Grand Admiral and prevent peace with the New Republic Hint: Commands the Relentless, an Imperial class Star Destroyer.

Class: Hero Available: Land A highly trained Imperial Intelligence agent, Navett and his team were specialists in sabotage and inciting riots, a skill frequently exploited by Moff Disra in his various schemes.

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35 New Republic
The New Republic was the direct successor to the Rebel Alliance, officially the Alliance to Restore the Republic, a loosely aligned group of rebel factions united by a common desire to remove Emperor Palpatine and his Empire from power and restore liberty to the galaxy. Originally founded by three former Senators of the Old Republic, Garm Bel Iblis of Corellia, Mon Mothma of Chandrila, and Bail Organa of Alderaan, the Rebel Alliance quickly grew to encompass thousands of highly motivated resistance cells across the galaxy willing and able to take the fight to the Empire. Led by Mon Mothma and Admiral Ackbar, the Alliance used its limited military resources to undertake a strategy of space denial against the Empire, performing hit and run raids against Imperial shipping to disrupt the enemy and gather resources for more substantial engagements. Faced with the dire threat posed by Moff Tarkins Doctrine of Fear, embodied by the massive Death Star and its role in the destruction of Alderaan, the Alliance stepped up its activity against the Empire, culminating in a desperate and daring attack on the still unfinished second Death Star. With the Emperor dead at Endor and the Imperial Fleet in disarray the Rebel Alliance, in accordance with its founding treaty, convened a Constitutional Convention to determine the form of a restored Galactic Republic. The convention eventually established a New Republic Provisional Council charged with writing a new constitution and founding a new Senate based on the same premise as the Old Republic, to have a representative parliamentary body govern the galaxy in a fair and equal manner.
Playable In

- Skirmish - The following Galactic Conquest scenarios: Fractured Empire Thrawn Campaign (M) Shadow Hand (M) Reunification Final imperial Push The Hunt for Zsinj The Stars Align The Art of War Essence of War Black Fleet Crisis From the Ground Up Into the Cluster

*Campaigns with (M) are also available in multiplayer.

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Space Units
Viscount-class Star Defender

Class: Super Cost: 40000$ Length: 17000m Pop: 18 Era: 5 Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (6/36 Max) Envisioned as a counter to the many Super Star Destroyers still in Imperial hands, seen by Admiral Ackbar as the greatest threat to New Republic forces, the Viscount was the largest starship class ever constructed by the New Republic. Shorter and more massive than an Executor, superior Mon Calamari engineering enabled them to fit heavier armour and operate it with a substantially smaller crew than its progenitor. Although delayed by New Republic bureaucracy, the project was revived after the Dark Empire and Black Fleet Crisis demonstrated anew the need for vessels able to defend against such large threats. The class was designated a Star Defender in an attempt to avoid the negative connotations still associated with the Empire-favoured Star Destroyer. Hint: Current build limit of one and a lifetime limit of three.
Endurance-class Fleet Carrier

Class: Capital Cost: 7500$ Length: 1040m Pop: 7 Era: 4, 5 Armament: 12/6 Turbolaser, 8/2 Ion Cannon, 20/2 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (4/11 Max) Introduced circa 12 ABY and sharing a space frame with the Nebula Star Destroyer, the Endurance Fleet Carrier was a key component of the New Republics New Class Modernisation Program. Sacrificing much of the Nebulas heavy weaponry in exchange for additional hangar space, and featuring an enlarged bridge superstructure, the Endurance could field almost four complete starfighter wings into battle while also functioning as primary command ship for New Republic forces.
Majestic-class Heavy Cruiser

Class: Capital Cost: 6000$ Length: 700m Pop: 4 Era: 3, 4, 5 Armament: 30/3 Heavy Turbolaser, 20/2 Ion Cannon, 20/2 Laser Cannon, 8/1 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (3/5 Max) Part of the New Republics New Class Modernisation Program, the Majestic was built as a pocket battleship with armour and shields equal to those found on previous generation Imperial Star Destroyers. Although far smaller than any Star Destroyer, and with a correspondingly smaller amount of guns, the Majestic was nonetheless designed to take them on one-to-one making up for its size and lack of fighter complement with a combination of advanced gunnery systems and improved speed and manoeuvrability.
MC80 Home One-type Star Cruiser

Class: Capital Cost: N/A Length: +1300m Pop: 4 Era: N/A* Armament: 36/4 Turbolaser, 36/4 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (4/19 Max) Built for deep space exploration missions by the Mon Calamari, this class shared the same characteristics common to all of their pre-Galactic Civil War vessels; they were designed to be converted into fully equipped warships if the need arose. As the largest capital ships available to the Rebel Alliance they were quickly pressed into service as command ships and continued to serve in this role under the New Republic until replaced with purpose-built warships. Although much rarer than the Liberty-type, the Home One-type gained more recognition when the first in class became famous for its role as Admiral Ackbars flagship. Hint: Admiral Ackbar commands this ship.

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MC80 Liberty-type Star Cruiser

Class: Capital Cost: 4000$ Length: 1200m Pop: 4 Era: 1, 2 Armament: 48/4 Turbolaser, 20/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (3/3 Max) Originally built as civilian liners by the Mon Calamari, MC80 Cruisers were designed from the start with conversion to warships in mind. While Imperial restrictions prevented the Mon Calamari from fitting military-grade equipment and weaponry, they found inventive ways to prepare reserving space for additional equipment and fitting advanced targeting computers to simple sporting lasers. When the Mon Calamari came out in open support of the Rebellion their newly refitted forces became the backbone of the fleet, a role that successive generations of star cruisers would continue for many decades.
MC80B Star Cruiser

Class: Capital Cost: 4500$ Length: 1200m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 48/6 Heavy Turbolaser, 20/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/4 Max) An interim design built by the Mon Calamari to bolster the fledgling New Republic fleet, the first MC80B entered service approximately one and a half years after the Battle of Endor. Similar in size to the previous MC80 Liberty-type, the MC80B featured a far more heavily reinforced hull which, although only accommodating the same number of guns, provided a platform optimised for combat. The class served the New Republic for many years, with the Mon Remonda facing down Super Star Destroyers and World Devastators alike.
MC90 Star Cruiser

Class: Capital Cost: 6800$ Length: 1255m Pop: 4 Era: 3, 4, 5 Armament: 80/8 Heavy Turbolaser, 30/3 Ion Cannon, 6/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) Introduced too late to help the New Republic defend against Grand Admiral Thrawn, the MC90 was the first purpose-built warship produced by the Mon Calamari since the Clone Wars. Designed with a focus on heavy weapons and large hangars the MC90 was well suited to challenge the Star Destroyers still favoured by the Imperial leadership and served as one of the most powerful ships in the New Republic fleet until eclipsed by larger battlecruisers shortly before the Vong War. Although not formally part of the New Class Modernisation Program, the MC90 nonetheless adhered to the same strategic capabilities and, for the first time on a Mon Calamari starship, included control surfaces and displays compatible with most major species, although many New Republic commanders disliked the exposed observation bubble designated for bridge operations.
Nebula-class Star Destroyer

Class: Capital Cost: 7200$ Length: 1040m Pop: 5 Era: 4, 5 Armament: 40/4 Turbolaser, 40/4 Dual Heavy Turbolaser, 20/2 Ion Cannon, 8/2 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (2/5 Max) Originally conceived as part of the Defender program during the early years of the New Republic, the plan for a pocket Star Destroyer was later folded into the larger New Class program. While only two-thirds the length of an Imperial Star Destroyer, the Nebula had enough weapons to be a match for an Imperial II and enough armour to resist the firepower of some smaller Super Star Destroyers. Although first seen in service following the events of Operation Shadow Hand, and despite playing a major role in the Black Fleet Crisis, the number of completed Nebulas remained low compared to the other New Class designs and the rest of the fleet.

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Assault Frigate

Class: Heavy Frigate Cost: 2000$ Length: 700m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 16/2 Turbolaser, 16/2 Laser Cannon, 20/2 Quad Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) After the Rebel Alliance began to acquire pre-Empire Dreadnaughts from various sources, they soon found it necessary to assign engineers to modify them, first installing automated systems and droids to reduce the crew requirements to around 5,000 beings. Additional modifications were quickly devised; removing much of the external superstructure to accommodate additional weapons, docking fixtures to attach and resupply the Alliances hyperspace-capable starfighters, and dorsal fins to enhance manoeuvrability. Recognisable as a descendent of the Dreadnaught only by its nose, the skill of the Rebel technicians was clear when the Empire attempted to acquire the design in a surprising reversal of roles. Although further attempts at refinements were considered a failure, the Mark I continued in New Republic service for many years.
Bothan Assault Cruiser

Class: Heavy Frigate Cost: 3300$ Length: 850m Pop: 3 Era: 5 Armament: 20/2 Turbolaser, 24/2 Dual Heavy Turbolaser, 10/2 Ion Cannon, 20/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (4/4 Max) Designed by the Bothan military to fill the role occupied by the aging Victory Star Destroyer, the Bothan Assault Cruiser was officially introduced after peace was declared between the Imperial Remnant and New Republic. While the motives and timing behind this move were questioned by many, others saw it as a response to the Caamas Crisis which very nearly triggered another civil war in the skies above Bothawui, one which the Bothan defences would have been unable to withstand. Although slightly shorter than the Victory the BAC fielded an impressive array of weaponry, as well as armour and shields 150% heavier than those found on its predecessor.
Dreadnaught-class Heavy Cruiser

Class: Heavy Frigate Cost: 2200$ Length: 600m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Designed by Rendili StarDrive for the Old Republic Judicial Forces, the Dreadnaught first entered service over eighty years before the start of the Clone Wars. As one of the largest starship designs permitted under fleet restrictions imposed by the Ruusan Reformation, the Dreadnaught quickly emerged as a common fleet element in both galactic and local defence forces. In the decades since, and despite the advent of more advanced and powerful ships, the Dreadnaught continued to be a common sight across the galaxy.
Dreadnaught-class Heavy Cruiser, Katana-type

Class: Heavy Frigate Cost: N/A Length: 600m Pop: 2 Era: 2* Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser, 20/4 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Developed by the Old Republic to rectify one of the most glaring flaws in the original Dreadnaught design, the Katana fleet comprised some two hundred Dreadnaughts outfitted with full-rig slave circuitry to reduce the crew requirement from 16,000 to a far more manageable 2,200. Named for the lead vessel, the entire fleet could be slaved to a single command ship. Unfortunately the fleet was infected with a hive virus and the Katanas captain, in his insanity, ordered the fleet on a random hyperspace jump. When the fleet's location surfaced fifty five years later the forces of Grand Admiral Thrawn and the New Republic raced to secure vessels from the armada. Hint: Can only be obtained at a location specified by Talon Karrde.

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MC40a Light Cruiser

Class: Heavy Frigate Cost: 2200$ Length: 600m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 14/2 Turbolaser, 18/2 Ion Cannon, 2/2 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Heavily used by the Rebel Alliance in the year before the Battle of Endor, the MC40a was the smallest class of starship donated to the cause by the Mon Calamari. Larger than the Imperial Strike Cruiser, the MC40a was equipped with exceptionally strong shields for a vessel of that size, and its bank of powerful engines allowed it to function well as a fast, manoeuvrable escort for the more ponderous MC80s.
Corona-class Frigate

Class: Light Frigate Cost: 2200$ Length: 275m Pop: 2 Era: 4, 5 Armament: 10/2 Turbolaser, 4/1 Ion Cannon, 10/2 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (3/3 Max) Built by Kuat Drive Yards as a successor to their successful Nebulon-B design, the Corona was designed as part of the New Republics drive for modernisation and standardisation. Although demonstrating a similar basic configuration and armament to its predecessor the Corona was slightly shorter and featured a strengthened main spar between the forward and drive sections along with the ability to carry a greater number of starfighters. Originally intended to enter service before 9 ABY, the events surrounding the return of Thrawn and Emperor Palpatine delayed production and the first Coronas were delivered alongside the separate New Class program.
CR90 Corellian Corvette

Class: Light Frigate Cost: 1250$ Length: 150m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 30/6 Dual Laser Cannon Complement: None Manufactured by the Corellian Engineering Corporation for decades before the Clone Wars, the CR90 was a small multipurpose vessel widely used across the galaxy, in part due to the legendary adaptability it shared in common with almost all CEC products. Featuring a modular internal design which enabled the operator to easily reconfigure for different functions, the CR90 had been used in roles as varied as a troop transport, fighter carrier, or personal yacht. As such an easily available vessel, and with the modular system extending to its weaponry, the CR90 was an obvious choice for the Rebel Alliance, in whose service it earned the blockade runner nickname.
DP20 Corellian Gunboat

Class: Light Frigate Cost: 1350$ Length: 120m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 8/1 Dual Turbolaser, 6/1 Quad Laser Cannon, 4/1 Concussion Missile Complement: None One of the few dedicated warships manufactured by Corellian Engineering, the DP20 was both fast and heavily armed for its size. With engines filling half of the internal space, along with shield generators and weapon systems, the gunship was equally well equipped to fight against capital ships and starfighters, albeit with no room for passengers or cargo. Originally designed for the Old Republic, the DP20 was mostly seen in the hands of independent operators and later the Rebel Alliance who, after seeing a pirate group successfully hijack an Imperial shipment, decided to acquire some as fast attack ships for its growing navy.
EF76 Nebulon B Escort Frigate

Class: Light Frigate Cost: 2200$ Length: 300m Pop: 2 Era: 1, 2 Armament: 12/2 Turbolaser, 12/2 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Introduced as a counter-insurgency ship after the Clone Wars, the Nebulon-B was originally designed to defend Imperial convoys against raids by pirates and Rebel starfighters. Well known for its effectiveness against fighters and bombers, the Nebulon-B had an immediate impact on Rebel tactics and was often used to support larger capital ships. Although extensively used by both sides during the Galactic Civil War, the Nebulon-B became famous for its service with the Rebellion, especially Admiral Nantz noteworthy victory above Moorja where he successfully destroyed Admiral Delvardus flagship, the Praetor Battlecruiser Thalassa, with a fleet of Nebulon-Bs supported by Y-Wing starfighters. Many Bothans died to bring us this information

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Marauder-class Corvette

Class: Light Frigate Cost: 1800$ Length: 195m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 24/1 Turbolaser Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Designed by a division of Republic Sienar Systems before the Clone Wars, the Marauder was intended to serve as a patrol and escort ship for the Old Republic. When the inefficient and corrupt Republic bureaucracy declined to purchase any; Sienar disposed of its inventory and sold the production rights to the Corporate Sector Authority who made extensive use of the ship as patrol ships on law enforcement and anti-piracy duties. Sometimes called a pocket cruiser, the Marauder also found its way into the hands of pirate groups and the Rebel Alliance, where they continued to serve both in the New Republic fleet and its members sector forces.
Nebulon-B2 Frigate

Class: Light Frigate Cost: 2500$ Length: 253m Pop: 2 Era: 1, 2 Armament: 12/2 Turbolaser, 3/1 Dual Heavy Turbolaser, 12/2 Laser Cannon, 1/1 Concussion Missile Complement: None Built as a modification of the original Nebulon-B design, the B2 profile differed from its predecessor in three ways: the forward section split into two fins to allow for more weapons to be installed, the connecting spar was thicker, and the ship was about 50m shorter stem to stern. This coupled with improved sublight speed and enhanced shields made the B2 a priority target for Rebel Alliance procurement, with several examples of the class continuing to serve the New Republic in its early years.
Quasar Fire-class Bulk Cruiser

Class: Light Frigate Cost: 2100$ Length: 340m Pop: 3 Era: 1, 2, 3 Armament: 4/2 Quad Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (4/4 Max) Originally built as cargo vessels by the SoroSuub Corporation, the Quasars cargo bay could be modified by the owner to accommodate different types of freight modules. Although unarmed in its stock configuration, many operators installed an assortment of defensive weaponry to deter pirates. Several ships were converted into fighter carriers by the Virgillian insurgency, a modification they later shared with the Rebel Alliance who were in desperate need of ships. The class continued to be used by the New Republic for another two decades.

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Sacheen-class Light Escort

Class: Light Frigate Cost: 1250$ Length: 375m Pop: 1 Era: 4, 5 Armament: 10/1 Heavy Turbolaser, 8/1 Ion Cannon, 8/1 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) The first ship class built under the New Republics New Class Modernisation Program, the Sacheen was also the smallest class capable of performing extended independent missions Equipped with a fast hyperdrive and capable of carrying a single squadron of starfighters, the Sacheen was well suited for the patrol duties it was often assigned to. Sometimes referred to as a gun frigate, the Sacheen operated as a screen for capital ships when with a battle group; although its heavy turbolaser were also capable of engaging other capital ships. The New Class practise of using the same basic design for multiple ship configurations stemmed from the successful adaptation of the Sacheen design for the Hajen fleet tender.
BTL-S3 Y-Wing Starfighter

Class: Starfighter Cost: 210$ Length: 16m Pop: 1 Era: 1, 2 Armament: 2 Medium Ion Cannon, 2 Laser Cannon, 2 Proton Torpedo Complement: 12 per squadron Originally built by Koensayr Manufacturing for the Old Republic, the Y-Wing prototype briefly saw combat under Anakin Skywalker; although the main production model was launched too late to serve in the Clone Wars. Rejected by the newly reformed Empire, Koensayr elected to sell the design to other interested parties, particularly local defence forces and pirate groups, leading eventually to the Y-Wings position as the most common starfighter in the Rebel Alliance fleet. Originally designed with a fully covered fuselage, engineering crews quickly discovered that removing the superficial hull plating aided maintenance and improved performance. Although the Y-Wing was slow and ungainly compared to the other Rebel starfighters it continued to play a role in the New Republic fleet for many years, even after its proposed replacements, the B- and K-Wing, entered service.
BTL-S8 K-Wing Assault Starfighter

Class: Starfighter Cost: N/A Length: 16m Pop: 1 Era: 4, 5 Armament: 1 Dual Laser Cannon, 1 Quad Laser Cannon, 6 Proton Torpedo Complement: 12 per squadron Designed by Koensayr Manufacturing for the New Republic, the K-Wing was intended as a heavy precision bomber with an array of 18 adaptable hardpoints able to accommodate an unusually heavy armament. Although much larger than Koensayrs previous Y-Wing its main ion engines were capable of achieving a similar sublight speed to its predecessor with an additional engine providing additional short bursts of acceleration, albeit at the expense of an integrated hyperdrive. First deployed during the Black Fleet Crisis, the K-Wing became a key part of the New Republics ship-carried starfighter complement.
B-Wing Starfighter

Class: Starfighter Cost: 320$ Length: 16.9m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Medium Ion Cannon, 2 Laser Cannon, 1 Heavy Laser Cannon, 2 Proton Torpedo Complement: 12 per squadron Developed for the Rebel Alliance by the Verpine colonies of Slayn & Korpil, in collaboration with Admiral Ackbar, the B-Wing was the main product of the Shantipole Project to create more effective starfighters. Nicknamed the blade-wing due to its sword-like shape in attack mode, the B-Wing incorporated an innovative gyro-stabilised cockpit designed to allow the pilot to perform advanced flight and attack manoeuvres. Although intended to replace the venerable Y-Wing the difficulty of qualifying pilots on the B-Wings unique rotating cockpit meant only a limited number were in service in time for the Battle of Endor; and its larger size and lack of agility meant it never fully replaced the older starfighter..

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Defender-class In-System Starfighter

Class: Starfighter Cost: N/A Length: 5.3m Pop: 1 Era: 4, 5 Armament: 3 Laser Cannon Complement: 12 per squadron Based on the Air to Land Interceptor used by the Fromm Gang in 15 BBY, the Defender entered New Republic service shortly after the Battle of Endor as a system defence starfighter. In a departure from Rebel Alliance and New Republic convention for fast, versatile starfighters the Defender was not equipped with a hyperdrive and, although faster than the outdated starfighters normally relegated to system defence, was no match for other modern starfighters. Originally intended to be deployed aboard the Nebula Star Destroyer as part of the Defender design program the decade of delays to the capital ship section left the starfighter without a home, and thus was never adopted to the same extent as the renowned X- and E-Wing designs.
E-Wing Escort Starfighter

Class: Starfighter Cost: 500$ Length: 11.2m Pop: 1 Era: 2, 3, 4, 5 Armament: 3 Laser Cannon, 1 Proton Torpedo Complement: 12 per squadron The first starfighter designed entirely under the support of the New Republic, the E-Wing was also the first major project completed by FreiTek Incorporated, the company founded by a group exIncom engineers after they defected with the X-Wing plans. Designed to match or exceed the X-Wing in almost every respect the E-Wing was originally intended to replace the older design in New Republic service, a plan that was derailed by a series of technical problems and the high cost of the crafts integrated R7 astromech droid. After several revisions the E -Wing did enter service during Thrawns campaign to restore the Empire and continued to serve the New Republic for many years alongside the more popular upgraded X-Wings.
RZ-1 A-Wing Interceptor

Class: Starfighter Cost: 300$ Length: 9.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, 2 Concussion Missile Complement: 12 per squadron Designed by General Dodonna and engineer Walex Blissex, the A-Wing was conceived during the post-battle analysis of the Battle of Yavin and the trench run on the first Death Star. Dodonna quickly realised the value of starfighters to Rebel operations and set about creating a dedicated Alliance interceptor; the result was one of the fastest mass-produced starfighters in the known galaxy. Essentially a cockpit strapped to powerful twin engines, the first A-Wings were cobbled together from available parts and gained a reputation for their high maintenance to flight time ratio; later superseded by a more standardised design manufactured by Incom. Heavily used for hit-and-fade missions, and giving its name to a strike tactic developed by General Bel Iblis, the A-Wings exceptional design ensured its continued service under the New Republic despite the advent of newer designs.
T-65 X-Wing Starfighter

Class: Starfighter Cost: 250$ Length: 12.5m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 4 Laser Cannon, 2 Proton Torpedo Complement: 12 per squadron Originally designed for the Empire by Incom Corporation, and descended from the older Z-95 Headhunter, the X-Wing entered Rebel hands when the development team discovered that the Empire was coming to shut them down. They deleted all records of the starfighter from the Incom database and defected to the Alliance with both the design schematics and entire production run. Quickly established as a firm favourite of both Rebel and New Republic pilots due to its versatility and exceptional combat performance, the X-Wing, along with the famous Rogue Squadron, became symbolic of the Alliance and its successor governments and upgraded models continued in service for well over 40 years.

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Lady Luck | Jades Fire

Class: Transport Cost: N/A Length: 50m Pop: 1 Era: N/A* Armament: 4 Laser Cannon Complement: None Built by the SoroSuub Corporation, the Personal Luxury Yacht 3000 was designed as a pleasure and transport craft for the very wealthy. Although only fitted with light-duty defensive armament as standard, many owners were known to install and modify a range of additional equipment, including advanced offensive and defensive hardware. While Lando fitted his Lady Luck with a sophisticated sensor system and concealed smuggler compartments, Maras Jades Fire possessed a unique shoot back system able to detect the angle if incoming shots and return fire along the projected route. Both of their ships were heavily, if discretely, armed and also featured remote beckoncall systems. Hint: Lando Calrissian (Lady Luck) and Mara Jade (Jades Fire) command these.
Millennium Falcon

Class: Transport Cost: N/A Length: 35m Pop: 1 Era: N/A* Armament: 4 Quad Laser Cannon Complement: None Built as a stock Corellian Engineering Corporation YT-1300 Light Freighter, the Millennium Falcon quickly earned a reputation as being both remarkably swift and stubbornly unreliable. Flown by many owners under even more names, the Falcon had a long and chequered history stretching back to before the Clone Wars. Acquired by Lando Calrissian in 5 BBY, the famous ship passed into Han Solos possession during a high stakes sabacc tournament when the former threw in a marker for any ship on his lot. Heavily modified from its original configuration the Falcon featured armour plating, advanced warship-grade shield generators, high grade sensors, a customised hyperdrive, dorsal and ventrally mounted quad laser cannons, and an oversized sublight drive system. Hint: Han Solo commands this ship.
Moldy Crow

Class: Transport Cost: N/A Length: 29m Pop: 1 Era: N/A* Armament: 1 Laser Cannon Complement: None First built in the decades before the Clone Wars, the HWK-290 was an effort by the Corellian Engineering Corporation to break into the market for fast, small cargo ships. Aimed at a more upmarket clientele than the well known YT-series often used by tramp captains, the HWK was designed for wealthy merchants and noble politicians. Although produced without armament a wide range of after-market add-ons were available in common with most CEC lines. The Moldy Crow was fitted with weapons after it was acquired by the Rebel Alliance and became widely recognised as the transport vessel favoured by the commando and Jedi Kyle Katarn. Hint: Kyle Katarn commands this ship.
Wild Karrde

Class: Transport Cost: N/A Length: 125m Pop: 1 Era: N/A* Armament: 3 Heavy Turbolaser Complement: None Heavily modified from the popular Action VI Transport design manufactured by the Corellian Engineering Corporation, Talon Karrdes Wild Karrde was primarily used for smuggling operations and as a mobile base of operations. Although visually identical to any other stock Action VI, the Wild Karrde features doubly reinforced durasteel hull plating, warship-grade shields, heavy retractable turbolasers and an upgraded sublight and hyperdrive system. Hint: Talon Karrde commands this ship.

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Ground Units
GR-75 Medium Transport

Class: Transport Cost: N/A Length: 90m Pop: N/A Era: N/A Armament: None Complement: 1 per company Manufactured by Gallofree Yards, the GR-75 transport composed of a clamshell-like hull surrounding an entirely open interior capable of holding up to 19,000 metric tons of cargo stored in modular pods - once loaded a magnetic shield was used to lock the cargo modules in place and keep out the vacuum of space. Inexpensive to buy, the GR-75 was widely used by the Rebel Alliance who discovered the thick hull interfered with Imperial sensors. Hint: Used to transport ground units between planets and bring them into combat situations.
RM-09 Alliance Shuttle

Class: Transport Cost: N/A Length: 26m Pop: N/A Era: N/A Armament: 4 Laser Cannon Complement: 1 per company Developed from an atmospheric troop transport used by the Grand Army of the Republic, the RM-09 was used by the resource-strapped Rebel Alliance to shuttle dignitaries and small teams between its many outposts and fleet components. Although reconfigured to accommodate a small and low-powered hyperdrive, the shuttle was generally restricted to short range trips and invariably required an armed escort. Hint: Used to transport ground units between planets and bring them into combat situations.
Heavy Tracker

Class: Heavy Vehicle Cost: 600$ Length: 30m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Laser Cannon Complement: 1 per company Built by the Mekuun Corporation, the Heavy Tracker was the most heavily armed combat assault vehicle available to the Rebel Alliance, and later New Republic. Designed as a combat assault vehicle for use as a mobile surveillance and communications centre, the Tracker was fitted with an advanced sensor able to detect movement beyond line-of-sight. Hint: Its high-power sensors, able to briefly ping targeted areas, make it an excellent command vehicle.
HTT-26 Heavy Troop Transport

Class: Heavy Vehicle Cost: 700$ Length: 22.2m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Cannon Complement: 1 per company An atmospheric transport designed by Gallofree Yards, the HTT was one of the few products they created specifically for military applications. Capable of carrying a small complement of troops within its hold, the HTT used heavy repulsor engines to traverse from one location to another on the battlefield. Hint: Able to transport infantry across the battlefield.
Mobile Proton Torpedo Launcher 2A

Class: Infantry Cost: 700$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Proton Torpedo Launcher Complement: 2 per company Designed as a replacement for Loratus Manufacturings original Mobile Proton Torpedo Launcher, the 2A was both lighter and faster than its predecessor. A self-propelled artillery unit intended to take out enemy units at long range, the 2A suffered from poor stability during field tests which required the addition of deployable stabilizers to improve performance. Hint: Must deploy in order to fire.

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T3-B Heavy Attack Tank

Class: Heavy Vehicle Cost: 500$ Length: 10m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, Missile Launcher Complement: 3 per company First used by the Rebel Alliance during the early stages of the Galactic Civil War, the T3-B was a heavily armed, tracked tank designed to stand up to the very best of Imperial Armour.
T4-B Heavy Tank

Class: Heavy Vehicle Cost: 600$ Length: 10m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, Missile Launcher Complement: 3 per company An all-purpose battle tank, the T4-B was designed by Yutrane-Trackata as an updated replacement for the T3-B. The long-range proton missile launchers from its predecessor were replaced with a larger number of concussion missile launchers, although this was at the expense of having to make do with less powerful laser cannons.
V-Wing Airspeeder

Class: Heavy Vehicle Cost: 250$ Length: 9.6m Pop: 1 Era: 3, 4, 5 Armament: 2 Laser Cannon Complement: 3 per company A combat Airspeeder designed by Slayn & Korpil, the V-Wing was developed to allow the New Republics more expensive starfighters to focus on space combat while still retaining the necessary planetary defence forces. First introduced after the Thrawn Campaign, the V-Wings fantastic speed and high flight ceiling allowed for rapid deployment, although its low cost and low maintenance requirements came at the expense of defensive shielding.
AAC-1 Hover Tank

Class: Light Vehicle Cost: 200$ Length: 5.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon, Missile Launcher Complement: 4 per company Designed by the SoroSuub Corporation, the Rebel Alliance acquired the AAC designs from a SoroSuub employee attempting to pay off his sabacc debts. A fast, manoeuvrable medium tank, the AAC was equipped with reinforced hull plating and a pair of rapid-fire missile launchers efficient at demolishing both ground and airborne targets.

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Armoured Freerunner

Class: Light Vehicle Cost: 350$ Length: 14.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon, 1 Laser Cannon Complement: 3 per company Advertised by Kelliak Arms as the ultimate in fast, flexible firepower, the Freerunner was developed shortly after the end of the Clone Wars. Snubbed by an Imperial Army focused on walkers and tracked vehicles, the Freerunner, named for its freely rotating gun platforms, was a financial disaster for its manufacturer. Bankrupted by the failure to secure an Imperial contract, all existing stock was sold off to anyone with the credits to pay. Readily acquired by the Rebel Alliance, the Freerunner was considered one of the most powerful and versatile assets in its arsenal.
T1-B Hovertank

Class: Light Vehicle Cost: 350$ Length: 8.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon, Flak Pod Complement: 5 per company The T1-B hovertank, manufactured by Yutrane-Trackata, was designed to serve as a "swift-moving anti-infantry and anti-aircraft weapons platform". Although equipped with shields the tank was only fitted with relatively weak armour and was ill suited to sustain heavy fire.
T2-B Repulsor Tank

Class: Light Vehicle Cost: 500$ Length: 9m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon Complement: 5 per company A light attack tank built by Yutrane-Trackata, the T2-B reached Rebel hands when the Alliance bribed high-ranking corporate executives to leave shipments, purportedly destined for the Empire, in facilities vulnerable to raids. The repulsor-based T2-Bs light weapons largely limited its effectiveness against Imperial armour; however its energy shields were strong enough to deflect the small blaster fire common to most infantry units.
T-47 Airspeeder

Class: Light Vehicle Cost: 250$ Length: 4.5m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 3 per company The T-47 began life as an atmospheric vehicle designed by Incom Corporation for industrial cargo handling, using the airspeeders magnetic harpoon and tow cable to control repulsorlift cargo modules. Modified by the Rebel Alliance into a patrol and combat craft the T-47 became commonly known as the snowspeeder after its extensive use at Echo Base on Hoth. The Rebel engineers fitted armour plating, an advanced power plant and dual laser cannons while also converting the rear cargo manager position into a gunners seat. Hint: Harpoons and tow cables can be used to topple AT-AT walkers.
Jedi

Class: Infantry Cost: 700$ Length: N/A Pop: 1 Era: 4, 5 Armament: Lightsaber Complement: 3 per company With the opening of Luke Skywalkers new Praxeum on Yavin IV the number of Jedi in the galaxy has slowly increased. Although they have no official rank within the New Republic hierarchy, Luke has decided that the New Jedi Order should replicate the role of the Old Jedi Order as guardians of democracy and the Republic. Hint: Can only be built on Yavin IV.

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New Republic Infiltrator

Class: Infantry Cost: 100$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Sniper Rifle Complement: 2 per company Elite commandos of the Rebel Alliance and New Republic Special Forces, the Infiltrators were highly skilled and motivated agents frequently assigned to the most dangerous missions. Capable of entering the most heavily guarded installations and planets, Infiltrators often specialised in anti-infantry operations and were known to participate in land invasions armed with sniper rifles and grenades. Hint: Can only be built from the Infiltrator Academy.
New Republic Specialist

Class: Infantry Cost: 125$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Rifle Complement: 3 per company Often termed Field Engineers, New Republic Specialists were ordinary troopers specially trained in battlefield repairs and first aid. Primarily a support unit deployed behind the front line, they were equipped with Bacta and other medical supplies required to tend the wounds of other units in the midst of battle. Hint: Trained in basic first aid and vehicle repair.
New Republic Trooper

Class: Infantry Cost: 52$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Rifle Complement: 5 squads of six per company Constituting the main element of the Alliance Army, and later New Republic, the standard foot soldiers came from all walks of life and joined for many reasons. Originally formed from countless cells of loosely structured rebel groups, the New Republic military transformed its army into a well trained and equipped military force.
New Republic Vanguard

Class: Infantry Cost: 75$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: PLEX Missile Launcher Complement: 4 squads of four per company Formerly known as the Vanguard division, the Rebel Alliance, and later New Republic, SpecForce Heavy Weapons Specialists provided protection against enemy air and ground units. Equipped with the shoulder-carried PLX-2M portable missile launcher, they often specialised in an anti-mechanised unit role.

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Heroes
Mon Mothma Luke Skywalker

Class: Hero Available: Galactic Only nineteen when elected to the Galactic Senate, Mothma was one of the youngest Senators ever to serve. Daring, charismatic and politically savvy she strongly opposed the Military Creation Act and became a signatory to the Delegation of 2000 when Chancellor Palpatine continued using his emergency powers even as the Clone Wars ended. By then one of Palpatines most outspoken critics, Mothma continued to openly defy the newly titled Emperor in the Senate until she was forced underground to evade arrest. As a fugitive of the Empire she became the Rebellions public face and Chief of State, a role she maintained through the transition into the New Republic.
Princess Leia Organa Solo

Class: Hero Available: Space | Land Raised on Tatooine by his aunt and uncle, and watched over by Obi-Wan Kenobi, Luke was secretly the son of Padm Amidala and Anakin Skywalker. His life was changed forever after a chance purchase of two droids landed him right in the middle of the Galactic Civil War and brought him together with the smuggler Han Solo and, unknown to any of them, his sister, Leia. Taught the ways of the Force by Old Ben, Lukes place in galactic history was secured by his role in the destruction of the two Death Stars and the deaths of the Emperor and Darth Vader. Named as the last of the Jedi by Master Yoda, Luke set forth to learn about his heritage and rebuild the Order; at the same time working with his sister and their friends to rebuild the galaxy with the New Republic. Hint: Flies an X-Wing.
Han Solo | Chewbacca

Class: Hero Available: Land Daughter of Anakin Skywalker and Padm Amidala, Leia was the younger twin of Luke Skywalker. Adopted by Bail Organa she grew up as a Princess of Alderaan before joining the Imperial Senate where she succeeded her mentor, Mon Mothma, as the youngest Senator ever. One of the founders of the Rebel Alliance along with Mon Mothma, Bail Organa and her father; Leia used her diplomatic immunity to further the Rebel cause. After being unmasked as a Rebel while on a mission to deliver Death Star plans to the Alliance, and forced to watch as her adopted home planet was destroyed by the stations superlaser, Leia turned her full attention to serving the Rebellion and leading its diplomatic efforts. Famous as a strong and inspirational leader, Leia continued to serve the Alliance and New Republic throughout its existence.
Kyle Katarn

Class: Hero Available: Space | Land Orphaned at an early age, Han had dreams of entering the Imperial Academy. He graduated at the top of his class although his career was to be short-lived; ending in disgrace after he assaulted a superior officer over the treatment of a Wookiee slave. In gratitude the Wookiee, Chewbacca, swore a life-debt to Han and joined the Corellian as he returned to the smuggling world, where they became known as an inseparable smuggling duo. Considered one of the best instinctive pilots in the galaxy, Han, along with Chewie, first became involved with the Rebel Alliance when they were hired to transport Luke Skywalker and Obi-Wan Kenobi to Alderaan in search of Princess Leia. Later hailed as heroes for their role in the Battle of Yavin, they continued to serve the Alliance and its successor, the New Republic, for many years. Hint: Commands the Millennium Falcon; or (in some GCs) the Mon Remonda, an MC80B Star Cruiser.
Ponc Gavrisom

Class: Hero Available: Space | Land Formerly an Imperial Stormtrooper, Katarn defected to the Rebel Alliance after learning that his father had been killed during a fake Rebel attack staged by the Empire. Acting as a spy and commando for the Rebellion, Katarn played an instrumental role in the destruction of the Empires Dark Trooper project. After the Alliance reformed into the New Republic Katarn learned of his Force potential and Jedi heritage, started on the road to becoming a Jedi himself. Hint: Commands the Moldy Crow.

Class: Hero Available: Galactic Elected to the New Republic Senate in 11 ABY, Gavrisom was, like many of his species, widely regarded as better with words than actions. Known as a calm mediator in the Senate and a staunch supporter of Chief of State Leia Organa Solo, Gavrisom was elected to act in her stead when she stepped down after the Corellian Insurrection.

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Admiral Gial Ackbar General Wedge Antilles

Class: Hero Available: Space As the leader of the Calamarian Council when the nascent Empire sent forces to subjugate the Mon Calamari, Ackbar tried in vain to negotiate, but his people were still forced into slavery. A failed resistance effort led to his capture and enslavement by an Imperial officer who presented him to Grand Moff Tarkin as a gift. After using his enslavement as an opportunity to learn about Imperial doctrine, and gain knowledge of secret projects like the Death Star, Ackbar was freed by Rebel forces attempting to capture Tarkin. Promoted to Admiral, Ackbar was named Supreme Commander of the Rebel fleet when the Calamarian Council agreed to formally join the Alliance. After reorganising the Alliance military into a force able to take on the Empire, Ackbar personally commanded the fleet at Endor and continued his role in the Rebel Alliance as it transformed into the New Republic. Hint: Commands the Home One (Era 1, 2), an MC80 Star Cruiser; or the Galactic Voyager (Era 3, 4, 5), an MC90 Star Cruiser.
General Airen Cracken

Class: Hero Available: Space Orphaned at seventeen Antilles joined the Rebel Alliance when the Empire killed his girlfriend. After flying with Luke Skywalker during the Death Star trench run Antilles cofounded a new elite X-Wing squadron with the young Jedi, Rogue Squadron. Promoted to Commander after the Battle of Hoth he led the unit at Endor and became the only pilot to survive both Death Star runs. Antilles finally accepted promotion to General after the death of Thrawn and reluctantly moved out of the cockpit. Hint: Commands the Lusankya, an Executor-class Star Dreadnought.
Lando Calrissian

Class: Hero Available: Space | Land Entrepreneur, smuggler and professional gambler, one of Calrissians biggest coups was winning a high-stakes sabacc game that crowned him Baron Administrator of Bespins Cloud City. He was dragged into the Galactic Civil War when Lord Vader arrived on Cloud City demanding co-operation in capturing Han Solo, Princess Leia and Luke Skywalker. Guilty over this betrayal Calrissian joined the Rebel Alliance and completed many missions during his search for the captured Solo. He was promoted to General shortly before the Battle of Endor, based largely on his near single-handed victory at the Battle of Taanab, and, from the Millennium Falcon, fired the shots that destroyed the Second Death Star. Although he later resigned his military commission, Calrissian continued to support his friends and the New Republic. Hint: Commands the Lady Luck.
General Garm Bel Iblis

Class: Hero Available: Galactic A resistance fighter from Contruum, Cracken was sought by the Rebel Alliance after his guerrilla group managed to cause enough damage to force the sectors Moff into ceding control of the planet to its people. Made a General before the Battle of Yavin, he quickly became Supreme Allied Commander for Intelligence, in charge of the Rebel networks of agents working to undermine the Empires New Order. After the Battle of Endor and the formation of the New Republic Crackens priority switched to the many Imperial Warlords striving to forge their own territories.
General Tycho Celchu

Class: Hero Available: Space Corellian Senator in the final years of the Old Republic, Bel Iblis strongly opposed the increasing power wielded by Chancellor Palpatine. Going into hiding when his family was murdered by agents of the newly founded Empire, he founded a resistance movement with which to fight the Imperial war machine. A skilled leader, Bel Iblis realised the need for co-ordination with other groups and, along with Mon Mothma and Bail Organa, founded the Rebel Alliance. Leaving the Rebellion after Organa was killed; he continued his own private war against the Empire, only rejoining the New Republic during the Thrawn Campaign. Hint: Commands the Peregrine, a Dreadnaught-class Heavy Cruiser, Katana-type.

Class: Hero Available: Space An Imperial fighter pilot from Alderaan, Celchu was in a HoloNet call with his family and fianc when the Death Star destroyed the planet. With his faith in the Empire broken, Celchu defected to the Rebel Alliance and joined Rogue Squadron under the command of Skywalker and Antilles. Promoted as the Rogues executive officer after surviving the Death Star run in an A-Wing, Celchu later took command of the unit while Antilles was occupied with other duties. Hint: Commands Rogue Squadron, an X-Wing unit.

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Booster Terrik General Etahn Abaht

Class: Hero Available: Space A Corellian smuggler, Terrick was captured by CorSec inspector Hal Horn and sentenced to five years labour in the spice mines of Kessel. Released several months after the Battle of Hoth he turned the remains of his smuggling organisation over to his daughter, who had maintained it in his absence, and became an intermediary in his friends business deals. An old friend of Wedge Antilles Terrick later found himself involved with the ex-New Republic Rogue Squadron during their private war against Director Ysanne Isard. Personally capturing one of her Imperial Star Destroyers, Terrick managed to arrange, with help from Talon Karrde, to keep the ship and convert it into a mobile base of operations and entertainment bazaar. Hint: Commands the Errant Venture, a modified Imperial II-class Star Destroyer.
Talon Karrde

Class: Hero Available: Space A highly placed fleet officer during the time of the Empire, Abaht led the Dornean Navy in resisting domination by the galactic power. Although Dornea lent the Rebel Alliance two gunships to aid the strike against the Second Death Star, the planet declined to join the New Republic until 14 ABY. When it did join, Abaht was recruited into the Defence Fleet and placed in command of the freshly commissioned Fifth Battle Group, comprised entirely of New Class warships. Hint: Commands the Intrepid, an Endurance-class Fleet Carrier.
Mara Jade

Class: Hero Available: Space | Land Raised by Emperor Palpatine and trained in the ways of the Force, Jade became an agent of his will, able to telepathically communicate with him from across the galaxy. Linked with Palpatine when he died at Vaders hand, Jade received his final Force command, to kill Luke Skywalker. Abandoned, she drifted for several years before finding herself a place in Talon Karrdes smuggling operation, quickly rising to become his lieutenant before Grand Admiral Thrawns return brought her face to face with Skywalker and led to her joining the New Republic. Hint: Commands the Jades Fire.
Corran Horn

Class: Hero Available: Space A smuggler with a penchant for information, Karrde began his career in Jorj Cardas operation, eventually becoming a top lieutenant. When Cardas mysteriously vanished, Karrde quietly took over the organisation and, in the aftermath of Jabbas death and the collapse of the Empire, guided it to the top spot in the smuggling world. Drawn into the Galactic Civil War during the Thrawn Campaign, Karrde threw his lot in with the New Republic by selling them information on the Empire and, once Thrawns objective became clear, providing them with the location of the fabled Katana fleet. Hint: Commands the Wild Karrde.
Captain Uwlla Iillor

Class: Hero Available: Space | Land Formerly a CorSec officer, Horn fled Corellia after an Imperial liaison officer ordered his arrest on trumped up murder charges. Joining the New Republic, Horns skill as a pilot allowed him to join the reformed Rogue Squadron, with whom he participated in the capture of Coruscant. Later learning about his Jedi heritage, Horn joined Luke at his Jedi Praxeum to train in the ways of the Force. Hint: Flies an X-Wing.
Cilghal

Class: Hero Available: Space One of the few female officers in the Imperial Navy, Iillor was exceptionally resourceful in the use of unorthodox tactics, a trait she picked up on a tour of duty under Thrawn. Although the need for competent officers in the aftermath of the Battle of Endor gave Iillor a promotion and command of an Interdictor Cruiser, something that would have been unlikely before the fragmentation of the Empire, the continued lack of respect afforded her by Imperial command prompted her to defect to the New Republic. Hint: Commands the Corusca Rainbow, an Immobilizer 418 Cruiser.

Class: Hero Available: Land Niece of the famed Admiral Ackbar, Cilghals Force ability was discovered during Admiral Daalas attack on Mon Calamari. She became one of the first students at Lukes Jedi Praxeum on Yavin IV and became a skilled Jedi healer.

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51 Empire of the Hand


Secretly founded by Thrawn after he was exiled from the Chiss Ascendancy, the Empire of the Hand was established in order to explore and pacify the Unknown Regions and protect the galaxy from the many and varied threats residing there. With the support of Emperor Palpatine, who provided ships and resources to the Chiss commander, the Empire of the Hand mapped great swathes of territory and established a new military and political force to provide order and security to the region. Formed by combining Chiss and Imperial ideologies and technologies, Thrawn intended that the Empire of the Hand would mirror the best parts of the Empire, but without the doctrine of fear, institutional xenophobia and grandeur favoured by the Emperor. Named after Thrawns base of operations in a fortress on Nirauan, known as the Hand of Thrawn, his shadow empire functioned more like a confederation than a true empire, forming alliances with native governments instead of conquering them through brute force and encouraging all species within its borders to participate in government service or with the military.
Playable In

- Skirmish - The following Galactic Conquest scenarios: Final imperial Push Empires at War (M) From the Ground Up The Art of War Essence of War

*Campaigns with (M) are also available in multiplayer.

Many Bothans died to bring us this information

52
Space Units
Ascendancy-class Star Destroyer

Class: Capital Cost: 6000$ Length: 1100m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 20/4 Dual Heavy Megamaser, 20/4 Quad Heavy Megamaser, 10/2 Heavy Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (4/4 Max) Developed in cooperation with the Chiss Ascendancy and based on Imperial designs, the Ascendancy served with the Sycan Fleet Systems' Syndic Destroyer as the main capital ship of the Empire of the Hand. Designed to be slightly more versatile than the Syndic, the Ascendancy traded some of the direct ship-to-ship combat ability of the larger destroyer for greater versatility.
Phalanx-class Destroyer

Class: Capital Cost: 8700$ Length: 2000m Pop: 5 Era: 3, 4, 5 Armament: 36/6 Dual Megamaser, 36/6 Dual Heavy Megamaser, 28/4 Quad Heavy Megamaser, 12/2 Rhazor Missile Complement: Fighter Squadrons, Bomber Squadrons (3/4 Max) The heaviest ship in the Empire of the Hand's arsenal, the Phalanx Destroyer was designed by Sycan Fleet Systems as a successor to their already impressive Syndic Destroyer. Although capable of going head to head with almost any capital ship fielded by the New Republic or Imperial Remnant the exposed nature of several hull sections, necessary to radiate excess heat, left the Phalanx potentially vulnerable to starfighter and bomber attack.
Syndic-class Destroyer

Class: Capital Cost: 6000$ Length: 1500m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 30/6 Megamaser, 20/4 Dual Megamaser, 15/3 Quad Megamaser, 24/4 Heavy Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) Designed by Sycan Fleet Systems when the planet first joined the Empire of the Hand, the Syndic was the first vessel built to specifically address the needs of Thrawns shadow Empire. While slightly shorter and less powerful than the Empire's Star Destroyers its stronger hull gave it greater sustainability in battle, a key consideration in the dangerous outer reaches of the galaxy patrolled by the Hand. The most famous vessel of this class was the Frontier, otherwise known as the flagship of Admiral Ar'alani.

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Budirech-class Heavy Cruiser

Class: Heavy Frigate Cost: 3000$ Length: 750m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 24/4 Megamaser, 12/2 Dual Megamaser, 8/2 Quad Megamaser Complement: None Secretly designed by Chiss engineers loyal to Thrawn, the Budirech was originally a test-bed for Imperial technology relayed back to the Ascendancy during his service with the Empire. Although based on the form-factor of a starship Thrawn first encountered over 25 years before, the Budirech was designed from the ground up to eliminate the well documented deficiencies with the original product. When Thrawn returned to the Unknown Regions the plans were handed over to his new Sycan allies who refined and finalised them before starting production.
Chaf-class Destroyer

Class: Heavy Frigate Cost: 4000$ Length: 1000m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 32/4 Dual Megamaser, 28/4 Dual Ion Cannon, 4/2 Proton Torpedo, 6/2 Rhazor Missile Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Donated to the Empire of the Hand by the Fifth Ruling Family of the Chiss Ascendancy, and named for that House, the design for the Chaf Destroyer was delivered by Aristocra Chaformbintrano in return for services rendered to the family and Ascendancy. Heavily armed and armoured for its size, the Chaf represented a deadly package and quickly became one of the most common ships in the Empire of the Hand fleet.
Nuruodo-class Broadside Frigate

Class: Heavy Frigate Cost: 2000$ Length: 600m Pop: 2 Era: 3, 4, 5 Armament: 21/3 Megamaser, 12/2 Quad Megamaser Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Highly controversial when first proposed, the Nuruodo, named for one of the Chiss Ruling Families, was fitted with weapons only on one side. While conventional tactical thinking indicated that this was a highly irregular and dangerous proposal, its proponents argued that concentrating all of the ships weapons on one side would allow the Nuruodo to bring all of its firepower to bear against a single target. Hint: The advantage in firepower distribution is tempered by the need to keep the enemy away from the unarmed side.
Warlord-class Gunboat

Class: Heavy Frigate Cost: 3000$ Length: 400m Pop: 2 Era: 2, 3, 4, 5 Armament: 16/2 Dual Megamaser, 16/4 Proton Torpedo Complement: None Designed principally to patrol and guard low priority targets across the vast reaches of the Empire of the Hand, the Warlords most important characteristics were a strong hull and powerful missile complement which allowed it to engage and despatch ships from many unfriendly species with little threat to itself.

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Asdroni-class Frigate

Class: Light Frigate Cost: 1300$ Length: 200m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 20/2 Maser Cannon, 20/2 Dual Maser Cannon Complement: None Named after the largest moon orbiting Rhigar, home to one of the Ascendancys military academies, the Asdroni was designed as a larger and more powerful replacement for an earlier class of combat cruiser favoured by Commander Thrawn.
Auriette-class Fleet Carrier

Class: Light Frigate Cost: 4000$ Length: 650m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 12/2 Megamaser, 6/1 Quad Maser Cannon Complement: Fighter Squadrons, Bomber Squadrons (3/7 Max) Donated by the government of Riette, the Auriette served as the Empire of the Hand's principal dedicated carrier. Although typically sent to pacify the advanced indigenous species of the Unknown Regions, the Auriettes considerable fighter and bomber complement was also capable of holding its own against entire fleets belonging to less advanced species in the region.
Decimator-class Cruiser

Class: Light Frigate Cost: 1300$ Length: 400m Pop: 1 Era: 4, 5 Armament: 10/2 Dual Megamaser, 20/2 Ion Cannon Complement: None Drawing inspiration from a fierce warrior race found in the history of one of the Empire of the Hand's premier worlds, the Decimator was designed to be both hardy and versatile. Created under the keen eye of Grand Admiral Thrawn, the Decimator only entered service after his reported death at the Battle of Bilbringi.
Kariek-class Cruiser

Class: Light Frigate Cost: 1200$ Length: 350m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 12/3 Megamaser, 12/2 Dual Megamaser, 12/2 Dual Maser Cannon Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Heavily armed and shielded for its size, the Kariek was designed to patrol quiet sectors of Hand territory, freeing up larger and more powerful ships like the Chaf for more dangerous assignments. Most often deployed in conjunction with other classes of ship, the Karieks main weakness was quickly identified as an uncharacteristically weak hull which led to some commanders calling it the glass cannon of the fleet.

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Massias Interdictor

Class: Light Frigate Cost: 9000$ Length: 500m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 28/4 Dual Megamaser, 6/1 Dual Heavy Megamaser, Gravity Well Generator Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Based on interdiction technology acquired from the Vagaari by a young Force Commander Thrawn, and later refined by Old Republic and Imperial engineers, the Massias is a curious blend of Chiss, Vagaari and Imperial technologies. Lacking an obvious command superstructure in common with many Chiss designs, yet featuring the distinctive ball of an Imperial-style gravity well generator, the Massias was built according to Thrawns design for a small yet versatile frigate able to trap vessels from the many dangerous threats found in the Unknown Regions. Hint: When active its huge gravity-well generator can prevent any nearby ship from entering hyperspace.
Vigilance Gunship

Class: Light Frigate Cost: 1300$ Length: 250m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 12/2 Maser Cannon, 12/4 Concussion Missile Complement: None Fast and deadly, the Vigilance was equipped with a powerful array of missiles able to home in on and destroy enemy starfighters. Originally intended to be fitted with a cloaking device, a miscalculation in the design phase meant it was physically impossible to install the generator acquired for the purpose. Instead the spare internal space was used to install a more powerful sublight engine which provided the Vigilance with incredible speed and, like the planned cloak, made it almost impossible to trap.
Furion-class Assault Bomber

Class: Starfighter Cost: 600$ Length: 6.25m Pop: 1 Era: 3, 4, 5 Armament: 2 Maser Cannon, 2 Concussion Missile Complement: 12 per squadron Uncharacteristically slow and difficult to fly for an Empire of the Hand starfighter, the Furion was introduced to complement the abilities of the older Syca Bomber. Although armed with an unremarkable armament of maser cannons, the additional heavy load of high-yield concussion missiles ensured it quickly gained a menacing reputation when used against other fighters and bombers.
Krsiss-class Interceptor

Class: Starfighter Cost: 350$ Length: 7m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Maser Cannon Complement: 12 per squadron Originally designed alongside the Nssis Clawcraft, the Krsiss Interceptor featured an elongated engine housing and single curved wing to reduce mass and allow for it to attain a straight-line speed unmatched in the Empire of the Hand fleet, albeit at the expense of some manoeuvrability found in its more versatile cousin.
Nssis-class Clawcraft

Class: Starfighter Cost: 300$ Length: 7.65m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Maser Cannon Complement: 12 per squadron First in a new line of Chiss Clawcraft, the Nssis was a product of the technology sharing between Palpatines Empire and Thrawns new Empire of the Hand. Built around the ubiquitous TIE-series cockpit, the Nssis replaced the Empires generic solar panels with a pair of curved wings which extended out to form a distinctive claw-like shape. The addition of thicker armour, shield generator and hyperdrive made the Nssis slower than its TIE counterpart, although this was mostly compensated for by vastly enhanced manoeuvrability.

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Scarsiss-class Clawcraft

Class: Starfighter Cost: 300$ Length: 7.9m Pop: 1 Era: 4, 5 Armament: 3 Heavy Maser Cannon, 2 Medium Ion Cannon Complement: 12 per squadron The pinnacle of Empire of the Hand starfighter technology, the Scarsiss was developed as a potential replacement for the Krsiss Interceptor, itself a highly advanced fast attack starfighter. Although incapable of reaching the immense straight-line speed of the Krsiss, the Scarsiss featured greatly enhanced manoeuvrability which, when coupled with an exceptionally heavy armament for a ship classed as an interceptor, made for a deadly combination when pitted against enemy starfighters.
Syca-class Bomber

Class: Starfighter Cost: 550$ Length: 5.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Maser Cannon, 2 Proton Torpedo Complement: 12 per squadron The planet Syca's earliest contribution to the Empire of the Hand fleet, and named for the planet, the Syca Bomber was manufactured under contract by Sycan Engineering Systems even before the planetary government voted to ally with Thrawns Empire. Designed with a focus on the ability to deliver the maximum payload on target the Syca possessed unparalleled speed, largely due to its lightly armoured frame, which enabled it to outrun enemy fighters during the run.
Fel Ascent

Class: Transport Cost: N/A$ Length: 23.4m Pop: 1 Era: N/A* Armament: 8 Laser Cannon Complement: None Developed by the Empire of the Hand at the special request of Baron Soontir Fel, the Fel Ascent was then assigned to Ashik, a special operatives commando directly under the command of the Fel family and Soontir himself. This sleek vessel was equipped with powerful sensors ideal for gathering intelligence to add to the extensive libraries of Nirauan, as well as sufficient weaponry to hold off enemy fighter attacks. Hint: Ashik commands this ship.

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Ground Units
Gilzean Rail Gun Tank

Class: Heavy Vehicle Cost: 700$ Length: 10m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Rail Gun Complement: 2 per company The Gilzean rail gun tank was designed to replace the aging All Terrain Commando Walkers, first used by the Empire of the Hand during its formative years, when it was determined that the bipedal walker's height hindered its ability to function in conjunction with the powerful new Megamaser Tank. The Gilzean, as a medium tank, was found to be ideal for escorting MMT companies, which were known to be vulnerable during their long weapon recharge cycle.
Megamaser Tank

Class: Heavy Vehicle Cost: 1100$ Length: 18m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Maser Beam Cannon Complement: 1 per company After shipments of Imperial equipment became more and more infrequent after the Emperor's defeat at Endor, the Empire of the Hand opted to design the Megamaser Tank in order to supplement, and eventually replace, their dwindling stock of AT-AT walkers. Although a slowly charging main gun reduced the MMTs ability to take on multiple targets, it was highly effective for long range siege and eliminating individual threats to Hand forces.
Mortar Tracked Armoured Tank

Class: Heavy Vehicle Cost: 1200$ Length: 15m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Mortar Cannon Complement: 1 per company Despite the SPMA-T's use as a symbol of the Empires power, the Imperial artillery was deemed to be ineffective for the Empire of the Hand's purposes because of its poor ability to cope with treacherous terrain. This prompted the creation of a more stable tracked artillery platform, the Mortar Tracked Armoured Tank, which would be capable of fulfilling the Hands precise mission requirements. Hint: Must deploy in order to fire.
AirStraeker

Class: Light Vehicle Cost: 900$ Length: 8m Pop: 1 Era: 2, 3, 4, 5 Armament: 2 Heavy Maser Cannon Complement: 3 per company A prototype airspeeder designed and tested by the Empire of the Hand for the Chiss Ascendancy, the AirStraeker was created in response to the growing threat posed by indigenous forces in and around Chiss territory. Manned by a single pilot, the AirStraeker was intended to be used as a heavy assault aircraft in support of ground force operations
Flame Tank

Class: Light Vehicle Cost: 650$ Length: 6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Flamethrower Complement: 3 per company Originally developed by the Chiss Ascendancy, the Flame Tank was designed to quickly traverse frozen worlds such as Csilla, the capital of the Ascendancy, by using its flames not only offensively, but also to melt away its surroundings. Because of the danger associated with the extremely high temperatures of the flames being emitted, as well as the high volume of explosive gases in the tanks mounted on the tank, only the most qualified and highly skilled Chiss warriors were permitted to command them.

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Kirov Tank

Class: Light Vehicle Cost: 500$ Length: 12m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, Flak Pod Complement: 3 per company The Kirov was designed by Sycan Engineering Systems as an anti-air platform shortly after the systems Empire of the Hand's acquisition of the system and company. They are very often used in patrol duties in conjunction with the more versatile Rapid Fire Tanks.
Rapid Fire Tank

Class: Light Vehicle Cost: 550$ Length: 6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 4 per company The Rapid Fire Tank was developed by the Empire of the Hand shortly after its establishment in order to deal with the hostile forces in the Unknown Regions. After a trial-by-fire design process and multiple iterations, the end result was a fast and compact yet powerful tank capable of dealing with a wide range of threats to the Hand's control and influence in the Unknown Regions.
Phalanx Commando

Class: Infantry Cost: 100$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Charric Rifle Complement: 2 per company Part of a special operations division within Thrawns Household Phalanx, a paramilitary organisation loyal to him and his cause, the Phalanx Commandos included many of the most skilled and dedicated Chiss warriors in the Empire of the Hand.
Phalanx Trooper

Class: Infantry Cost: 100$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Charric Rifle Complement: 5 squads of six per company Founded by Thrawn on his return to the Unknown Regions after rising through the ranks of the Empire, his Household Phalanx became home to many Chiss sympathisers who felt constrained by the official Chiss military doctrine. Despite being officially ignored by the Chiss Ascendancy, to acknowledge it would lead to charges of treason and secession, Thrawns rogue phalanx was well known within the Ascendancy borders and Chiss recruits constituted the majority of Empire of the Hand forces.
Rocket Scout

Class: Infantry Cost: 300$ Length: 4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Cannon, PLEX Missile Launcher Complement: 3 per company Riding a modified version of the standard Imperial 74-Z Speeder Bike the two-man Rocket Scout unit comprised a pilot and a gunner carrying a shoulder-mounted PLEX missile launcher. Able to traverse ground quickly, they were often used for reconnaissance and hit-and-fade operations in support of regular units of the Household Phalanx.

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59
Heroes
Grand Admiral Thrawn Baron Soontir Fel

Class: Hero Available: Space Mitthrawnuruodo, better known by his core name Thrawn, was widely regarded as one of the best military strategists in the galaxy. Formerly an officer in the Chiss Expansionary Defence Force, Thrawn first came to the attention of then-Chancellor Palpatine in 27 BBY. After being exiled by his people Thrawn joined the newly anointed Emperor in his New Order where he slowly climbed the ranks of the Imperial Navy, despite the widespread anti-alien bias. Finally promoted as the only alien Grand Admiral, Thrawn was sent on an important mission into the Unknown Regions, founding the Empire of the Hand to explore and colonise the region. Hint: Commands the Grey Wolf, an Imperial-class Star Destroyer.
Captain Dagon Niriz

Class: Hero Available: Space Considered one of the best starfighter pilots in the galaxy, Fel twice built fighter squadrons reputed to be among the Empires best. Punitively transferred to the 181st Imperial Fighter Wing, nicknamed the One-eighty-worst, for events out of his control, he was determined to bring his squadron up to sufficient levels of discipline and training. Successful, his squadron was reformed into an elite unit and he became a propaganda hero for the Empire. After losing faith in the Empire after the Battle of Endor, Fel eventually found something else to believe in when Grand Admiral Thrawn showed him the myriad deadly threats to civilization lurking in the Unknown Regions. Hint: Commands an Nssis-class Clawcraft squadron.
Admiral Voss Parck

Class: Hero Available: Space A fourth-generation navy officer, Niriz resented being assigned to Thrawns mission to the Unknown Regions, believed it to be a political punishment. However after proving his loyalty in a test devised by the alien Grand Admiral, and once appraised of their actual mission, to conquer the region for the Empire, Niriz took great pride in the cause and continued to serve the newly formed Empire of the Hand even after Thrawn returned to known space to lead the remnants of the Empire. Hint: Commands the Admonitor, an Imperial-class Star Destroyer.
Admiral Aralani

Class: Hero Available: Space A Captain in the Republic Navy when the Republic was reorganised into the Galactic Empire, Parck was a great admirer of Palpatine and believed he would bring a positive change to the galaxy. His career was irreversibly changed when, on patrol near the Unknown Regions, he discovered Thrawn and brought him before the Emperor. Closely associated with the Chiss as he rose through the Imperial Navy, Parck suffered a demotion in order to accompany his mentor on his mission back to the Unknown Regions. Soon restored to a higher rank, Parck became Thrawns second in command in the Grand Admirals newly formed Empire of the Hand. Hint: Commands the Strikefast, a Victory-class Star Destroyer.
Admiral Siath

Class: Hero Available: Space A senior Chiss Admiral when Thrawn was only a mere commander in the Chiss Expansionary Defence Force, Aralani led the force that defeated a Yuuzhan Vong scouting party shortly before 27 BBY. Although she publically clashed with Thrawn over the morality of his tactics, she covertly supported his actions surrounding Outbound Flight and the Vagaari, even taking the lead in the liberation of the enslaved Geroons. Ar'alani later volunteered to serve as Chiss liaison to the Empire of the Hand in the hope that she would be able to curtail what she saw as Thrawns excesses. Hint: Commands the Frontier, a Syndic-class Destroyer.

Class: Hero Available: Space Formerly a commissioned officer in the Chiss Expansionary Defence Force, Siath once taught at the Rhigar Academy, which quietly included Thrawns controversial ideas in its syllabus. Frustrated by the limitations of Chiss doctrine, Siath was involved in a major confrontation with Aristocra Formbi before openly defecting to the Empire of the Hand. Well known for writing the book on new Hand starships, Siath was offered command of Sycas newest prototype. Hint: Commands the Battlehammer, a Phalanx-class Destroyer.

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Thrawn Clone Hand of Judgement

Class: Hero Available: Space During his campaign against the New Republic the original Grand Admiral Thrawn sent a single Spaarti cloning cylinder to his Nirauan fortress, prepared even for his own death. Grown at a natural rate, the clone would reach physical maturity ten years after initial conception with its personality and knowledge, taken from Thrawn himself, imprinted onto the brain by a flash memory process. Hint: Commands the Eviscerator, a Chaf-class Destroyer.
Commander Stent

Class: Hero Available: Land Formed by a group of five Stormtroopers who deserted their posts after their leader killed an Imperial Security Bureau agent in self defence, the self-styled Hand of Judgement took it upon themselves to deal with problems ignored by the Empire, including mercenary groups and corrupt local politicians. One of their missions brought them to the attention of then Senior Captain Thrawn who offered them a role training a new Stormtrooper core in his shadow Empire. Hint: Includes LaRone, Brightwater, Grave, Marcross and Quiller.
Aurek Seven

Class: Hero Available: Space Krestentarthi, known by his core name Stent, was one of the Chiss followers of Grand Admiral Thrawn. Loyal to the Empire of the Hand, Commander Stent led Thrawns Household Phalanx, a rogue phalanx not part of the Chiss military and did not serve the Ascendancy government. Hint: Commands the Thrawns Hand, an Ascendancyclass Star Destroyer.
Commander Chak Fel

Class: Hero Available: Land A four-man squad in Aurek Company, Aurek Seven was part of the Empire of the Hands recreation of the legendary 501st Stormtrooper Legion. They were well trained and capable of undertaking extended missions on their own, including commando and bodyguard duties. Hint: Includes Shadow, Cloud, Watchman and Grappler.
Commander Ashik

Class: Hero Available: Space Second son of Soontir Fel and Syal Antilles, Chak was briefly raised on Corellia before his father agreed to join Thrawns Empire of the Hand. Brought up as a warrior to the Chiss exacting standards Chak gained his military education exclusively through Imperial institution, unlike his brothers who attended the Mitthrawnuruodo Academy on Rhigar. Occasionally working alongside elements of the reformed 501st, Chaks primary role was as a starfighter pilot in the Hands fleet arm. Hint: Commands a Krsiss-class Interceptor squadron.

Class: Hero Available: Space | Land Kthirashiktarloo, commonly referred to as Ashik, was a Chiss soldier serving in Thrawns rogue Household Phalanx. Demonstrating an aptitude for commando operations, Ashik was selected by Baron Soontir Fel to join the Empire of the Hands special forces division which also provided bodyguards for senior staff. Hint: Commands the Fel Ascent.

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61 Pentastar Alignment
Formerly identified as part of Oversector Outer, an Imperial designated area of space that encompassed most of the Outer Rim, the New Territories was a recently developed and largely human-populated area in the northern reaches of the galaxy. Originally under the direct control of Grand Moff Wilhuff Tarkin, the Oversector, and all its military forces, passed to Grand Moff Ardus Kaine after Tarkin was killed aboard the first Death Star at the Battle of Yavin. When the Emperors death at the Battle of Endor caused the fragmentation of the Empire, Kaine, a native of Sartinaynian in the Braxant sector, transferred the Oversector capital and base of operations to the New Territories along with most of his forces. Moving quickly to consolidate his power, Kaine called together the political and economic leaders of the New Territories and Velcar Free Commerce Zone to propose a treaty which would unite the Imperial and corporate interests and create a new political conglomerate, the Pentastar Alignment, that would practice the ideals of the New Order and protect business interests from the interference of the newly founded New Republic.
Playable In

- Skirmish - The following Galactic Conquest scenarios: Fractured Empire The Art of War Essence of War Imperial Civil War The Stars Align Empires at War (M) From the Ground Up

*Campaigns with (M) are also available in multiplayer.

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Space Units
Praetor Mark II-class Battlecruiser

Class: Super Cost: 15000$ Length: 4800m Pop: 9 Era: 1, 2, 3, 4, 5 Armament: 84/14 Turbolaser, 30/6 Quad Turbolaser, 84/14 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (6/13 Max) Built during the early years of the Empire, the Praetor II succeeded Kuat Drive Yards earlier Procurator and Praetor battlecruisers. While larger and more expensive than the iconic Star Destroyer the Praetor II lacked the versatility of the smaller class and was quickly supplanted by the line of larger, more fearinspiring Super Star Destroyers. Despite being largely neglected by the Imperial Navy the Praetor II remained popular with some Imperial commanders, particularly those undertaking dangerous assignments at the fringes of the galaxy.
Vengeance-class Dreadnought

Class: Super Cost: N/A Length: 19000m Pop: 15 Era: N/A* Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (9/30 Max) Based on the original Executor Super Star Destroyer design and customised to meet the specific requirements of Inquisitor Jerec, construction of the Vengeance, named after the Dark Jedis former command, began shortly before the Battle of Hoth. Although the same length as the more common Executor the Vengeance was easily recognised by its strikingly slender frame and almost sword-like appearance which contrasted strongly with the dagger-shape standard on most Star Destroyers. Originally believed to be unique to the Inquisitor several other examples of this class were later identified as part of the Reborn Emperors Byss fleet. Hint: Inquisitor Jerec commands this ship.
Imperial-class Star Destroyer

Class: Capital Cost: 5900$ Length: 1600m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 60/6 Turbolaser, 6/2 Dual Heavy Turbolaser, 2/2 Quad Heavy Turbolaser, 60/6 Ion Cannon, Tractor Beam Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) Formerly known as the Imperator, the Imperial Star Destroyer has been the mainstay of the Imperial fleet since its introduction by the Old Republic towards the end of the Clone Wars. With a production run of over 25,000 ships and capable of laying waste to entire planets, the Star Destroyer became infamous as a symbol of the Empires military might and continued to be used by both the Imperial Remnant and its warlords.

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Imperial II-class Star Destroyer

Class: Capital Cost: 6900$ Length: 1600m Pop: 4 Era: 1, 2, 3, 4, 5 Armament: 64/8 Turbolaser, 8/4 Octuple Turbolaser, 6/2 Heavy Turbolaser, 20/2 Heavy Ion Cannon, Tractor Beam Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) First seen in operational service shortly before the Battle of Yavin, and derived from the original Imperial Star Destroyer, the Imperial II was fitted with stronger deflector shields and heavier weaponry than its predecessor. A testament to the engineering prowess of the Empire, the colloquially named ImpStar Deuce remained in service until sometime after the Second Galactic Civil War. While costly to maintain and somewhat inadequate compared to newer starship designs, the Imperial II still possessed an immense amount of firepower as well as unmatched versatility.
Lucrehulk-class Battleship

Class: Capital Cost: 5000$ Length: 3170m Pop: 8 Era: 1, 2, 3, 4, 5 Armament: 48/4 Turbolaser, 100/10 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (8/38 Max) The Lucrehulk was manufactured by Hoersch-Kessel Drive exclusively for the Trade Federations large merchant fleet. Once the Federation discovered a need for military forces it started converting its existing fleet into warships rather than construct dedicated military vessels roughly a third had been refitted by the blockade of Naboo. The Federation later offered its fleet to the separatist cause during the Clone Wars and installed upgraded weapons alongside veritable swarms of droid starfighters. Although most of the class was decommissioned after the war, the Empire sold a significant number to other factions including the Corporate Sector Authority. Hint: This ship is only available from Corporate Sector Authority planets Bonadan, Ession, Etti IV.
Venator-class Star Destroyer

Class: Heavy Frigate Cost: 3800$ Length: 1137m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 20/4 Turbolaser, 2/2 Dual Turbolaser, 8/4 Dual Heavy Turbolaser, 4/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (4/12 Max) Born from the success of the Acclamator, Lira Blissexs Venator was first employed by the Old Republic during the Clone Wars. As a large multi-role warship it was primarily used in ship-to-ship combat, but its expansive hangar deck also made it an important starfighter carrier and, as one of the largest capital ships capable of atmospheric flight, a troop transport. After the war the Venator was phased out in favour of the larger and more powerful Imperial Star Destroyers and now largely confined to planetary defence forces in the outer reaches of the galaxy.

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Victory-class Star Destroyer

Class: Heavy Frigate Cost: 3400$ Length: 900m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 40/4 Dual Turbolaser, 10/2 Quad Turbolaser, 72/12 Concussion Missile Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) A product of the Victor Initiative Project, a Kuat Drive Yards/Rendili StarDrive collaboration early in the Clone Wars, the first Victory Star Destroyers were launched in 20 BBY to defend against a CIS fleet of Techno Union Bulwark battlecruisers. Despite this, much of the production run was only delivered after the establishment of the Empire where they faced competition from the larger Imperial Star Destroyers. Although this led to many vessels being decommissioned and sold off, the Victory was still considered second only to the Imperial Star Destroyer for most operations in the Outer Rim and was still widely used by Imperial forces.
Victory II-class Star Destroyer

Class: Heavy Frigate Cost: 3800$ Length: 900m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 40/4 Turbolaser, 20/4 Dual Heavy Turbolaser, 20/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) A subclass of the original Victory Star Destroyer, the Victory II was designed for deep-space combat in place of the originals atmospheric capabilities. To achieve this, the ship was fitted with powerful Hoersch-Kessel Drive engines to enable it to pursue and engage enemies in ship-to-ship combat, as well as replacing the original concussion missile launchers with ion cannons and additional turbolasers. Although produced in more limited numbers than the original Victory, the IIs enhanced capabilities ensure it remained a potent part of the Imperial arsenal.
Acclamator II-class Assault Frigate

Class: Light Frigate Cost: 2500$ Length: 752m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 4/2 Turbolaser, 12/2 Quad Turbolaser, 4/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (4/10 Max) Built by Rothana Heavy Engineering and used by the Old Republic during the Clone Wars, the Acclamator II was, unlike its predecessor, a fully-fledged warship. Whereas the first class was designed as a troop transport capable of carrying and landing over 16,000 soldiers, the Acclamator II replaced much of the internal troop accommodation with additional hangar space and armament suited to planetary bombardment and ship-toship combat. Although principally used by the Old Republic, ships of this class continued to see service in the Imperial Navy and were also seen in the hands of many other groups, including the Rebel Alliance and various criminal organisations
Enforcer-class Picket Cruiser

Class: Light Frigate Cost: 2300$ Length: 600m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 30/3 Turbolaser, 6/2 Ion Cannon, 2/2 Quad Laser Cannon Complement: None Designed by Sienar Fleet Systems and Kuat Drive Yards engineers at subsidiary operations in the Pentastar Alignment, the Enforcer was designed to be the mainstay of Kaines newly formed Pentastar Patrol. Built on the same hull as the Vindicator and Immobilizer Cruisers, the Enforcer was conceived when the engineers discovered that reconfiguring the power grids could significantly enhance the ships energy weapons, shields and, unexpectedly, engines resulting in a powerful, fast and manoeuvrable ship.
Immobilizer 418 Cruiser

Class: Light Frigate Cost: 9000$ Length: 600m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 20/4 Quad Laser Cannon, Gravity Well Generator Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) First introduced two years before the Battle of Yavin, this Sienar Fleet Systems starship was designed to counter the hit-and-run tactics employed by the Rebel Alliances hyperdrive-equipped starfighters. Based on the Vindicator Cruiser hull, and with the appearance of a small Star Destroyer, the Interdictor Cruiser used its large gravity wells to mimic the energy signature of a large gravity mass and restrict hyperspace travel in the surrounding area. Despite the unique opportunities presented by the Interdictor its prohibitive cost meant only a few hundred ships entered service, and the only Imperial officers to make frequent use of the class were Grand Admirals Thrawn and Zaarin. Hint: When active its huge gravity-well generators prevent any nearby ship from entering hyperspace. Thrawns Revenge - Imperial Civil War

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Imperial Escort Carrier

Class: Light Frigate Cost: 1000$ Length: 340m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2/2 Turbolaser, 2/2 Dual Turbolaser, 10/2 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (1/2 Max) Built on a different design to the standard Escort Carrier, this version was identified by its more angular appearance, including a distinctive flared arrowhead shaped bow. Believed to have been introduced shortly after the Battle of Hoth, the IEC was exclusively used by the Empires Storm Commando special forces; a Stormtrooper command originally formed by Crix Madine before he defected to the Rebel Alliance. Moff Kaine retained several Storm Commando units and placed them under the Enforcement division of his Pentastar Alignment.
IPV-1 System Patrol Craft

Class: Light Frigate Cost: 900$ Length: 150m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 60/6 Dual Laser Cannon Complement: None Originally built for the Old Republic as the Independent Patrol Vehicle, and renamed Imperial under the Empire, the IPV-1 was created by Republic Sienar Systems as a customs and system security vessel. Although lacking a hyperdrive in its stock configuration the IPV-1 was a fast and highly manoeuvrable vessel used to maintain peace and order in controlled space. Often assigned to patrol known smuggling routes, the IPV-1 was able to pursue and capture or destroy smuggler and pirate ships operating against a system. The IPV-1 was one of the most common vessels in the galaxy, including widespread use in the Imperial Fleet and its splinter factions. Hint: Moff Kaine adapted the IPV-1 for his newly formed Pentastar Patrol force by retrofitting the class with a hyperdrive.
Munificent-class Star Frigate

Class: Light Frigate Cost: 2200$ Length: 825m Pop: 3 Era: 1, 2, 3, 4, 5 Armament: 20/4 Medium Turbolaser, 24/4 Dual Turbolaser, 2/1 Heavy Turbolaser, 2/1 Heavy Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Built by Hoersch-Kessel Drive for the Muunilinst-based InterGalactic Banking Clan, the Munificent was originally designed to operate as a mobile communication transmitter to provide a private and secure network for the clans financial transactions, as well as enforce their will on indebted worlds. When the Banking Clan joined the Confederacy of Independent Systems its vast resources ensured the Munificent became the backbone of the Confederate Navy. Although the CIS was defeated at the end of the Clone Wars and its war material confiscated and disposed of, the Banking Clan remained largely intact, albeit under strict Imperial control. When Muunilinst became part of Moff Kaines Pentastar Alignment the Munificent was the Banking Clans contribution to sector security.

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Vindicator-class Heavy Cruiser

Class: Light Frigate Cost: 2500$ Length: 600m Pop: 2 Era: 1, 2, 3, 4, 5 Armament: 24/2 Medium Turbolaser, 10/1 Quad Turbolaser, 10/2 Ion Cannon Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) A standard heavy cruiser design reminiscent of a small Star Destroyer, the Sienar Fleet Systems Vindicator was used by the Imperial Navy for situations in which standard Imperial Star Destroyers were unavailable and smaller ships would not be powerful enough for the mission. Less well known than its sister class, the Interdictor Cruiser based on the same hull, the Vindicator became more important to the Imperial Remnant as the number of available Star Destroyers decreases.
GAT-12 Skipray Blastboat

Class: Starfighter Cost: N/A Length: 25m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 3 Medium Ion Cannon, 2 Laser Cannon, 2 Proton Torpedo Complement: 12 per squadron Originally designed by Republic Sienar Systems before the Clone Wars, the first generation of Skipray drew heavily on the designs from their earlier Turbostorm gunship. After further research and development, and in the aftermath of the war, Sienar targeted sales of its end product at the Empire in an attempt to capitalise on the Imperial Navys rapidly expanding procurement budget. Unfortunately despite positive evaluation reviews, the prevalent Imperial military philosophy wasnt open to the idea of a hyperspace-capable capital-starfighter hybrid small enough to be carried aboard starships yet powerful enough for some registries to classify it as a capital ship. Once released onto the open market the Skipray gained a strong reputation for its reliability and superior atmospheric performance during its lengthy and widespread use in corporate, planetary defence and pirate fleets.
TIE/H Hunter

Class: Starfighter Cost: N/A Length: 7m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Medium Ion Cannon, 2 Laser Cannon Complement: 12 per squadron Designed by the Empire as a counter to the Rebel Alliances X-Wing, the TIE Hunter carried the same armament as the Y-Wing as well as possessing shields, hyperdrive and, unique amongst TIE variants, S-foils. While these features made it one of the most versatile starfighters available to the Empire, the cost prevented it from becoming widely adopted. The TIE Hunter did, however, enter limited service exclusive to the elite Storm Commandos. When Moff Kaine incorporated units from the Special Forces branch into his Pentastar Patrol they continued to use the same equipment, including the TIE Hunter. Hint: Kaines engineers removed the Proton Torpedo launchers to reduce costs and improve power distribution.

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TIE/IN Interceptor

Class: Starfighter Cost: N/A Length: 9.6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 4 Laser Cannon Complement: 12 per squadron Identified by its distinctive arrow-shaped wing panels, the TIE Interceptor was, at its prime, one of the fastest starfighters in the galaxy. Fitted with a more powerful engine than its predecessor, and although still lacking shields and hyperdrive, the Interceptor was far more capable while also fielding heavier armament. Although only introduced after the Battle of Yavin the Interceptor, with its enhanced performance and relatively low cost, was quickly slated to completely replace the standard TIE Fighter in service and by the Battle of Endor filled twenty percent of the total Imperial fighter complement.
TIE/LN Starfighter

Class: Starfighter Cost: N/A Length: 6.4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 12 per squadron Inspired by the earlier Alpha-3 Nimbus produced by Kuat Drive Yards, the TIE Fighter was fitted with Raith Sienars revolutionary twin ion engine, widely considered the most precisely engineered propulsion system in the galaxy. Although incompatible with established life support, shield and hyperdrive technologies, the TIE Fighter was incredibly cheap to mass produce and could be stored in racks to make the best use of limited available space aboard warships. Reflecting an Imperial military philosophy that favoured quantity over quality, and used as the standard design behind the entire TIE series, the TIE Fighter became universally recognised as a symbol of the Empire and remained its primary space superiority starfighter for over forty years.
TIE/SA Bomber

Class: Starfighter Cost: N/A Length: 7.8m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon, 2 Proton Torpedo Complement: 12 per squadron Introduced in the early years of the Empire, the TIE Bomber was the Imperial Navys primary antistarship and ground assault starfighter. Larger and less manoeuvrable than the standard TIE Fighter, the bombers distinctive double-hulled design and vulnerability towards starfighters led to enemy pilots referring to them as dupes. Although more heavily armoured than other TIE series starfighters the TIE Bomber still lack ed a shield generator and hyperdrive. Due to its low cost and ease of mass manufacture the bomber remained a firm favourite with the Imperial war machine over other more capable designs.
V-19 Torrent Starfighter

Class: Starfighter Cost: N/A Length: 6m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannons, 2 Concussion Missile Launchers Complement: 12 per squadron Built as a short-range fast assault starfighter, the Slayn & Korpil designed V-19 was equipped with a unique configuration of hinged S-foils which provided the ship with exceptional manoeuvrability. Despite not officially being in service when the Clone Wars broke out, the successful deployment of prototypes at the Battle of Geonosis led the Republic to rush the V-19 design into production, with later models modified to incorporate a Class 1 hyperdrive. Although supplanted by ARC-170 and V-wings towards the end of the Clone Wars, the remaining V-19 force stayed in service under the new Galactic Empire where the class was mainly used aboard older carriers stationed in the Outer Rim.

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Ground Units
Lambda-class T4-a Shuttle

Class: Transport Cost: N/A Length: 20m Pop: N/A Era: N/A Armament: 4 Laser Cannon Complement: 1 per company Designed as both a cargo and troop transport, the Sienar Fleet Systems Lambda was based on a triwing design where the paired lower wings folded upwards when landing to protect the occupants during touchdown. Although slow and lacking in manoeuvrability in normal flight, the Lambdas class one hyperdrive and considerable amour, shields and weaponry left it well equipped for traversing the galaxy without escort. Hint: Used to transport ground units between planets and bring them into combat situations.
Sentinel-class Landing Craft

Class: Transport Cost: N/A Length: 38m Pop: N/A Era: N/A Armament: 8 Laser Cannon Complement: 1 per company Designed alongside the Lambda Shuttle after the Clone Wars, the Sentinel was developed to fulfil the Empires need for a dedicated landing craft to transport soldiers and equipment directly into battle. As the fleet concentrated on larger Star Destroyers incapable of planetary landings, the heavily armoured Sentinel quickly became the Empires main troop transport and combat support craft. Hint: Used to transport ground units between planets and bring them into combat situations.
Theta-class AT-AT Barge

Class: Transport Cost: N/A Length: 26m Pop: N/A Era: N/A Armament: None Complement: 1 per company The Theta Barge was one of several dropship models used by the Galactic Empire to transport and deploy the larger elements of its ground forces. Only able to transport a single AT-AT walker, the Incom-built Theta Barge was reluctantly retained in service Empire after the X-wing debacle because it was the largest dropship that could be accommodated within the hold of the Empires vast fleet of Star Destroyers. Hint: Used to transport ground units between planets and bring them into combat situations.
A9 Floating Fortress

Class: Advanced Vehicle Cost: 1000$ Length: 17.4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Laser Cannon Complement: 1 per company Designed by Ubrikkian Industries, the Floating Fortress was intended to aid ground assault and occupational forces. As a heavily armed repulsor-craft, armed with top-mounted turreted blaster cannons, the Floating Fortress was well adapted for use in urban warfare, more so than the lumbering AT-AT walker supported by the Imperial Army. Many Imperial occupation force commanders believed the narrow width of the Floating Fortress gave it a distinct advantage in suppressing urban uprisings, particularly in crowded city centres Hint: Its high-power sensors, able to briefly ping targeted areas, make it an excellent command vehicle.
All Terrain Anti-Aircraft

Class: Advanced Vehicle Cost: 500$ Length: 18m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Missile Launcher Complement: 3 per company A quick-moving four-legged walker build by Rothana Heavy Engineering, the AT-AA was originally designed during the Clone Wars and first entered service shortly after the declaration of a New Order. Although useless against ground vehicles, the AT-AA saw heavy action during the Galactic Civil War, as a defence against Rebel aircraft, particularly the T-47 Airspeeder. Hint: Can emit electronic interference as a countermeasure to scramble missile guidance systems.

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All Terrain Armoured Transport

Class: Advanced Vehicle Cost: 1000$ Length: 20m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 1 per company Designed by Kuat Drive Yards during the Clone Wars, the first generation of the AT-AT evolved from the AT-TE and AT-PT walkers already in use with the Republics Grand Army. Developed further under the Empire, the AT-AT concept was fully resurrected by Maximilian Veers who brought the heavy vehicle into full service where it became known as the Imperial Walker. Serving the dual purpose of crushing and demoralising the enemy while serving as a transport, the AT-AT was one of the most awesome and intimidating vehicles used by the Imperial Army. Hint: Can deploy Stormtroopers.
All Terrain Attack Pod

Class: Heavy Vehicle Cost: 200$ Length: 11m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Laser Cannon Complement: 4 per company Designed during the Clone Wars, the AT-AP was an evolution of the AT-TE and AT-PT walkers already used by the Old Republic. Nominally a two-legged walker, an additional leg was fitted beneath the fuselage to provide additional stability when travelling across rough terrain and when firing its main gun. Primarily an artillery platform the AT-APs main function was to serve in battery as a mobile gun platform against enemy emplacements.
Century Tank

Class: Heavy Vehicle Cost: 180$ Length: 6.7m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Turbolaser, Blaster Cannon Complement: 2 per company Also known as the TIE Crawler, the Century Tank was an unlikely fusion of two vastly different vehicle types. Comprising a standard TIE ball cockpit suspended between two massive treads, the Century Tank was an attempt by Sienar Fleet Systems to branch out into new markets with an inexpensive compact assault vehicle.
Low Altitude Assault Transport

Class: Heavy Vehicle Cost: 1000$ Length: 17.4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 4 Beam Cannon, Missile Launcher Complement: 2 per company Manufactured by Rothana Heavy Engineering, the LAAT gunship was used by the Old Republics Grand Army during the Clone Wars. Designed principally for aerial-based support and infantry transportation, the LAAT was capable of transporting up to thirty troopers and undertake both air-to-air and air-to-ground strike missions. Although replacement gunship designs were introduced by the Empire, many LAATs continued to see active service throughout the Imperial Army. Hint: Can quickly transport infantry across the battlefield.
TX-130 Saber-class Fighter Tank

Class: Heavy Vehicle Cost: 500$ Length: 8.2m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Beam Cannon, 2 Laser Cannon, Missile Launcher Complement: 4 per company Built for the Old Republics Jedi Generals and Grand Army, the Rothana Heavy Engineering TX-130 was a highly versatile fast attack tank. Often used in anti-vehicle and anti-infantry roles, the TX-130, also known as the IFT-X, was phased out shortly after the formation of the Empire, although the vast size of the Imperial war machine meant that a significant number would remain in use despite the introduction of newer and stronger variants.

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All Terrain Personal Transport

Class: Light Vehicle Cost: 200$ Length: 4m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon, Concussion Grenade Launcher Complement: 4 per company A light ant-infantry walker designed decades before the Clone Wars, the AT-PT was used by the Old Republic to send single troopers into intense combat situations on their own. Forerunner to the later AT-AT and AT-ST walkers employed by the Empire, most of the limited run of AT-PT walkers was lost aboard the fabled Katana Fleet, however those that remained in service for sentry and patrol duties.
Bantha-II Cargo Skiff

Class: Light Vehicle Cost: 250$ Length: 9.5m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon Complement: 4 per company A repulsorlift utility vehicle manufactured by Ubrikkian Industries, the Bantha-II, also widely known as the desert or sand skiff, was designed to transport cargo in the many spaceports and warehouses across the galaxy. Unarmed and un-armoured in its stock configuration, the skiff could be easily modified to serve as a military transport by fitting more advanced repulsorlift engines, reinforced hull plating and rail-mounted blaster cannons.
IG-227 Hailfire-class Droid Tank

Class: Light Vehicle Cost: 1200$ Length: 8.5m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Blaster Cannon, Missile Launcher Complement: 3 per company Built for the Muunilinst-based InterGalactic Banking Clan by Haor Chall Engineering, the Hailfire droid was a self-aware mobile missile platform capable of destroying enemy vehicles and entire platoons of infantry. Used by the Banking Clan to punish customers who failed to pay their debts, the Hailfire became part of the Confederacy of Independent Systems army during the Clone Wars. Although most units were deactivated after the war, the Banking Clan retained the designs and continued to use the Hailfire for security purposes under the Empire.
Infantry Support Platform

Class: Light Vehicle Cost: 200$ Length: 5m Pop: 1 Era: 1, 2, 3, 4, 5 Armament: 2 Laser Cannon Complement: 4 per company Developed towards the end of the Clone Wars by Uulshos Manufacturing and the Aratech Repulsor Company, the ISP was one of many specialised speeders built for the Grand Army of the Republic. As a heavy variant of the popular BARC speeder bike the ISP was fitted with a rear-mounted turbofan to propel the craft through swamps, leading to its common designation as the swamp speeder.

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Dark Jedi

Class: Infantry Cost: 700$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Lightsaber Complement: 3 per company Recruited by Jerec for his mission to discover the fabled Valley of the Jedi, many of these so-called Dark Jedi were previously members of the Secret Order of the Empire, or other Force-sensitive agents of Emperor Palpatines will. Hint: Can only be built on Bastion.
Pentastar Enforcers

Class: Infantry Cost: 60$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Blaster Rifle Complement: 6 squads of nine per company Consisting almost entirely of former Imperial military units located within the territory that became the Pentastar Alignment, the newly formed Pentastar Enforcers were the Pentastar Patrols infantry and served the Enforcement branch of Grand Moff Kaines government. Hint: The Enforcers comprise a mix of both Stormtroopers and Navy Troopers.
Shock Trooper

Class: Infantry Cost: 125$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: PLEX Missile Launcher Complement: 2 squads of three per company Elite members of the Imperial Stormtrooper Corps specialized in the use of non-standard weapons and equipment, Shock Troopers were trained to fulfil various battlefield support roles and, with their PLX-2M portable missile launchers, frequently act as anti-vehicle units on the battlefield.
Storm Commando

Class: Infantry Cost: 100$ Length: N/A Pop: 1 Era: 1, 2, 3, 4, 5 Armament: Sniper Rifle Complement: 2 per company The Storm Commandos, also known as Imperial Commandos or shadow scouts, were the Special Forces of the Imperial Stormtrooper Corps. Formed by Grand Moff Tanniel in response to the guerrilla tactics employed by the Rebel Alliance during the early days of the Galactic Civil War, the first unit of Storm Commandos was placed under the command of Crix Madine. Formed to perform missions that regular Stormtroopers were incapable of accomplishing, the Storm Commandos were highly trained in the art of stealth, covert assaults and sabotage.

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Heroes
Grand Moff Ardus Kaine Inquisitor Jerec

Class: Hero Available: Space An ardent supporter of Emperor Palpatine since before he became Chancellor of the Old Republic, Kaines first key role was during the formation of the Galactic Empire. Initially rewarded with an appointment to Moff he later succeeded Wilhuff Tarkin as Grand Moff of Oversector Outer and given command of Scourge Squadron. When word of Palpatines death reached him, Kaine set about consolidating territory and founding a new Empire, the Pentastar Alignment, based on the same New Order ideals. Hint: Commands the Reaper, an Executor-class Star Dreadnought.
Grand Admiral Octavian Grant

Class: Hero Available: Space | Land Formerly a powerful Jedi Master and archaeologist, Jerec was on a long-term mission in the Unknown Regions when Order 66 was issued. When he returned he was found by the Empires Inquisitorius and turned to the dark side by its Force-sensitive agents. He served the Empire as Inquisitor for many years although he was only truly loyal to himself. After the Battle of Endor Jerec, backed by Ardus Kaine, set out with a band of fellow Dark Jedi to find the fabled Valley of the Jedi and unleash its power. Hint: Commands the Vengeance-class Dreadnought.
Master Commissioner Gregor Raquoran

Class: Hero Available: Space One of the original twelve Grand Admirals appointed by Emperor Palpatine, Grant proved himself to be an expert military strategist. One of only four Grand Admirals to continue regular navy duties, Grant did not participate in politics or socialise with Moffs, believing them, along with aliens and droids, to be beneath contempt. This lack of social standing led to Grant seeking sanctuary in Grand Moff Kaines Pentastar Alignment after the Battle of Endor instead of pursuing territory of his own. Hint: Commands the Oriflamme, an Imperial-class Star Destroyer.

Class: Hero Available: Galactic A shrewd businessman, Raquoran became Commerce Master Commissioner of the Velcar Free Commerce Zone by paying careful attention to the people that mattered, and without overtly supporting Emperor Palpatine or the Empires COMPNOR organisation. Although Raquoran felt that the Velcar Zone was in good order despite the collapse of the Empire, he agreed to sign former Grand Moff Kaines Pentastar Alignment Treaty, which established a new government and prevented the growing New Republic from dismantling the corporate state.

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Minor Factions
Note: This section showcases the unique units and heroes available to the Minor Factions in Thrawns Revenge. In some cases they may also have access to some of the same units used by the main playable factions. This is especially true of the Imperial Warlords and the Duskhan League (who both have access to Imperial technology).

Hapes Consortium
The Hapes Cluster was first settled over four thousand years ago by a group of pirates who discovered safe transit routes through the Transitory Mists. The pirates, known as the Lorell Raiders, established a base on Hapes and brought back all kinds of treasure, along with beautiful women abducted from across the galaxy. The women remained on Hapes to raise children while the men continued their pirate raids on shipping outside the cluster; until a fateful battle between the Lorell Raiders and the combined forces of the Jedi Order and Galactic Republic destroyed the pirate fleet and left the women and children cut off from the rest of the galaxy. The women left behind vowed that no man would rule them again and formed a new society with a government led by a single woman given the title of Queen Mother. For over three thousand years the Hapes Consortium maintained its isolation from outside influences as it expanded throughout the cluster and colonized more of the rich worlds. Finally, in 8 ABY, the Consortium opened its borders as it treated with the New Republic with an eye towards a potential alliance. Note: Due to their extended isolation Hapan turbolaser weaponry is significantly outdated and takes at least twice as long to recharge as the more modern models employed by the rest of the galaxy.

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Space Units
Star Home

Class: Capital Cost: N/A Length: 2500m Pop: 2 Era: N/A Armament: 20/5 Turbolaser, 24/6 Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (5/5 Max) One of the most luxurious and unique ships in the galaxy, the Star Home was built almost four thousand years before the Battle of Yavin; and believed to be only legend for the past two thousand. Designed to function as the flagship and personal transport of Hapan rulers it consisted of an exact duplicate of the Fountain Palace, the royal seat on Hapes, set beneath a transparent dome and surrounded by five massive pylons to give it the distinctive star-shaped appearance.
Battle Dragon

Class: Heavy Frigate Cost: 2200$ Length: 500m Pop: 2 Era: N/A Armament: 40/4 Turbolaser, 40/4 Ion Cannon, 2/1 Trion, 10/1 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Designed by Olanji/Charubah, the Battle Dragon was the primary capital ship used by the Hapes Consortium. Featuring a unique dual saucer shaped hull with a central core, the ships main armament was attached to revolving disks to compensate for outdated, and slowly recharging, turbolaser technology; bringing charged guns to bear while discharged weapons recharged as they revolved around for the next pass. Although this system allowed the ship to maintain a high rate of fire against a single target, a shortage of targeting computers and the lengthy turbolaser recharge time left the Battle Dragon vulnerable when facing multiple targets alone.
Song of War

Class: Heavy Frigate Cost: N/A Length: 600m Pop: 4 Era: N/A* Armament: 80/8 Turbolaser, 80/8 Ion Cannon, 2/1 Trion, 20/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (3/6 Max) Specially commissioned for Prince Isolder, the Song of War was an oversized Battle Dragon fitted with additional armour, weapons and shields. As the personal command ship and flagship for the Chumeda of the Hapes Consortium, the Song of War was painted a deep battle red to symbolise the courage and bravery of Isolder and the ruling family. Hint: Prince Isolder commands this ship.

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Nova-class Battle Cruiser

Class: Light Frigate Cost: 1300$ Length: 400m Pop: 2 Era: N/A Armament: 24/3 Turbolaser, 10/2 Ion Cannon, 10/1 Heavy Laser Cannon Complement: Fighter Squadrons, Bomber Squadrons (1/1 Max) Designed primarily as an escort and support ship, the Nova Cruiser was often used to patrol the Hapan border to intercept pirates and smugglers, or to supplement Battle Dragons in larger engagements. Well armed for its size but limited by outdated Hapan turbolaser technology, the Nova Cruiser also featured powerful engines and shields, suspected to have been illegal obtained from Imperial and New Republic shipyards.
Miytil Starfighter

Class: Starfighter Cost: 500$ Length: 7.5m Pop: 1 Era: N/A Armament: 2 Laser Cannon, 1 Concussion Missile Complement: 12 per squadron Designed as a primary superiority fighter, the Miytil was developed by the Hapes Consortium with the support of a group of CIS engineers seeking refuge after the end of the Clone Wars. The crafts diminutive size, shorter even than the Rebel A-Wing, required the Hapan engineers to miniaturise many of its components, although they still found room to accommodate an astromech droid to assist with flight operations and navigation. Carried by all Hapan starships, the Miytil fighter was most often employed to combat pirates and other unwelcome visitors to Hapan space.
Miytil Assault Bomber

Class: Starfighter Cost: 500$ Length: 20m Pop: 1 Era: N/A Armament: 2 Laser Cannon, 2 Concussion Missile Complement: 12 per squadron Based on the smaller Miytil fighter, and designed by the same ex-CIS engineers, the Miytil Assault Bomber was believed to be comparable to the Empires Scimitar Assault Bomber. With the same aerodynamic profile as the starfighter it was found to be highly effective in both atmosphere and space, and, with surprising agility for a bomber that size, able to close and engage its targets with deadly effect. Unlike the larger Hapan ships it was impossible for other factions to comprehensively assess the Miytil Bombers abilities because it was so rarely used in the Consortiums infrequent forays outside their own star cluster.

Ground Units
The Hapes Consortium does not have any unique ground units.

Heroes
Prince Isolder

Class: Hero Available: Space Born the second son of Hapan Queen Mother Taa Chume, Prince Isolder never expected to rule. However after the kidnap and murder of his older brother by pirates, and a two year mission to track and arrest the killer, he was named as the new Chumeda by his mother. Offered to Princess Leia as a suitor during negotiations on a political alliance with the New Republic, he instead found his future wife and Queen, Teneniel Djo, on Dathomir during an attempt to rescue Leia from Han Solo. Hint: Commands the Song of War.

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77 Duskhan League
The Duskhan League, originally established as the Yevethan Protectorate, was a political federation comprised of Nzoth and the other eleven Yevethan colonies, collectively known as The Twelve, settled by their sublight starships. A highly xenophobic and isolationist species, the first major confrontation between the Yevetha and other species came when the Galactic Empire seized control of the Koornacht Cluster and established a series of shipyards on Nzoth and nearby planets. Taking note of the speed at which the Yevethans mastered new technologies, the Empire proceeded to enslave the populace and put them to work as skilled labour in its shipyards, building, repairing and modifying vessels of the Imperial Starfleet. After the Battle of Endor caused the fragmentation of the Empire, Ysanne Isard recalled much of the Imperial fleet to defend the Core Worlds, including those of Black Sword Command in the Koornacht Cluster. Before the Imperials were able to complete their withdrawal and destroy the shipyards, the Yevethans staged an uprising and succeeded in capturing intact the entire task force, including a Super Star Destroyer. Making use of the technical skills developed during their decades of slavery, the newly reformed Duskhan League set about developing new starships of its own before seeking to expand beyond the cluster and cleanse the galaxy of other species.
Playable In

- The following single-player Galactic Conquest scenarios: Black Fleet Crisis

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Space Units
Aramadia-class Thrustship

Class: Light Frigate Cost: 1250$ Length: 240m Pop: 2 Era: N/A Armament: 8/1 Turbolaser, 6/1 Medium Ion Cannon, 6/1 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (4/4 Max) Originating from a line of sub-light vessels built by the technologically minded Yevetha, the Aramadia Thrustship design incorporated the knowledge and technology acquired when they revolted against their Imperial overlords and captured Black Sword Command. Fitted with hyperdrives and the Yevethas custom designed pulse-lifters, giving the class its Thrustship designation, the Aramadia was the perfect tool to carry out a purifying campaign against the galaxy. Armed with turbolasers and an impressive array of projectile launchers, the ships spherical shape provided excellent firing arcs as well as optimising the shield generators ability to project a strong defence.
D-type Trifoil Fighter

Class: Starfighter Cost: 300$ Length: 12m Pop: 1 Era: N/A Armament: 3 Laser Cannon Complement: 12 per squadron Built and used exclusively by the Yevetha in the years after their successful revolt against the Empire, the Trifoil was a highly effective atmospheric starfighter. Designed to take advantage of the Yevethan tolerance for high g-forces, the Trifoil had better acceleration and manoeuvrability than most starfighters designed for human pilots. While demonstrating Yevethan engineering proficiency, the Trifoils laser cannon armament left it illsuited to engage capital ships, a weakness exploited by their opponents.

Ground Units
Yevethan Trooper

Class: Infantry Cost: 52$ Length: N/A Pop: 1 Era: N/A Armament: Blaster Rifle Complement: 5 squads of eight per company Descending from a brutal society where blood and death were central pillars of culture and religious beliefs, the Yevetha were a highly violent species. Without any fear of death, and possessing footlong retractable dew claws in their wrists perfect for close combat, the Yevetha were known to be ruthless fighters who never surrendered even in the face of certain defeat.

Heroes
Viceroy Nil Spaar Primate Dar Bille

Class: Hero Available: Space Darama and Viceroy of his people and the Duskhan League, Nil Spaar led the rebellion that overthrew the Imperial forces enslaving his planet. That act won him popular acclaim and led to his widely supported coup to seize power from the previous regime. Setting his sight on the rest of the galaxy, Spaar led an intense military buildup of Yevethan forces, using the technology and knowledge acquired from their former Imperial overlords. Hint: Commands the Aramadia, an Aramadia-class Thrustship.

Class: Hero Available: Space Second in command to Viceroy Spaar, Dar Bille led one of the assault teams sent to secure the Super Star Destroyer Intimidator during the Yevethan uprising. When Spaar ordered the Great Purge to exterminate non-Yevethan life from the Koornacht Cluster, Bille became Primate of the now-renamed Intimidator and led a number of key strikes. Hint: Commands the Pride of Yevetha, an Executor-class Star Dreadnought.

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79 Imperial Warlords
The death of Emperor Palpatine at the Battle of Endor, and the loss of the Executor and second Death Star at the hands of the Rebel fleet, sent shockwaves rippling through the Imperial establishment. With no-one in a position to take the Imperial throne many formerly loyal officers, including Grand Admirals and Moffs, decided that their best option to was to strike out on their own, using the ships under their command to secure territory and resources and forge their own personal fiefdoms. The first to defect was Admiral Harrsk. Present at the Battle of Endor, he refused to obey the commands of a junior officer who had inherited command of the fleet after the destruction of the Executor. As news of the Emperors death trickled out others followed, including Admirals Krennel, Delvardus and Teradoc along with Warlord Zsinj. Although the title of Warlord was originally a ceremonial rank awarded to high-ranking officers by the Emperor, including Grand Admiral Thrawn and Grand Moff Zsinj, it became generally associated with surviving Imperial military and political leaders after Endor, many of whom unilaterally styled themselves as Warlords or used other similarly grand titles.
Playable In

- The following single-player Galactic Conquest scenarios: The Hunt for Zsinj (Zsinj as Imperial Remnant) Into the Cluster (Zsinj as Imperial Remnant)

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Space Units
TIE/RPT Raptor

Class: Starfighter Cost: 300$ Length: 6.8m Pop: 1 Era: N/A Armament: 4 Laser Cannon, 2 Concussion Missile Complement: 12 per squadron Although sharing the same spherical cockpit and engine as other TIE-series starfighters, the TIE Raptor was an unofficial variant developed without any input from Sienar Fleet Systems. First seen in the years after the Battle of Endor, and created by Warlord Zsinjs engineers for the exclusive use of his forces, the TIE Raptor replaced the standard solar panel wings on either side of the cockpit with four short fins protruding directly from the cockpit. The Raptor, which shared its name with Zsinjs elite troops, saw little or no use in other Imperial forces.

Ground Units
Raptor Trooper

Class: Infantry Cost: 90$ Length: N/A Pop: 1 Era: N/A Armament: Blaster Rifle Complement: 2 squads of twelve per company An elite military force created by Warlord Zsinj after he broke away from the Empire, the Raptors were intended to replace Stormtroopers as the primary enforcers within his territory. Without access to facilities producing genuine Stormtroopers, many Warlords chose to equip regular Imperial Army or Navy troops with Stormtrooper armour. Instead, Zsinj created the Raptors. More intelligent than Stormtroopers and with broader training, Zsinjs loyal force of elite troops with distinctive black, gold and red armour quickly became as feared and respected as the soldiers they replaced.
Raptor Scout

Class: Infantry Cost: 200$ Length: 4m Pop: 1 Era: N/A Armament: Blaster Cannon Complement: 2 per company Often deployed on standard-issue Imperial speeder bikes, Zsinjs elite Raptor force was unshakeably loyal to their master, rivalling even the loyalty of Stormtroopers to the Emperor and his successors. Tasked with enforcing Zsinjs will across his territory their mission was as much to keep his planetary g overnors in line as to engage hostile forces, roles they performed both efficiently and effectively.

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Heroes
Warlord Zsinj Superior General Sander Delvardus

Class: Hero Available: Space A Grand Moff under the Empire, and one of few officers to achieve the ceremonial rank of Warlord, Zsinj was hyper intelligent and eccentric, and, owing to ancient tradition from his home world, without a first name. After the Battle of Endor he refused to obey the commands of the Ruling Council and forged an elite military to secure his own territory, a successor state to the fallen Empire. Hint: Commands the Iron Fist, an Executor-class Star Dreadnought.
General Melvar

Class: Hero Available: Space An Admiral serving under Moff Kaine in the Galactic Empire, Delvardus refused to join his superiors Pentastar Alignment after the disastrous Battle of Endor preferring to strike out alone. Styling himself a Superior General he formed the Eriadu Authority and succeeded in claiming part of the Rimma Trade Route before being forced back to the Core by New Republic forces under the command of the Sullustan Sien Sovv. Hint: Commands the Thalassa, a Praetor Mark II-class Battlecruiser
Lord High Admiral Blitzer Harrsk

Class: Hero Available: Land Fanatically loyal to Emperor Palpatine, and with an obsessive love for the Empire, General Melvar became Warlord Zsinjs top General after the Battle of Endor, spearheading many intelligence operations for his new commander. Reputed to be extremely sadistic, Melvar had his fingernails replaced with cuticle implants to provide him with an immediate torture device. Hint: Commands a B5 Juggernaut.
Nightsister Gethzerion

Class: Hero Available: Space Harrsk was an Imperial Admiral at the Battle of Endor. When Captain Pellaeon, temporarily in command of the fleet, gave the order to retreat following the Emperor's death, Harrsk took his forces into the Deep Core where he established Zero Command, the first breakaway kingdom of the Empire. Unlike many of his contemporaries, Harrsk maintained good relations with many other factions including the remnants of the Empire under the command of Ysanne Isard. Hint: Commands the Shockwave, a Tector-class Star Destroyer.
High Admiral Treuten Teradoc

Class: Hero Available: Land Founder and leader of the Dathomiri Nightsisters, a clan of exiled criminals, Gethzerion was the first Force-wielder from her world to discover that their powers could be controlled without performing complex rituals or spells. Recognised as a threat by Emperor Palpatine, Warlord Zsinj was tasked with keeping her confined to Dathomir.
Admiral Apwar Trigit

Class: Hero Available: Space An Imperial Admiral at the time of the Battle of Endor, Teradoc followed the lead of Admiral Harrsk and established himself as an independent warlord when the Empire fractured. Claiming dominion over the Greater Maldrood, he found himself in conflict with both Warlord Zsinj and the burgeoning New Republic. Although Teradoc remained nominally loyal to the Empire under Director Isard, he dropped that pretence once she lost Coruscant. Once isolated from any allies Teradoc was forced to abandon the Maldrood and flee to the Deep Core where he re-established himself on Hakassi. Hint: Commands the Crimson Sunrise, a Crimson Command-type Victory-II Star Destroyer.

Class: Hero Available: Space Formerly an Imperial officer, the self-styled Admiral Trigit left the Empires service after the apparent death of Ysanne Isard. Now independent, but lacking the resources to carve his own empire, he hired his ship out to Zsinj and placed himself under the Warlords command. Hint: Commands the Implacable, an Imperial-class Star Destroyer.

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83

Galactic Conquests
Thrawns Revenge includes fourteen original Galactic Conquest campaigns spanning the fifteen years between the Battle of Endor in 4 ABY and the Pellaeon-Gavrisom treaty in 19 ABY. With a mixture of single-era, multi-era, historical and Infinities campaigns, you can explore many of the conflicts that were recorded during those years.

Single-Era GCs (Page 84)


These five scenarios represent the main campaigns associated with each of the five Imperial leaders that Thrawns Revenge focuses on. The Fractured Empire under Director Isard; the Thrawn Campaign named after its architect, Grand Admiral Thrawn; Operation Shadow Hand plotted by the Reborn Emperor; the Reunification of the Imperial Warlords by Admiral Daala; and the Final Imperial Push led by Grand Admiral Pellaeon. Note: You will not advance era by killing the respective Imperial Leader.

Multi-Era GCs (Page 89)


These three scenarios, The Art of War, Essence of War and Imperial Civil War, stretch across the entire period covered by Thrawns Revenge by following the five main Imperial leaders through their successive campaigns. Note: You may advance era by killing the respective Imperial Leader. Note: There is a possible/known issue in these multi-era GCs where destruction of a main faction (IR, NR, EotH, or PA) before an era change may cause the game to crash. To avoid this we suggest attempting to leave one planet under the control of each faction until the GC reaches era 5.

Historic GCs (Page 92)


These four scenarios represent specific campaigns that occurred during the Thrawns Revenge timeframe, yet are not directly associated with any of the Imperial leader based eras. The Stars Align follows Grand Moff Ardus Kaines attempt to forge the Pentastar Alignment from part of the former Empire. The Hunt for Zsinj and Into the Cluster focus on the New Republic campaign against Warlord Zsinj and his skirmishes with the Hapes Consortium. The Black Fleet Crisis covers the New Republics conflict with the xenophobic Yevethan Duskhan League. Note: You will not advance era by killing the respective Imperial Leader.

Infinities GCs (Page 96)


These two scenarios represent scenarios not based on any canon events. They are of varying scale and involve different combinations of factions and units. Empires at War is an all-out conflict between the Imperial Remnant and its many splinter factions, including the Empire of the Hand, and the Duskhan League. From the Ground Up is a unique scenario where each faction starts with only one planet, limited resources and no heroes; and is faced with a galaxy of hostile independent forces arrayed against them. Note: You will not advance era by killing the respective Imperial Leader.

Multiplayer GCs
These scenarios allow players to play against one another in a different way to the usual Skirmish matches. There are two multiplayer versions of the Thrawn Campaign (the second contains fewer planets than the single player version) plus multiplayer versions of Shadow Hand and Empires at War. Note: You will not advance era by killing the respective Imperial Leader.

Factions
Imperial Remnant New Republic Empire of the Hand Duskhan League Pentastar Alignment

Hapes Consortium

Imperial Warlords

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84 Single-Era GCs
Fractured Empire
Summary

Date: 6-7 ABY Playable Factions: Imperial Remnant, New Republic, Pentastar Alignment Non-Playable Factions: Imperial Warlords Planets: 50 Era: 1 Imperial Leader: Director Ysanne Isard Two years after the destruction of the Second Death Star and death of Emperor Palpatine at Endor the former Galactic Empire has fractured into disparate factions led by squabbling Warlords. As former Intelligence Director Ysanne Isard attempts to re-establish Imperial control, the New Republic is gaining ground and moving towards the core in preparation for a strike to liberate Coruscant.
Starting Planets

Corellia, Carida, Bilbringi, Kuat, Thyferra, Coruscant, Borleias, Chorax, Kalist VI, Ciutric IV, Ord Mantell, Corulag, Denon, Pakrik Minor, Garos IV Talasea, Levian Two, Commenor, Brentaal IV, Champala, Fondor, Mon Calamari, Phindar, Noquivzor, Generis, Ithor, Qat Chrystac, Yavin IV, Dolomar, The Graveyard Bastion, Muunilinst, Yaga Minor, Jaemus, Morishim, Dubrillion, Gravlex Med, Orinda, Sernpidal, Borosk Dathomir, Bonadan, YagDhul, Telos IV, Gravan Seven, Belsmuth II, Selaggis, Comkin V, Etti IV
Available Heroes

Ysanne Isard, Erisi Dlarit, Blitzer Harrsk, Delak Krennel, Ait Convarion, Malcor Brashin Mon Mothma, Han Solo/Chewbacca, Uwlla Iillor, Gial Ackbar, Luke Skywalker, Tycho Celchu, Airen Cracken, Kyle Katarn Ardus Kaine, Jerec, Octavian Grant, Gregor Raquoran Zsinj, Gethzerion, Apwar Trigit

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Thrawn Campaign
Summary

Date: 9 ABY Playable Factions: Imperial Remnant, New Republic Non-Playable Factions: None Planets: 56 Era: 2 Imperial Leader: Grand Admiral Thrawn Grand Admiral Thrawn has returned to the known galaxy to take command of the Imperial Remnant from aboard the Star Destroyer Chimera. Although he is leading a greatly diminished Empire against a well-established New Republic, his tactical genius may be enough to restore order to the galaxy.
Starting Planets

Bastion, Eriadu, Corellia, Carida, Muunilinst, Bilbringi, Yaga Minor, Honoghr, Anx Minor, Duro, Morishim, Wistril, Dubrillion, Garqi, Poderis, Jomark, Corulag, Ciutric IV, Wayland, Pakrik Minor, Ord Trasi, Gravlex Med, Borosk Kothlis, Bothawui, Ukio, Dolomar, Abregado-Rae, Chrondre, Ord Pardron, Sluis Van, Fondor, Kuat, Mon Calamari, Denon, Coruscant, Kashyyyk, Endor, Ord Mantell, Filve, Nkllon, Commenor, Qat Chrystac, Pantolomin, Mrisst, Bimmisaari, Woostri, Farrfin, Cejansij, Ketaris, New Cov
Available Heroes

Thrawn, Freja Covell, Brandei, Dorja, Joruus Cbaoth, Niles Ferrier, Turr Phennir Mon Mothma, Han Solo/Chewbacca, Gial Ackbar, Luke Skywalker, Lando Calrissian, Tycho Celchu, Garm Bel Iblis, Mara Jade, Leia Organa Solo, Booster Terrick, Talon Karrde

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86
Shadow Hand
Summary

Date: 10-11 ABY Playable Factions: Imperial Remnant, New Republic Non-Playable Factions: None Planets: 41 Era: 3 Imperial Leader: Emperor Palpatine Emperor Palpatine has rebirthed himself on the hidden fortress world of Byss deep in the Galactic Core. He has reunited many of the squabbling Warlords in order to strike hard and fast at the New Republic, equipped with a secret weapon, the super star destroyer Eclipse.
Starting Planets

Corellia, Borosk, Muunilinst, Bastion, Byss, Hakassi, Kalist VI, Dubrillion, Ord Trasi, Orinda, Yaga Minor, Garqi, Morishim, Ketaris, Anx Minor, Gravlex Med Commenor, Denon, Onderon, Cejansij, Mon Calamari, Coruscant, Garos IV, Ossus, Brentaal IV, Talasea, Ithor, Champala, Balmorra, New Alderaan, Kashyyyk, Metellos, Ord Mantell, Duro, Nespis VIII, Levian Two, Da Soocha V, Ciutric IV, Kuat, Bimmisaari, Chandrila
Available Heroes

Palpatine, Sedriss QL, Maximilian Veers, Blitzer Harrsk, Sander Delvardus, Treuten Teradoc, Ardus Kaine, Gilad Pellaeon Han Solo/Chewbacca, Gial Ackbar, Luke Skywalker, Lando Calrissian, Tycho Celchu, Mara Jade, Corran Horn, Uwlla Iillor, Wedge Antilles

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Reunification
Summary

Date: 12 ABY Playable Factions: Imperial Remnant, New Republic Non-Playable Factions: Imperial Warlords Planets: 17 Era: 4 Imperial Leader: Admiral Natasi Daala Natasi Daala has emerged from the Maw Installation to reunite the warring Imperial factions, while the New Republic attempts to land the final blow on an Empire in its death throes.
Starting Planets

The Maw, Kessel Abregado-Rae, Kuat, Mon Calamari, Coruscant, Khomm, Yavin IV Hakassi, Balmorra, Bimmisaari, Kalist VI, Odik II, Tsoss Beacon
Available Heroes

Natasi Daala, Cronus, Gilad Pellaeon Han Solo/Chewbacca, Gial Ackbar, Luke Skywalker, Lando Calrissian, Tycho Celchu, Mara Jade, Corran Horn, Cilghal, Uwlla Iillor, Airen Cracken, Kyle Katarn Blitzer Harrsk, Treuten Teradoc, Sander Delvardus

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88
Final Imperial Push
Summary

Date: 17-19 ABY Playable Factions: Imperial Remnant, New Republic, Empire of the Hand Non-Playable Factions: None Planets: 59 Era: 5 Imperial Leader: Grand Admiral Gilad Pellaeon Gilad Pellaeon has taken command of a dying yet unified Empire, and with the help of Natasi Daala and the urging of the Moff Council, he intends to make one final strike at the New Republic. Meanwhile, the Empire of the Hand prepares to reveal itself to an unsuspecting galaxy.
Starting Planets

Bastion, Morishim, Pakrik Minor, Pesitiin, Orinda, Tangrene, Ord Trasi, Kalist VI, Gravlex Med, Hakassi, Muunilinst, Borosk, Yaga Minor, Anx Minor, Tsoss Beacon, Ketaris, Dubrillion Bothawui, Kothlis, Druckenwell, Dolomar, Chardaan, Sluis Van, Denon, Thyferra, Mon Calamari, Coruscant, Bilbringi, Gyndine, Commenor, Belsavis, Corellia, Duro, Pantolomin, Wayland, Chandrila, Yavin IV, Champala, Levian Two, Corellia, Phindar, Adumar, Garos IV, Exocron, Balmorra, Abregado-Rae, Kashyyyk, New Cov Nirauan, Syca, Kariek, Sarvchi, Rhigar, Amrac, Oristrom, Crustai, Quethold, Riette
Available Heroes

Gilad Pellaeon, Grodin Tierce, Drend Navett, Brakiss, Meizh Vermel, Natasi Daala, Maarek Stele Ponc Gavrisom, Han Solo/Chewbacca, Gial Ackbar, Lando Calrissian, Luke Skywalker, Tycho Celchu, Mara Jade, Corran Horn, Cilghal, Uwlla Iillor, Wedge Antilles, Kyle Katarn, Garm Bel Iblis, Talon Karrde Aurek Seven, Hand of Judgement, Soontir Fel, Ashik, Siath, Dagon Niriz, Voss Parck, Stent, Chak Fel, Thrawn Clone

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89 Multi-Era GCs
The Art of War
Summary

Date: 6-25 ABY Playable Factions: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment Non-Playable Factions: Imperial Warlords Planets: 91 Era: 1-5 Imperial Leader: Isard, Thrawn, Palpatine, Daala, Pellaeon Play through Star Wars history from the battle of Endor until the PellaeonGavrisom Treaty.
Starting Planets

Corellia, Carida, Bilbringi, Kuat, Metellos, Thyferra, Coruscant, Myrkr, Rodia, Honoghr, Obroa-Skai, Poderis, The Maw, Jomark, Cejansij, Gyndine, Pantolomin, Garos IV, Druckenwell, Talfaglio, Chandrila, Wayland, Corulag, Pakrik Minor, Bimmisaari, Kessel, Pesitiin, Balmorra Bothawui, Yavin IV, Nespis VIII, Noquivzor, YagDhul, Ithor, Abregado-Rae, Chrondre, Ord Pardron, Levian Two, Talasea, Phindar, Woostri, Kothlis, Duro, Nkllon, Commenor, Chardaan, Sluis Van, Fondor, Mon Calamari, Kashyyyk, Filve, Qat Chrystac, Rishi, New Cov, Farrfin, Ukio, Khomm, Denon Nirauan, Syca, Oristrom, Quethold, Rhigar, Amrac, Crustai, Riette Bastion, Muunilinst, Jaemus, Morishim, Dubrillion, Gravlex Med, Orinda, Sernpidal, Borosk, Ord Trasi, Morishim, Sernpidal Dathomir, Selaggis, Tangrene, Kauron, Telos, Bonadan, Ession, Etti IV
Available heroes

Ysanne Isard, Erisi Dlarit, Blitzer Harrsk, Delak Krennel, Ait Convarion, Malcor Brashin, Thrawn, Turr Phennir, Freja Covell, Brandei, Dorja, Joruus Cbaoth, Niles Ferrier, Palpatine, Sedriss QL, Maximilian Veers, Gilad Pellaeon, Ardus Kaine, Sander Delvardus, Treuten Teradoc, Natasi Daala, Cronus, Brakiss, Grodin Tierce, Meizh Vermel, Drend Navett, Maarek Stele Mon Mothma, Han Solo/Chewbacca, Uwlla Iillor, Gial Ackbar, Luke Skywalker, Lando Calrissian, Airen Cracken, Kyle Katarn, Tycho Celchu, Garm Bel Iblis, Mara Jade, Booster Terrick, Talon Karrde, Wedge Antilles, Cilghal, Ponc Gavrisom Thrawn, Soontir Fel, Aralani, Dagon Niriz, Voss Parck, Stent, Hand of Judgement, Siath, Chak Fel, Ashik, Aurek Seven, Thrawn Clone Ardus Kaine, Octavian Grant, Jerec, Gregor Raquoran Zsinj, Apwar Trigit, Gethzerion

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Essence of War
Summary

Date: 6-25 ABY Playable Factions: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment Non-Playable Factions: Hapes Consortium, Imperial Warlords Planets: 50 Era: 1-5 Imperial Leader: Isard, Thrawn, Palpatine, Daala, Pellaeon Play through a smaller version of Star Wars history from the battle of Endor until the Pellaeon-Gavrisom Treaty.
Starting Planets

Corellia, Corulag, Bilbringi, Carida, Kuat, Thyferra, Coruscant, Honoghr, Obroa-Skai, Byss, Ord Mantell, The Maw Kashyyyk, Mon Calamari, Fondor, Kothlis, Duro, Commenor, Ithor, Noquivzor, Nespis VIII, Yavin IV, Bothawui Nirauan, Syca, Kariek, Sarvchi, Rhigar, Amrac, Oristrom, Crustai, Quethold, Riette Bastion, Muunilinst, Yaga Minor, Jaemus, Morishim, Dubrillion, Gravlex Med, Anx Minor, Borosk Hapes, Charubah, Terephon, Transitory Mists x3 Dathomir, Selaggis, Tangrene
Available heroes

Ysanne Isard, Erisi Dlarit, Blitzer Harrsk, Delak Krennel, Ait Convarion, Malcor Brashin, Thrawn, Turr Phennir, Freja Covell, Brandei, Dorja, Joruus Cbaoth, Niles Ferrier, Palpatine, Sedriss QL, Maximilian Veers, Gilad Pellaeon, Ardus Kaine, Sander Delvardus, Treuten Teradoc, Natasi Daala, Cronus, Brakiss, Grodin Tierce, Meizh Vermel, Drend Navett, Maarek Stele Mon Mothma, Han Solo/Chewbacca, Uwlla Iillor, Gial Ackbar, Luke Skywalker, Lando Calrissian, Airen Cracken, Kyle Katarn, Tycho Celchu, Garm Bel Iblis, Mara Jade, Booster Terrick, Talon Karrde, Wedge Antilles, Cilghal, Ponc Gavrisom Thrawn, Soontir Fel, Aralani, Dagon Niriz, Voss Parck, Stent, Hand of Judgement, Siath, Chak Fel, Ashik, Aurek Seven, Thrawn Clone Ardus Kaine, Octavian Grant, Jerec, Gregor Raquoran Isolder Zsinj, Apwar Trigit, Gethzerion

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Imperial Civil War
Summary

Date: 6-25 ABY Playable Factions: Imperial Remnant, New Republic, Pentastar Alignment Non-Playable Factions: Imperial Warlords Planets: 50 Era: 1-5 Imperial Leader: Isard, Thrawn, Palpatine, Daala, Pellaeon Play through a version of Star Wars history from the battle of Endor until the Pellaeon-Gavrisom Treaty without the Empire of the Hand.
Starting Planets

Corellia, Carida, Bilbringi, Kuat, Metellos, Thyferra, Coruscant, Borleias, Chorax, Myrkr, Rodia, Kalist VI, Honoghr, Obroa-Skai, Eriadu, Poderis, The Maw, Jomark, Cejansij, Ciutric IV, Gyndine, Pantolomin, Ord Mantell, Garos IV, Druckenwell, Talfaglio, Chandrila, Wayland, Corulag, Pakrik Minor, Bimmisaari, Kessel, Pesitiin, Balmorra Denon, Khomm, Ukio, Farrfin, New Cov, Bespin, Rishi, Qat Chrystac, Filve, Kashyyyk, Mon Calamari, Fondor, Sluis Van, Chardaan, Commenor, Nkllon, Duro, Kothlis, Woostri, Phindar, Talasea, Levian Two, Ord Pardron, Chrondre, Champala, The Graveyard, Brentaal IV, Dolomar, Abregado-Rae, Ithor, Endor, YagDhul, Noquivzor, Nespis VIII, Yavin IV, Bothawui Bastion, Muunilinst, Yaga Minor, Jaemus, Ord Trasi, Morishim, Dubrillion, Gravlex Med, Orinda, Anx Minor, Sernpidal, Wistril, Ketaris, Borosk, Helska IV Dathomir, Selaggis, Tangrene, Kauron, Telos IV, Bonadan, Ession, Etti IV, Hakassi
Available heroes

Ysanne Isard, Erisi Dlarit, Blitzer Harrsk, Delak Krennel, Ait Convarion, Malcor Brashin, Thrawn, Turr Phennir, Freja Covell, Brandei, Dorja, Joruus Cbaoth, Niles Ferrier, Palpatine, Sedriss QL, Maximilian Veers, Gilad Pellaeon, Ardus Kaine, Sander Delvardus, Treuten Teradoc, Natasi Daala, Cronus, Brakiss, Grodin Tierce, Meizh Vermel, Drend Navett, Maarek Stele Mon Mothma, Han Solo/Chewbacca, Uwlla Iillor, Gial Ackbar, Luke Skywalker, Lando Calrissian, Airen Cracken, Kyle Katarn, Tycho Celchu, Garm Bel Iblis, Mara Jade, Booster Terrick, Talon Karrde, Wedge Antilles, Cilghal, Ponc Gavrisom Ardus Kaine, Octavian Grant, Jerec, Gregor Raquoran Zsinj, Apwar Trigit, Gethzerion

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92 Historic GCs
The Stars Align
Summary

Date: 6 ABY Playable Factions: Imperial Remnant, New Republic, Pentastar Alignment Non-Playable Factions: Imperial Warlords Planets: 39 Era: 1 Imperial Leader: Director Ysanne Isard Ardus Kaine, Grand Moff of the Empires Oversector Outer, has begun work to assemble several Outer Rim worlds of the former Empire into the Pentastar Alignment under his control. Meanwhile, the Empire is fracturing and the New Republic is struggling to maintain its foothold at the opposite end of the galaxy.
Starting Planets

Corellia, Carida, Bilbringi, Kuat, Thyferra, Coruscant, Ciutric IV, Ord Mantell, Corulag, Denon, Duro, Garos IV Mon Calamari, Kothlis, Kashyyyk, Chardaan, Bothawui, Qat Chrystac, Endor, Sullust Bastion, Muunilinst, Jaemus, Dantooine, Morishim, Dubrillion, Anx Minor Dathomir, Hakassi, Kalist VI, Odik II, YagDhul, Thanos, Gravan Seven, Belsmuth II, Selaggis, Comkin V, Tsoss Beacon, Bimmisaari
Available Heroes

Ysanne Isard, Erisi Dlarit, Blitzer Harrsk, Delak Krennel, Ait Convarion, Apwar Trigit, Malcor Brashin Mon Mothma, Han Solo/Chewbacca, Uwlla Iillor, Gial Ackbar, Luke Skywalker, Lando Calrissian, Airen Cracken, Kyle Katarn Ardus Kaine, Octavian Grant, Jerec, Gregor Raquoran Zsinj, Gethzerion, Sander Delvardus, Blitzer Harrsk, Treuten Teradoc

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The Hunt for Zsinj
Summary

Date: 6-7 ABY Playable Factions: Imperial Remnant (Warlord Zsinj), New Republic (including elements of the Imperial Remnant and Hapes Consortium) Non-Playable Factions: Imperial Warlords Planets: 42 Era: N/A Imperial Leader: Warlord Zsinj Han Solo has been put in charge of a taskforce to hunt down the elusive Warlord Zsinj on the Super Star Destroyer Iron Fist. The New Republic has made an uneasy alliance with the Imperial forces under Teren Rogriss and the Hapans under Prince Isolder.
Starting Planets

Dathomir, Telos IV, Garos IV, Bonadan, Etti IV, Phindar, Gravan Seven, Bonadan, Ession, Tangrene, Mrisst, Selaggis, Yavin IV, Comkin V, Belsmuth II Hapes, Charubah, Terephon, Transitory Mists x3, Coruscant, Carida, Talasea, Kashyyyk, New Alderaan, The Graveyard, Noquivzor, Levian Two, Commenor, Fondor, Mon Calamari, Borleias Bimmisaari, Porus Vida, Jomark, Kessel, Thanos, Cejansij, Kuat, Hakassi, Onderon
Available heroes

Zsinj, Apwar Trigit, Gethzerion, Melvar Luke Skywalker, Isolder, Teren Rogriss, Han Solo Sander Delvardus

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94
Into the Cluster
Summary

Date: 8 ABY Playable Factions: Imperial Remnant (Warlord Zsinj), New Republic (including elements of the Imperial Remnant) Non-Playable Factions: Hapes Consortium Planets: 18 Era: N/A Imperial Leader: Warlord Zsinj A smaller version of The Hunt for Zsinj with the Hapes Consortium included as an independent third side instead of the Imperial Warlords.
Starting Planets

Dathomir, Selaggis, Comkin V, Phindar, Gravan Seven, Belsmuth II Kuat, Levian Two, Kashyyyk, Brentaal IV, Commenor, New Alderaan Hapes, Charubah, Terephon, Transitory Mists x3
Available Heroes

Zsinj, Apwar Trigit, Gethzerion, Melvar Luke Skywalker, Teren Rogriss, Han Solo Isolder

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Black Fleet Crisis
Summary

Date: 16-17 ABY Playable Factions: New Republic, Duskhan League Non-Playable Factions: None Planets: 12 Era: N/A Imperial Leader: N/A The warlike Yevethans have invaded the New Republics territory, using Imperial technology from the long-lost Black Sword Command.

Starting Planets

Bilbringi, Coruscant, Mrisst, Noquivzor, Galantos, Borleias, Pantolomin Nzoth, Polneye, Jtptan, Doornik-319, ILC-905
Available Heroes

Leia Organa Solo, Han Solo/Chewbacca, Gial Ackbar, Luke Skywalker, Etahn Abaht, Uwlla Iillor, Kyle Katarn, Garm Bel Iblis Nil Spaar, Dar Bille

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96 Infinities GCs
Empires at War
Summary

Date: 7 ABY Playable Factions: Imperial Remnant, Empire of the Hand, Pentastar Alignment Non-Playable Factions: Imperial Warlords, Duskhan League Planets: 57 Era: N/A Imperial Leader: Director Ysanne Isard An all-out brawl between the splinter factions of the Empire, the Empire of the Hand, and the Yevetha.
Starting Planets

Garos IV, Pesitiin, Chandrila, Myrkr, Carida, Garqi, Borleias, Pakrik Minor, Wayland, Corulag, Metellos, Obroa-Skai, Ciutric IV, Kuat, Coruscant, Ord Mantell, Poderis, Bilbringi Nirauan, Syca, Kariek, Sarvchi, Rhigar, Amrac, Quethold, Crustai, Oristrom, Riette Bastion, Muunilinst, Yaga Minor, Morishim, Gravlex Med, Ord Trasi, Borosk, Orinda, Anx Minor, Dubrillion Nzoth, Jtptan, Doornik-319, Zfell, Polneye, ILC-905 Gravan Seven, Mrisst, Selaggis, Dathomir, Telos IV, Tangrene, Yavin IV, Ilum, Bonadan, Ession, Etti IV
Available Heroes

Ysanne Isard, Erisi Dlarit, Blitzer Harrsk, Delak Krennel, Ait Convarion, Apwar Trigit, Malcor Brashin, Thrawn, Soontir Fel, Aralani, Dagon Niriz, Voss Parck, Stent, Hand of Judgement Ardus Kaine, Octavian Grant, Jerec, Gregor Raquoran Nil Spaar, Dar Bille Zsinj, Gethzerion, Melvar

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From the Ground Up
Summary

Date: N/A Playable Factions: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment Non-Playable Factions: Imperial Warlords, Hapes Consortium, Duskhan League Planets: 50 Era: 5 (New Republic, Empire of the Hand), 3 (Imperial Remnant) Imperial Leader: N/A Grow your faction from one planet to control the entire galaxy.

Starting Planets

Carida Bothawui Nirauan Bastion


Available Heroes

No heroes are available in this GC.

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Galactic Mode
Production
Shipyards
Light Frigate Shipyard

Class: Structure Cost: 600$ Length: 1000m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: None Complement: Fighter Squadrons, Bomber Squadrons This small shipyard is readily available on planets anywhere in the galaxy, but is limited to producing only the smallest classes of ships. Hint: This shipyard can build Light Frigates and Starfighters.
Heavy Frigate Shipyard

Class: Structure Cost: 1200$ Length: 1300m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: None Complement: Fighter Squadrons, Bomber Squadrons, Light Frigates This larger shipyard can be built on a small number of planets across the galaxy. Its production facilities have been expanded to accommodate larger ships. While one should leave a fair fleet to protect this shipyard, if met with overwhelming force it can be advantageous to sacrifice it and retreat. Hint: This shipyard can build Heavy Frigates in addition to Light Frigates and Starfighters.
Capital Shipyard

Class: Structure Cost: 2400$ Length: 2600m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: None Complement: Fighter Squadrons, Bomber Squadrons, Light Frigates, Heavy Frigates This enormous shipyard can only be built on a handful of planets across the entire galaxy. Capable of building anything up to and including the massive Executor-class Star Dreadnaught, this shipyard is an incredibly valuable resource that should be defended at all cost. Hint: This shipyard can build Super Capital and Capital ships in addition to Heavy Frigates, Light Frigates and Starfighters.

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100
Corporations
Several planets across the galaxy are home to renowned starship manufacturers. If you control the home planet of one of these corporations you may be able to build a relationship with their headquarters (10000$) and gain significant production bonuses on their products.
Kuat Drive Yards (IR) Sienar Fleet Systems (PA)

History: Now regarded as the largest military starship manufacturer in the galaxy, Kuat Drive Yards first gained prominence during the Clone Wars as the Old Republics primary starship contractor, a role it has retained under the Empire. Hint: Provides a 30% reduction to the production time and cost of the following products built on Kuat: Acclamator II-class Assault Ship, Escort Carrier, Executorclass Super Star Destroyer, Imperial-class Star Destroyer, Imperial II-class Star Destroyer, Interdictor-class Star Destroyer, Praetor Mark II-class Battlecruiser, Sovereignclass Dreadnought, All Terrain Armoured Transport, All Terrain Personal Transport, All Terrain Scout Transport, Self-Propelled Medium Artillery
Mon Calamari Shipyards (NR)

History: Founded on Corulag by the wealthy Sienar family during the early days of the Old Republic, Sienar Fleet Systems is now one of the Empires primary military suppliers, including the entire TIE series, manufactured from various subsidiaries located throughout the galaxy. Hint: Provides a 30% reduction to the production time and cost of the following products built on Jaemus: Enforcer-class Picket Cruiser, Immobilizer 418 Cruiser, Praetor Mark II-class Battlecruiser, Vindicator-class Heavy Cruiser, TIE Crawler
Sycan Fleet Systems (EotH)

History: One of the oldest and best starship manufacturers in the galaxy, Mon Calamari Shipyards utilise both orbital and underwater production facilities to build their uniquely beautiful cruiser liners and highly advanced and powerful warships. Hint: Provides a 30% reduction to the production time and cost of the following products built on Mon Calamari: MC40a Light Cruiser, MC80 Liberty-type Star Cruiser, MC80B Star Cruiser, MC90 Star Cruiser

History: With Emperor Palpatine dead at the Battle of Endor, Grand Admiral Thrawn turned to his industrious allies on Syca to produce warships designed specifically for the dangerous unknown regions patrolled by his secretive shadow Empire. Hint: Provides a 30% reduction to the production time and cost of the following products built on Syca: Decimator-class Cruiser, Kariek-class Cruiser, Phalanx-class Destroyer, Syca-class Bomber, Syndic-class Destroyer, Warlord-class Gunboat.

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Structures
Infantry Barracks

Class: Structure Cost: 500$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Complement: Infantry A prefabricated training facility and barracks for infantry units that can be quickly and easily set up on almost any planet. One of the most common manufacturers of this type of facility was Delvin Constructs. Hint: Visual appearance depends on faction.
Light Vehicle Factory

Class: Structure Cost: 500$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Complement: Light Vehicles Prefabricated factories designed to be installed on military bases for the manufacture and maintenance of a wide range of vehicles. One of the most common manufacturers of this type of facility was Delvin Constructs. Hint: Visual appearance depends on faction.
Heavy Vehicle Factory

Class: Structure Cost: 1000$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Complement: Heavy Vehicles Prefabricated factories designed to be installed on military bases for the manufacture and maintenance of large vehicles that would otherwise have to be shipped in from other planets. One of the most common manufacturers of this type of facility was Delvin Constructs. Hint: Visual appearance depends on faction. Requires a Light Vehicle Factory (except EotH).
Advanced Vehicle Factory (IR, PA)

Class: Structure Cost: 1500$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Complement: Advanced Vehicles One of the largest prefabricated facilities provided by Delvin Constructs, the A-Fac-333 was designed to accommodate the especially large and maintenance-heavy vehicles frequently employed by the Empire. Hint: Requires a Heavy Vehicle Factory.
Infiltrator Academy (NR)

Class: Structure Cost: 1000$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Complement: Infantry A prefabricated facility designed by Delvin Constructs for the training of military units in remote locations. Used by the Rebel Alliance and New Republic to train Special Forces units. Hint: Requires an Infantry Barracks.
Prison (IR)

Class: Structure Cost: 400$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 A highly authoritarian state, the Empire imprisoned and enslaved its citizens as a matter of course, both as a punishment and a means of deterrent to others. These prisons included such notable examples as the Spice Mines of Kessel and Director Ysanne Isards legendary Lusankya facility. Hint: The imprisoned natives are used as a source of slave labour by the Empire and reduce unit production times by 10% while also removing civilian forces from potential battle zones. Hint: Limit of one per planet.

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102 Defence
Space
Beyond a small garrison of assigned units your Shipyards are completely unarmed; this means it is necessary to protect them with additional forces. While this can be done exclusively with fleet units you may find it advantageous to construct fixed defence assets on or above your planets. This will give you enhanced defensive capability and free up your fleet for other duties. (Note: Not all fixed defence assets are available to each faction)
Golan I Space Defence SpaceGun (IR, NR, PA)

Class: Structure Cost: 2000$ Length: 1231m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: 80/8 Turbolaser, 10/2 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) First built during the waning years of the Old Republic, the first in the Golan Arms series of space defence platforms was primarily designed to defend small planetary outposts and space facilities such as shipyards. Although succeeded by newer models, the Golan I remained in use by many governments and independent factions across the galaxy. Hint: Limit of two per planet.
Golan II Space Defence SpaceGun (IR, NR, PA)

Class: Structure Cost: 3500$ Length: 2158m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: 120/12 Turbolaser, 20/4 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Designed when Golan Arms first defence platform was judged to be insufficiently powerful to counter the larger ships entering widespread use, the Golan II was considerably larger than its predecessor. Although based on the same general principles, the Golan IIs hull incorporated a unique crossbeam structure to improve structural integrity along with enhanced power and shield generators. Used to defend more valuable targets, the Golan II was often deployed by the Empire to defend its network of shipyards. Hint: Limit of two per planet.
Golan III Space Defence NovaGun (IR, NR, PA)

Class: Structure Cost: 5000$ Length: 2600m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: 200/20 Turbolaser, 40/8 Proton Torpedo Complement: Fighter Squadrons, Bomber Squadrons (2/2 Max) Built to supersede the already impressive Golan II, the Golan III was larger, and arguably more powerful than, an Imperial Star Destroyer. The level of defence provided by such a large and well armoured platform, along with the cost, meant the Golan III was most often only assigned to the most valuable, or richest, locations in the galaxy, including the galactic capital Coruscant and the banking world of Muunilinst. Hint: Limit of two per planet.
Brask-class Tactical Defence Station (EotH)

Class: Structure Cost: 3000$ Length: 800m Pop: N/A Era: 1, 2, 3, 4, 5 Armament: 20/4 Megamaser Complement: Fighter Squadrons, Bomber Squadrons (8/24 Max) Since its formation the Empire of the Hand has gained much of its territory through liberating worlds from the control of petty Warlords in the Unknown Regions. As a result many of its outlying planets became prey to pirate groups and species hoping to warn the Hand away from their own territory. Called Hives by Hand pilots, the lightly armed Brask station was designed to combat these raiding forces with the large garrison of starfighters housed in its extensive hangars. Hint: Limit of two per planet.

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Visvia-class Station (EotH)

Class: Structure Cost: 10000$ Length: TBA Pop: N/A Era: 1, 2, 3, 4, 5 Armament: 40/8 Dual Megamaser, 4/4 Tri-Maser Cannon Complement: Fighter Squadrons, Bomber Squadrons (3/3 Max) Another example of the breadth of technology and information sharing between the Empire and the Empire of the Hand, the Visvia was developed at the urging of Voss Parck in anticipation of the impending Yuuzhan Vong invasion. Adopting the unique crossbeam structure developed by Golan Arms coupled with the heavy armour common to all Hand designs, the Visvia also combined the sheer firepower afforded to the Imperial Golan II with four immense Tri-Masers each capable of crippling most targets with a single shot. Hint: Limit of two per planet.

Ground-To-Space
Planetary Ion Cannon (NR)

Class: Structure Cost: 2000$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Originally conceived by an employee of CoMar Combat Systems prior to the Clone Wars, the design was rejected as militarily useless and an engineering impossibility. That assessment was proved wrong after Kuat Drive Yards acquired the designs and proceeded to sell the installation as an effective defence against orbital targets. As a stationary emplacement the v-150 Planet Defender, firing massive bursts of ionised plasma, had a limited firing vector which was only slightly alleviated by a rotating base. Hint: Limit of one per planet.
Hypervelocity Gun (IR, PA)

Class: Structure Cost: 3000$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Manufactured by Taim & Bak in collaboration with the Imperial Department of Military Research, the HVs-2 Hypervelocity Gun was a fixed planetary defence weapon used against orbiting targets. Firing bursts of super-accelerated solid slugs at a rate of up to 120 slugs per minute, the guns projectiles were able to quickly overload a ships shield before rupturing the main hull. Hint: Limit of two per planet. Multiple installations provide a faster rate of recharge as each weapon cycles.

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Ground
Shield Generator

Class: Structure Cost: 2000$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Manufactured by CoMar Combat Systems, a Corporate Sector weapons contractor with no compunction about selling their products to anyone with credits, the SLD-14 Shield Generator was one of the most widely deployed base shields in the galaxy. Projecting an energy shield capable of absorbing energy blasts, the shield did not obstruct the passage of solid objects such as infantry, vehicles, or indeed, missiles; although later modifications did allow for protection against the latter. Hint: This is powered from a separately sited power generator. If the generator is destroyed the Shield Generator will cease to function. Limit of one per planet.
Turbolaser Tower Network

Class: Structure Cost: 4000$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Built by Taim & Bak, the XX-10 Turbolaser Tower was a planetary surface variant of the XX-9 Heavy Turbolaser designed for the first Death Star. Like the station-mounted model, the powerful XX-10 had a slow recharge rate and was highly inaccurate against small, quickly moving targets such as infantry. Hint: This is powered from a separately sited power generator. If the generator is destroyed the Turbolaser Towers will cease to function. Network will comprise between 2 and 5 towers. Limit of one network per planet.

Economy
Each planet controlled by a faction provides a source of weekly income levied from the population, reflecting the wealth and resources available on the planet. To increase the level of income generated by a planet it is possible to build one of the economic structures displayed below.
Mining Facility (NR, EotH)

Class: Structure Cost: 500$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 One of the largest sources of income available to any government is from the exploitation of natural resources. There are innumerable minerals, metals and gases that, once mined or otherwise extracted, become valuable for both commercial and military purposes. Hint: Generates additional income proportional to the standard planetary income. If located on a planet identified as a mining colony the additional income is increased by 50%.
Tax Agency (IR, PA)

Class: Structure Cost: 500$ Length: N/A Pop: N/A Era: 1, 2, 3, 4, 5 Taxation of individuals and corporations, and levies against planetary governments, provided the Empire with the financial resources necessary to maintain the vast military force it held as essential to maintain order and stability in the galaxy. Hint: Generates additional income proportional to the standard planetary income. Limit of five per planet.

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Bothan Spy Network
One of the most comprehensive and thorough intelligence outfits in the galaxy, the Bothan Spynet was developed as a means to collect information on potential political enemies to Bothan power and influence, including governments, individuals, and species. As an extension of the Bothan Way, the guiding philosophy of the Bothan species which stated that anything short of violence was a perfectly acceptable method of gaining power, the Spynet used trade, bribery, espionage and observation to obtain information from every corner of the galaxy. In Galactic Conquest, whichever faction controls the planet Bothawui or Kothlis gains access to the Bothan Spynet. This provides the controlling faction with intelligence on enemy hyperspace movements in the vicinity of Bothawui as well as details of the structures, ground forces, space forces, and heroes located on planets within that zone. The map to the right indicates the extent of the Spynet sphere of influence (as centred on Bothawui and Kothlis).

Nirauan Archives
Whichever faction controls the planet Nirauan gains access to the extensive library archive collated by Thrawn during his time in the Unknown Regions. The archives include secret data taps into many different sources, including the central Imperial database and the major galactic institutions on Coruscant. The archives provide galaxy-wide information on political control, base development and number of fleets.
Hand of Thrawn Fortress (EotH)

Class: Structure Cost: N/A Length: N/A Pop: N/A Era: N/A Constructed from an incredibly dense black stone with a sponge-like ability to absorb laser energy, the Nirauan Fortress was discovered by Thrawn early in his mission to map the Unknown Regions for the Empire. Possibly related to a similar fortress on Hijarna, the Nirauan Fortress was believed to have been a final stronghold for an ancient alien civilization. Thrawn chose the fortress to serve as headquarters for his new Empire of the Hand and installed a fully equipped command centre and library.

Probe Droids (IR, PA)


A series of droids specifically designed and programmed to perform reconnaissance duties to gather information, particularly military information. These are often used by the Empire to spy on nearby systems and observe their enemies actions. The Viper probe droid collects information on planetary base development along with space and ground force compositions.

Stealth Heroes (NR, IR, EotH)


Some heroes are able to travel to enemy planets without triggering a battle. While there they are able to observe the enemy and provide you with varying levels of information. Stealth heroes include Airen Cracken, Han Solo/Chewbacca, Mara Jade, Drend Navett, and Ashik.

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Skirmish Mode
Note: This game mode retains the Tech Level system from vanilla Empire at War. This means that a selection of units and heroes from all eras will be available for each faction.

Maps
Thrawns Revenge includes a range of custom Space and Ground skirmish maps. In order to experience all of the content you must play maps with names that start with the ThrRev_ prefix. These maps can be accessed by selecting the Custom Maps option on the skirmish setup screen.

Defence
Space
Shipyards in Thrawns Revenge do not have any defensive armament of their own. To compensate for this you are provided with two Defence Platforms to protect your starting location and Shipyard. Once they have been destroyed they cannot be replaced.

Ground
In ground Skirmish you will have access to Turbolaser Turrets and Build Pads situated at strategic locations across the map. These may be both faction-specific and capture-able.

Economy
Space
You will receive a small but consistent level of income throughout the match. This income stream will increase as you upgrade your tech level. In addition, you are able to capture and activate Asteroid Mining Facilities (see right) which will provide you with additional sources of income.

Ground
You will receive a small but consistent level of income throughout the match. This income stream will increase as you upgrade your tech level. In addition you are able to capture and activate Resource Pads (see right) which will provide you with additional sources of income.

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108 Units
Space
A-9 Vigilance Interceptor (400$), I-7 Howlrunner (600$), Preybird-class Starfighter (800$), TIE/D Defender (850$), TIE/IN Interceptor (300$), TIE/LN Starfighter (300$), TIE/SA Bomber (550$), Acclamator II-class Cruiser (2350$), Carrack-class Light Cruiser (1000$), Escort Carrier (1500$), Lancer-class Frigate (800$), Vindicator-class Heavy Cruiser (2350$), Dreadnaught-class Heavy Cruiser (2500$), Modular Taskforce Cruiser (4500$), Strike-class Medium Cruiser (2000$), Venator-class Star Destroyer (4000$), Victory-class Star Destroyer (4500$), Victory IIclass Star Destroyer (4800$), Imperial-class Star Destroyer (5000$), Imperial II-class Star Destroyer (6900$), Tector-class Star Destroyer (6000$) B-Wing Starfighter (800$), BTL-S3 Y-Wing Starfighter (550$), BTL-S8 K-Wing Assault Starfighter (850$), E-Wing Escort Starfighter (500$), RZ-1 A-Wing Interceptor (675$), T-65 X-Wing Starfighter (500$), CR90 Corellian Corvette (1850$), Corona-class Frigate (1200$), DP20 Corellian Gunship (2150$), Marauder-class Corvette (3200$), Quasar Fire-class Bulk Cruiser (1200$), Sacheen-class Light Escort (1850$), Assault Frigate (2800$), Dreadnaught-class Heavy Cruiser (2500$), MC40a Light Cruiser (1300$), Endurance-class Fleet Carrier (7500$), Majestic-class Heavy Cruiser (5500$), MC80 Liberty-type Star Cruiser (4500$), MC80B Star Cruiser (4500$), MC90 Star Cruiser (5500$), Nebula-class Star Destroyer (7000$) Furion-class Assault Bomber (500$), Krsiss-class Interceptor (500$), Nssis-class Clawcraft (300$), Scarsiss-class Clawcraft (600$), Syca-class Bomber (500$), Asdroni-class Frigate (2000$), Auriette-class Fleet Carrier (2500$), Decimator-class Cruiser (2000$), Massias Interdictor (2350$), Vigilance Gunship (2150$), Warlord-class Gunboat (2000$), Budirech-class Heavy Cruiser (3000$). Chaf-class Destroyer (4000$), Kariek-class Cruiser (1200$), Nuruodo-class Broadside Frigate (2000$), Ascendancy-class Star Destroyer (6000$), Phalanx-class Destroyer (6000$), Syndic-class Destroyer (5000$) GAT-12 Skipray Blastboat (400$), TIE/H Hunter (500$), Acclamator II-class Assault Frigate (2350$), Enforcer-class Picket Cruiser (2550$), Imperial Escort Carrier (1000$), IPV-1 System Patrol Craft (750$), Munificent-class Star Frigate (2000$), Vindicator-class Heavy Cruiser (2350$), Venator-class Star Destroyer (4000$), Victory-class Star Destroyer (4800$), Victory II-class Star Destroyer (4800$), Imperial-class Star Destroyer (5000$), Imperial II-class Star Destroyer (6900$), Lucrehulk-class Battleship (16000$), Praetor Mark II-class Battlecruiser (8000$) You can also purchase unique Minor Faction units from the capture-able Merchant Space Dock. Aramadia-class Thrustship (1850$), Hapan Battle Dragon (2000$), Nova-class Battle Cruiser (1500$), Star Home (3000$)

Ground
E-Web Heavy Repeating Blaster (800$), Scout Trooper (650$), Shock Trooper (450$), Specialist (500$), Stormtrooper (300$), All Terrain Personal Transport (1200$), All Terrain Scout Transport (900$), QH-7 Chariot Light Assault Vehicle (800$), TIE Mauler (1000$), 2-M Saber-class Repulsor Tank (1200$), Century Tank (1000$), Imperial Dropship Transport (2000$), Self Propelled Medium Artillery (1100$), XR-85 Tank Droid (1000$), All Terrain Anti-Aircraft (675$), All Terrain Armoured Transport (1600$), B5 Juggernaut (1350$) Infiltrator (500$), Jedi (520$), Specialist (500$), Trooper (320$), Vanguard (450$), AAC-1 Hover Tank (1100$), Armoured Freerunner (1300$), T1-B Hovertank (1100$), T2-B Repulsor Tank (1100$), T47 Airspeeder (1000$), Heavy Tracker (1500$), HTT-26 Heavy Troop Transport (1200$), Mobile Proton Torpedo Launcher 2A (1100$), T3B Heavy Attack Tank (1200$), T4-B Heavy Tank (1400$) Phalanx Commando (350$), Phalanx Trooper (350$), Flame Tank (900$), Kirov Tank (1100$), Rapid Fire Tank (1000$), Rocket Scout (400$), Mortar Tracked Armoured Tank (1200$), AirStraeker (1000$), Gilzean Rail Gun Tank (2000$), Megamaser Tank (2500$) Dark Jedi (520$), Pentastar Enforcers (300$), Storm Commando (500$), All Terrain Personal Transport (600$), Bantha-II Cargo Skiff (700$), IG-227 Hailfire-class Droid Tank (1000$), Infantry Support Platform (600$), All Terrain Attack Pod (1000$), Century Tank (1000$), Low Altitude Aerial Transport (1800$), TX-130 Saber-class Fighter Tank (1800$), A9 Floating Fortress (1500$), All Terrain Anti Aircraft (675$), All Terrain Armoured Transport (1600$) Thrawns Revenge - Imperial Civil War

109 Heroes
Space
All available heroes can be purchased from your highest level Defence Platform. Gilad Pellaeon (8000$), Niles Ferrier (2150$), Cronus (4500$), Thrawn (6500$), Turr Phennir (3000$), Soontir Fel (3200$) Talon Karrde (800$), Luke Skywalker (2300$), Tycho Celchu (1500$), Garm Bel Iblis (2500$), Gial Ackbar (5400$), Han Solo/Chewbacca (1800$) Thrawn (6500$), Dagon Niriz (5500$), Voss Parck (5500$), Stent (5500$), Siath (8000$), Soontir Fel (3000$), Ashik (900$) The Pentastar Alignment has no heroes available for space skirmish.

Ground
All available heroes can be purchased from your Command Centre. Freja Covell (10000$), Palpatine (6000$), Joruus Cbaoth (4000$), Sedriss QL (4000$) Han Solo/Chewbacca (1800$), Cilghal (2000$), Luke Skywalker (2300$), Lando Calrissian (1200$) Thrawn (1700$), Ashik (1200$), Hand of Judgement (6000$), Aurek Seven (2000$) Jerec (3500$)

Upgrades
Space
Space tech upgrades and planetary support such as turbolaser and ion cannon bolts can be purchased from your highest level Defence Platform.

Ground
Ground tech upgrades can be purchased in the same way and from the same sources as vanilla Empire at War.

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Survival Mode
Survival Mode can be accessed from the Galactic Conquest menu by selecting the appropriate campaign map from the list (e.g. Survival: New Republic).

How it Works
Survival is a new game mode introduced by Thrawns Revenge in which you must fight off successive waves of an enemy fleet as they converge on your Shipyard. As the battle wears on the enemy will attack in greater numbers and with increasingly powerful ships, making each wave progressively harder to defeat. To the right is a preview of the Survival map. The enemy fleet may attack from one or more of incursion points (A), (B), (C) and (D). The defender starts off with a Shipyard located at (E). Bonus items may randomly spawn at (F). To further increase the difficulty of this mode there are several extra rules that apply only to Survival: Reinforcements may only be summoned between the enemys waves of attack. You can purchase units from your Shipyard at any time, but the reinforcement pool will remain locked while a wave is in progress. Credits are awarded for successfully defeating each wave. There is no other source of income in this mode.

At the end of battle (when you are defeated or choose to retreat) you will see a screen informing you of how many waves you successfully survived. If you want to compare your performance with other players you can post screenshots of your wave count on our forums: http://www.thrawnsrevenge.com/forums/index.php?topic=4821.0.

Faction Choice
Playing As Opponent Playing As Opponent

Vs Vs

Vs Vs

Note: Pentastar Alignment is not currently available for Survival Mode but may be added in a subsequent patch. The unit distribution shown overleaf for Empire of the Hand is for illustrative purposes only and actual implementation may differ.

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112 Bonus Items


After every completed wave there is a chance that a bonus item will randomly spawn at (F). The bonus item takes the form of a small diamond and will be highlighted as shown to the right. If you capture the bonus item with one of your units before it expires you may receive one of the following prizes: Additional credits A free unit in the reinforcement pool A time-limited tactical bonus

Boss Battle
Starting with Wave 5 every fifth wave is a Boss Battle. Once you reach Wave 21 or higher every wave is a Boss Battle. This means the wave will include one or two heroes (such as Grand Admiral Pellaeon or Admiral Ackbar) or other more powerful ships in addition to the normal complement of attacking ships. These extra ships or heroes need to be defeated in the same way as any other ship, but be aware that the presence of heroes may boost wave performance through the use of tactical bonuses.

Wave Structure
Survival is currently divided into six levels each with multiple waves. As the level increases the ships deployed in enemy attack waves become larger and more powerful. Each wave will be formed from ships available in the current level and the level immediately preceding it, with an increasing bias towards current level ships.

Level 1: Waves 1-4


Attacks will include at least 5 ships. The following ships are unlocked and may appear from this point: Carrack-class Light Cruiser, Lancer-class Frigate CR90 Corellian Corvette, Nebulon-B2 Frigate Asdroni-class Frigate, Kariek-class Cruiser

Level 2: Waves 5-8


Attacks will include at least 10 ships. The following ships are unlocked and may appear from this point: Escort Carrier, Strike-class Medium Cruiser MC40a Light Cruiser, Quasar Fire-class Bulk Cruiser Auriette-class Fleet Carrier, Warlord-class Gunboat Note: Starting with Wave 5 every fifth wave will also include a Boss Battle.

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Level 3: Waves 9-12
Attacks will include at least 18 ships. The following ships are unlocked and may appear from this point: Acclamator II-class Assault Ship, Venator-class Star Destroyer Assault Frigate, MC80 Liberty-type Star Cruiser Budirech-class Heavy Cruiser, Nuruodo-class Broadside Frigate

Level 4: Waves 13-16


Attacks will include at least 26 ships. The following ships are unlocked and may appear from this point: Imperial-class Star Destroyer, Victory II-class Star Destroyer MC80B Star Cruiser, MC90 Star Cruiser Chaf-class Destroyer, Syndic-class Destroyer

Level 5: Waves 17-20


Attacks will include at least 32 ships. The following ships are unlocked and may appear from this point: Imperial II-class Star Destroyer, Tector-class Star Destroyer Endurance-class Star Destroyer, Nebula-class Star Destroyer Ascendancy-class Star Destroyer, Phalanx-class Destroyer

Level 6: Waves 21+


Attacks will include at least 32 ships. No new ships are unlocked; attack waves will draw from the Level 5 unit pool only. Note: Starting with Wave 21 every wave is a Boss Battle.

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Key

Can accommodate a Light Frigate Shipyard Can accommodate a Heavy Frigate Shipyard Can accommodate a Capital Shipyard

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115

Planets
Galaxy Map
You can download a larger version of the map on the previous page from our website (http://www.thrawnsrevenge.com/).

Native Forces
Many of the planets in the galaxy are inhabited by species that are willing and able to fight for the faction they believe in. In the following planet table native force affiliation is highlighted by faction initials.

Bothan
Hailing from Bothawui and several colony worlds, Bothans were furry mammalian anthropoids best known as master politicians and spies. A member of the Galactic Republic for over four millennia, the Bothans maintained a position of official neutrality throughout numerous conflicts while their famed intelligence network sold their services to all sides.

Hutt
Although classified as a gastropod species, Hutt physiology was known to include traits from a wide range of vastly different species. Widely regarded as a species of crime lords, and able to live for up to a thousand years, their original home planet, Varl, was said to have been destroyed in a devastating cataclysm, after which they adopted and renamed Nal Hutta as their new home.

Duros
A humanoid species native to the planet Duro, the reptilian Duros were amongst the galaxys oldest space-faring civilizations and one of the founding members of the Galactic Republic. Known for their astrogation skills, most of Duros population lived in orbital space cities to escape the by-product of centuries of industry and manufacturing an atmosphere full of dangerously hazardous pollution.

Mon Calamari
A species of amphibious humanoids, fish-like in appearance, the Mon Calamari had developed a highly advanced and creative culture, especially in the areas of art, music, literature and science. Known for their love of space and exploration, the Mon Calamari were also regarded amongst the most skilled starship designers in the galaxy with their unique and highly efficient technologies.

Ewok
A species of diminutive furry bipeds native to the forest moon of Endor, Ewoks were still at a stone-age level of technological development when the Empire started construction of its Second Death Star above the planet. Highly curious and quick learners when exposed to advanced technology, the Ewok tribes played a crucial role in supporting the Rebel Alliance attack on the Death Star.

Noghri
Steel grey skinned with exceptionally fast reflexes, the humanoid Noghri were primitive yet highly effective predators skilled in all types of combat and with an unparalleled instinct for stealth. Their home world was severely poisoned during the Clone Wars when a Separatist bio weapon was accidentally discharged in battle above the planet.

Human
The most numerous and politically dominant species in the galaxy, Humans could be found anywhere and engaged in any pursuit, and were often used as the standard to which other species were compared. Although believed to have originated on Coruscant the species had long since spread to millions of colonies across the galaxy.

Wookiee
Native to Kashyyyk, the self-titled People of the Trees, were a longlived and highly intelligent species that had long since mastered the use of advanced technologies and developed exceptional skill in mechanical repair. Often short tempered, and possessing great strength, Wookiees were known to be fierce but highly honourable warriors.

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116 Planet Table


B:

Light Frigate Shipyard. BB: Heavy Frigate Shipyard. BBB: Capital Shipyard. $: Ground Structure Slot
F: Pop Cap 36 30 27 30 30 30 45 6 24 15 39 24 45 21 15 36 15 45 39 39 27 21 21 27 27 21 12 24 30 24 42 33 60

Production Bonus. S: Intelligence Bonus. : Income Bonus.


Income $ 70 85 85 55 35 35 130 35 40 130 160 30 135 30 30 50 30 160 30 60 85 30 90 75 85 85 115 50 50 85 105 35 160 Shipyard Level B B BB B B B BB B B B BBB B B B B BB BB B B BBB BB B B B BB B B B B B B BB BB BB Ground Slots $$$$$$$ $$ $$$$$ $$$$ $$$$$ $$$$$ $$$$$ $$$$ $$$$ $$$$ $$ $$$$ $$$$$$$ $$$$ $$$$$ $$$$$ $$ $$$$$$$$ $$$$$$$$ $$$$$$$ $$$$$$$ $$$$ $$$$ $$$ $$$$$$$ $$$$$$$ $$$$ $$$$$ $$$ $$$$$$$ $$$$$$$ $$$$$$ $$$$$$$$ Native Forces Human (NR) Human (IR) Human (NR) Human (NR) Human (IR) Human (NR) Bothan (NR) Human (IR) Human (IR) Human (NR) Human (IR) Human (IR) Human (NR) Human (IR) Human (IR) Abilities/ Notes : Mining Colony : Mining Colony : Mining Colony S: Bothan Spynet -

Planet Abregado-Rae Adumar Amrac Anx Minor Bakura Balmorra Bastion Belsavis Belsmuth II Bespin Bilbringi Bimmisaari Black Bantha Nebula Bonadan Borleias Borosk Bothawui Bpfassh Brentaal IV Byss Carida Cejansij Champala Chandrila Chardaan Charubah Chorax Chrondre Ciutric IV Comkin V Commenor Corellia Corulag Coruscant

Capture Bonus $ 1500 1600 2300 1800 1100 1100 2400 800 1200 1500 500 1600 1300 1900 1600 500 1900 500 2400 2300 1900 2300 1600 1600 1800 2300 2300 1000 1900 1000 2300 2000 2300 2400

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Planet Crustai Da Soocha V Dagobah Dantooine Dathomir Denon Dolomar Doornik-319 Druckenwell Dubrillion Duro Endor Eriadu Ession Etti IV Exocron Farrfin Filve Fondor Galantos Garos IV Garqi Generis Gravan Seven The Graveyard Gravlex Med Gyndine Hakassi Hapes Helska IV Honoghr ILC905 Ilum Ithor Jaemus Jomark Jtptan Kalist VI Pop Cap 24 9 3 10 21 51 15 30 30 24 24 9 15 33 39 15 21 24 45 6 36 25 15 6 15 45 33 30 6 12 6 21 35 21 24 8 Capture Bonus $ 2300 2400 500 1100 2300 2400 2300 1000 1500 1000 2000 1800 500 1600 1500 500 1600 900 1800 500 1100 1100 2300 500 600 2300 2400 2300 2300 100 2300 1500 800 1600 1800 1500 800 2000 Income $ 85 125 30 35 85 160 85 80 70 45 105 35 30 85 130 30 75 35 90 15 75 75 120 15 75 85 90 55 85 20 85 20 35 50 75 70 30 105 Shipyard Level B B B B BBB BB B B B B BB B B B BB B B B BBB B B B B B B B BB BB BB B B BB B B BBB B B BB Ground Slots $$$$$ $$$$$$$$ $$ $$$ $$$$$ $$$$$$$$ $$$$ $$$ $$$ $$ $$$$$$$ $$$$ $$ $$ $$$$$$$ $$ $$$ $$$$$$ $$$$$$$ $$ $$$$ $$$$ $$$$$$ $$ $$$$$ $$$$$ $$$$$$ $$$$$$$ $$ $$$$$ $$$$ $$$$ $$$ $$$$$$$ $$$ $$$$$$$ Native Forces Human (NR) Human (NR) Human (NR) Duros (NR) Ewok (NR) Human (NR) Human (NR) Human (NR) Human (NR) Human (IR) Human (NR) Noghri (IR) Human (IR) Abilities/ Notes : Mining Colony : Mining Colony : Mining Colony F: Sienar Fleet Systems -

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Planet Kariek Kashyyyk Kauron Kessel Ketaris Khomm Kothlis Kuat Levian Two Metellos Mon Calamari Morishim Mrisst Muunilinst Myrkr Nal Hutta Nespis VIII New Alderaan New Cov Nirauan Nkllon Noquivzor Nzoth Obroa-Skai Odik II Onderon Ord Mantell Ord Pardron Ord Trasi Orinda Oristrom Ossus Pakrik Minor Pantolomin Pesitiin Phindar Poderis Polneye Pop Cap 24 24 6 12 21 18 21 45 3 42 42 21 30 33 15 27 18 21 24 39 3 15 45 33 33 27 18 24 39 18 21 15 30 15 24 6 3 Capture Bonus $ 1700 1600 500 500 1600 1100 1900 1800 900 1000 1600 1100 1100 2300 2300 2400 1100 1100 1600 2300 500 1900 900 1900 1900 1600 2300 1900 1900 2300 1600 1100 2300 1000 1500 800 1900 900 Income $ 60 30 160 160 75 35 50 75 35 45 75 30 35 120 85 125 35 35 30 85 160 50 35 40 40 30 120 50 50 85 30 35 85 45 130 30 40 35 Shipyard Level B B B B B B B BBB BB B BBB B B B B B B B B BB B B BBB BB BB B B B BBB B B B B B B B B BB Ground Slots $$$$ $$$$ $$ $$ $$$ $$$$$ $$$$$ $$$ $$$$$$ $$ $$$ $$$$$ $$$$$ $$$$$$ $$$$$ $$$$$$$$ $$$$$ $$$$$ $$$$ $$$$$ $$ $$$$$ $$$$$$ $$$$$ $$$$$ $$$$ $$$$$$ $$$$$ $$$$$ $$$$$ $$$$ $$$$$ $$$$ $$ $$$ $$$$$$$ $$$$$$ Native Forces Wookiee (NR) Bothan (NR) Human (IR) Human (IR) Mon Calamari (NR) Human (IR) Hutt Bothan (NR) Human (IR) Abilities/ Notes : Mining Colony S: Bothan Spynet F: Kuat Drive Yards F: Mon Cal Shipyards : Mining Colony S: Nirauan Archives : Mining Colony : Mining Colony : Mining Colony -

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Planet Porus Vida Qat Chrystac Quethold Rhigar Riette Rishi Rodia Sarvchi Selaggis Sernpidal Sluis Van Sullust Svivren Syca Talasea Talfaglio Tangrene Telos IV Terephon Thanos The Maw Thyferra Transitory Mists Tsoss Beacon Ukio Wayland Wistril Woostri Yaga Minor YagDhul Yavin IV Ylesia Zfell Pop Cap 15 3 30 12 24 24 20 21 5 39 15 33 42 9 33 15 15 27 39 30 39 39 21 24 18 39 15 15 24 21 Capture Bonus $ 1100 500 1300 2300 1600 1000 1600 2300 1500 900 500 2100 900 2300 1600 1300 1600 2400 500 1300 2300 1300 2300 600 1000 2300 1900 1600 1100 1100 1700 1100 2300 Income $ 35 160 85 85 75 45 30 85 130 10 30 90 35 85 30 15 30 160 30 160 85 160 85 35 45 85 50 75 30 90 40 35 85 Shipyard Level B B BB BB B B B B B B BBB BBB B BBB B B B B B BBB BB B BB B B B B B BBB B B B B Ground Slots $$$$$ $$ $$$$$$$ $$$$ $$$$$ $$ $$$$ $$$$$ $$$ $$ $$$$ $$$$$$ $$$$$ $$$$ $$ $$$$ $$$$$$$$ $$ $$$$$$ $$$$ $$ $$$$$ $$$$$ $$$ $$$$$ $$$ $$$$$$ $$$$$ $$$$$$$ Native Forces Human (NR) Human (IR) Human (NR) Human (IR) Abilities/ Notes : Mining Colony : Mining Colony F: Sycan Fleet Systems F: Cloning Facility : Mining Colony : Mining Colony -

Note: All planets have the potential to site two space structures in addition to a main shipyard. Several more strategically important planets are able to support an increased number of space structures. These planets are: Bastion (4), Bilbringi (5), Byss (5), Coruscant (5), Dathomir (4), Fondor (5), Jaemus (5), Kuat (5), Mon Calamari (5), Nirauan (3), Sluis Van (4), Syca (5), The Maw (3), Yaga Minor (4). On planets that can accommodate more than two space structures you will have to access the Mission Holocron to see the complete list of existing structures.

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Special Abilities
Hero Bonuses
Health, Damage, Shield, Defence and Speed apply to friendly units only. Galactic Stealth: See Page 105. Galactic Spy: See Page 105. Fog of War: Increases line of sight for all friendly units.
Name
Airen Cracken Apwar Trigit Aralani Ardus Kaine Ashik Blitzer Harrsk Cronus Dagon Niriz Delak Krennel Drend Navett Etahn Abaht Freja Covell Garm Bel Iblis Gethzerion Gial Ackbar Gilad Pellaeon Gregor Raquoran Grodin Tierce Han Solo/Chewbacca Joruus Cbaoth Lando Calrissian Leia Organa Solo Luke Skywalker Mara Jade Maximilian Veers Melvar Mon Mothma Natasi Daala

Space
+15% Damage, +30% Fog of War +10 Health, +10% Damage +20% Health, +10% Damage, +10% Shield, +10% Speed +10% Health, +15% Damage +15% Health, +10% Damage +25% Health, +25% Damage, +25% Shield, +25% Defence +5% Health, +10% Damage +10% Health, +10% Damage, +5% Shield +15 Health, +15% Damage, +10% Shield, +10% Speed +25% Health, +20% Damage, +20% Shield, +15% Defence, +10% Speed +25% Health, +10% Shield +15% Health, +15% Damage, +15% Shield, +15% Defence, +15% Speed +25% Health, +20% Damage, +20% Shield, +20% Defence, +10% Speed +15% Health, +10% Speed (In Mon Remonda Only) +25% Health, +10% Damage, +25% Shield, +10% Defence, +10% Speed +25% Damage +25% Health +15% Damage

Ground
+30% Fog of War -

Galactic
10% Production Price Discount, Galactic Stealth, Galactic Spy Galactic Stealth, Galactic Spy -

+30% Fog of War +25% Health, +25% Damage, +5% Speed 25% Health, 25% Damage, +5% Defence, +5% Speed +25% Health, +10% Damage, +25% Shield, +10% Defence, +10% Speed +25% Damage +25% Health +15% Health, +15% Damage, +25% Speed +25% Health -

Galactic Stealth, Galactic Spy Galactic Stealth 25% Production Price Discount (Capital & Shipyards Only) 25% Production Price Discount Galactic Stealth, Galactic Spy +2% Planetary Income (+3% on Mining Colonies) 20% Production Price Discount Galactic Stealth, Galactic Spy 25% Production Price Discount (AT-AT, AT-ST, AT-AA) 25% Production Price Discount 10% Production Price Discount ((n Knight Hammer Only)

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Name
Nil Spaar Octavian Grant Palpatine Ponc Gavrisom Sander Delvardus Sedriss QL Siath Soontir Fel Stent Talon Karrde Teren Rogriss Thrawn Thrawn Clone Tycho Celchu Voss Parck Ysanne Isard Zsinj

Space
+15% Health, +10% Shield, +10% Defence +15% Health, +10% Damage, +10% Shield, +15% Speed +25% Health, +25% Shield +20% Health +15% Damage +25% Health, +10% Damage, +15% Shield, +10% Defence +20% Health, +15% Damage, +10% Shield +25% Health, +15% Damage, +6% Shield, +10% Defence, +15% Speed (Fighter/Bomber Only) +10% Health, +20% Damage, +10% Shield, +10% Defence, +10% Speed +25% Health, +5% Damage, +20% Shield, +20% Defence, +10% Speed +25% Health, +10% Damage, +10% Shield, +15% Speed +25% Health, +10% Damage, +10% Shield, +15% Speed +20% Health (Fighters Only) +15% Health, +10% Damage, +10% Shield, +10% Defence, +10% Speed +15% Damage +15% Health, +10% Damage, +10% Shield, +15% Speed

Ground
+25% Health +20% Health +25% Health -

Galactic
25% Production Price Discount 20% Production Price Discount +2% Planetary Income (+3% on Mining Colonies) 10% Production Price Discount, Galactic Spy -

Note: Unless stated otherwise hero bonuses do not stack with one another. If a faction has more than one hero with the same bonus present in battle the higher value bonus will be applied. For example, if the Empire of the Hand had both Voss Parck and Stent in battle, then the applied bonuses would be: +15% Health (Parck), +20% Damage (Stent), +10% Shield (Both), +10% Defence (Both), +10% Speed (Both).

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Space Units
Name
A-9 Vigilance Interceptor Acclamator II-class Assault Ship Aramadia-class Thrustship Assault Frigate Asdroni-class Frigate Auriette-class Fleet Carrier Battle Dragon Bothan Assault Cruiser Brask-class Tactical Defence Station BTL-S3 Y-Wing Starfighter BTL-S8 K-Wing Assault Starfighter Budirech-class Heavy Cruiser B-Wing Starfighter Carrack-class Light Cruiser Corona-class Frigate Chaf-class Destroyer Corona-class Frigate CR90 Corellian Corvette Decimator-class Cruiser Defender-class In-System Starfighter DP20 Corellian Gunboat Dreadnaught-class Heavy Cruiser Dreadnaught-class Heavy Cruiser, Katana-type D-type Trifoil Fighter Eclipse-class Dreadnought EF76 Nebulon B Escort Frigate Enforcer-class Picket Cruiser Endurance-class Fleet Carrier Power to Shields Power to Weapons Power to Shields Power to Engines Laser Defence Lock S-Foils Power to Engines Power to Weapons Power to Weapons Hunt Superlaser Power to Shields Interdict Hunt Hunt Hunt Power to Weapons Lock S-Foils Hunt Power to Weapons Power to Weapons Hunt Power to Weapons Power to Engines

Ability 1

Ability 2

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Name
Escort Carrier E-Wing Escort Starfighter Executor-class Star Dreadnaught Fel Ascent Furion-class Assault Bomber GAT-12 Skipray Blastboat Golan I Space Defence SpaceGun Golan II Space Defence SpaceGun Golan III Space Defence NovaGun I-7 Howlrunner Immobilizer 418 Cruiser Imperial-class Star Destroyer Imperial II-class Star Destroyer Imperial Escort Carrier Interdictor-class Star Destroyer IPV-1 System Patrol Craft Jades Fire Kariek-class Cruiser Krsiss-class Interceptor Lady Luck Lancer-class Frigate Lucrehulk-class Battleship Majestic-class Heavy Cruiser Marauder-class Corvette Massias- Interdictor MC40a Light Cruiser MC80 Home One-type Star Cruiser MC80 Liberty-type Star Cruiser MC80B Star Cruiser MC90 Star Cruiser Power to Shields Power to Shields Power to Shields Power to Shields Interdict Hunt Invulnerability Hunt Interdict Tractor Beam Tractor Beam Power to Weapons Interdict Power to Weapons Power to Weapons Missile Jamming Hunt Hunt Hunt

Ability 1

Ability 2

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Name
Millennium Falcon Miytil Assault Bomber Miytil Starfighter Modular Taskforce Cruiser Moldy Crow Munificent-class Star Frigate Nebula-class Star Destroyer Nebulon-B2 Frigate Nova-class Battle Cruiser Nssis-class Clawcraft Nuruodo-class Broadside Frigate Praetor Mark II-class Battlecruiser Preybird-class Starfighter Quasar Fire-class Bulk Cruiser RZ-1 A-Wing Interceptor Sacheen-class Light Escort Scarsiss-class Clawcraft Scimitar Assault Bomber Song of War Sovereign-class Dreadnought Star Home Strike-class Medium Cruiser Syca-class Bomber T-65 X-Wing Starfighter Tector-class Star Destroyer TIE/D Defender TIE/D Droid TIE/H Hunter TIE/IN Interceptor TIE/LN Starfighter Power to Weapons Hunt Lock S-Foils Hunt Hunt Hunt Power to Weapons Hint Lock S-Foils Hunt Hunt Power to Engines Hunt Power to Engines Power to Engines Hunt Power to Weapons Superlaser Interdict Hunt Power to Shields Power to Weapons Hunt Power to Weapons

Ability 1
Invulnerability Hunt Hunt

Ability 2

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Name
TIE/RPT Raptor TIE/SA Bomber V-19 Torrent Starfighter Venator-class Star Destroyer Vengeance-class Dreadnaught Victory-class Star Destroyer Victory II-class Star Destroyer Victory II-class Star Destroyer, Crimson Command-type Vigilance Gunship Vindicator-class Heavy Cruiser Viscount-class Star Defender Visvia-class Station Warlord-class Gunboat Wild Karrde *GR-75 Medium Transport *Lambda-class T4-a Shuttle *RM-09 Alliance Shuttle *Sentinel-class Landing Craft *Theta-class AT-AT Barge Power to Weapons Power to Weapons Power to Weapons Power to Engines Hunt Hunt Hunt

Ability 1

Ability 2

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Ground units
Name
2-M Saber-class Repulsor Tank A9 Floating Fortress AAC-1 Hover Tank AirStraeker All Terrain Ant-Aircraft All Terrain Armoured Transport All Terrain Attack Pod All Terrain Personal Transport All Terrain Scout Transport Armoured Freerunner B5 Juggernaut Bantha-II Cargo Skiff Century Tank Dark Jedi E-Web Heavy Repeating Blaster Flame Tank Gilzean Rail Gun Tank Heavy Tracker HTT-26 Heavy Troop Transport IG-227 Hailfire-class Droid Tank Imperial Dropship Transport Imperial Specialist Infantry Support Platform Jedi Kirov Tank Low Altitude Assault Transport Megamaser Tank Mobile Proton Torpedo Launcher 2A Mortar Tracked Armoured Tank New Republic Infiltrator Deploy Deploy Vape Charge Spread Out Hunt Sprint Hunt Heal Infantry (Automatic) Heal Infantry (Automatic) Repair Vehicles (Automatic) Sensor Ping Hunt Sprint Deploy Flamethrower Heal Infantry (Automatic)

Ability 1
Power to Weapons Sensor Ping Hunt Power to Weapons Missile Shield Deploy Stormtroopers Hunt Hunt Barrage Area Hunt Laser Defence Hunt

Ability 2

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Name
New Republic Specialist New Republic Trooper New Republic Vanguard Noghri Death Commando Novatrooper Pentastar Enforcers Phalanx Commando Phalanx Trooper QH-7 Chariot Light Assault Vehicle Rapid Fire Tank Raptor Scout Raptor Trooper Rocket Scout Scout Trooper Self-Propelled Medium Artillery Shock Trooper Storm Commando Stormtrooper T1-B Hover Tank T2-B Repulsor Tank T3-B Heavy Attack Tank T4-B Heavy Tank T-47 Airspeeder TIE Mauler TX-130 Saber-class Fighter Tank V-Wing Airspeeder XR-85 Tank Droid Yevethan Trooper Spread Out Hunt Hunt Rocket Attack Rocket Attack Tow Cable Attack Self Destruct Power to Weapons Power to Weapons Hunt Hunt Thermal Detonator Deploy Spread Out Sprint Thermal Detonator Spread Out Hunt Vape Charge Spread Out Stealth Spread Out Sprint

Ability 1
Spread Out

Ability 2
Heal Infantry (Automatic) Repair Vehicles (Automatic)

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Heroes
Name
Ashik Aurek Seven Brakiss Chewbacca Cilghal Corran Horn Drend Navett Etahn Abaht (Intrepid) Freja Covell (AT-AT) Gethzerion Gial Ackbar (Home One, Galactic Voyager) Gilad Pellaeon (Chimaera) Grodin Tierce Hand of Judgement Han Solo Jerec Joruus Cbaoth Kyle Katarn Luke Skywalker Mara Jade Maximilian Veers (AT-AT) Palpatine Sedriss QL Stun Spread Out Force Crush Sprint Force Heal Force Sight Sprint Power to Shields Power to Weapons Force Confuse Concentrate Fire Concentrate Fire Spread Out Spread Out Stun Force Lightning Force Lightning Sprint Force Cloak Force Push Maximum Firepower Force Lightning Force Lightning Deploy Stormtroopers Force Convert Sprint Sprint Sprint Sprint Force Convert Force Convert Drain Life Force Protect

Ability 1

Ability 2
Sprint Sprint Force Push

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Frequently Asked Questions


All of my text is [MISSING]?
Unfortunately we have been unable to find volunteers to translate the mod into languages other than English and German. Page 5 has instructions on how to get the English or German text to show when EAW/FOC is using another language.

Are you going to include X?


If you have a suggestion for additional content for the mod please feel free to post and discuss the details on our forums (http://www.thrawnsrevenge.com/forums). Before posting please make sure that your suggestion is relevant to the premise and timeframe of the mod and remember that there is no guarantee that suggestions will be acted upon.

Can I play Thrawns Revenge in Multiplayer?


Yes. Thrawns Revenge includes several Multiplayer GC and Skirmish maps. Make sure both players have FOC updated the same, have exactly the same version of the mod, and dont have any old files or other mods in the Data folder.

Can I use your content in my mod?


You many not use any content from this mod without the permission of Corey or the original content creator. You can contact Corey at ThrawnsRevenge@gmail.com.

Does Thrawns Revenge conflict with Republic at War?


Republic at War installs its scripts and AI files into the base game folder. This means that it overrides the vanilla game files and, in some cases, mod files. We cannot guarantee that these files will not impact upon Thrawns Revenge and recommend that players rename or move the \XML\AI and \Scripts folders in Forces of Corruptions Data folder before playing Thrawns Revenge. Remember to rename or move back the folders before you next play Republic at War.

How do I install Thrawns Revenge?


Please see the installation instructions on Page 5.

How do I advance tech level?


The EAW/FOC tech level system does not exist in Thrawns Revenge. Please see Page 8 for details of the era system.

I get an exception error when I try to start Thrawns Revenge.


Make sure that you have installed Thrawns Revenge correctly and have the necessary patches (see Page 5). If you need further assistance please post in the Tech Support area on our forums (http://www.thrawnsrevenge.com/forums).

I cant control my units? | My game has frozen (GC)?


Unfortunately there is a bug in the game itself (and therefore not something we are able to fix) which causes new/existing units to become uncontrollable, or causes the galactic mode to freeze up. The bug appears to be triggered when a large number of units have been built and destroyed (player and AI).

Why cant I build X?


For more information about when are where units are available please see the relevant Faction, GC and Skirmish pages.

Why dont my heroes respawn?


Unlike in vanilla EAW heroes do not generally respawn in Thrawns Revenge when they die, theyre dead. For more details on why we have taken this approach, and on some limited exceptions, please see Page 12.

Will you make a Clone Wars mod?


Although we have previously released two version of our Fall of the Republic Minimod, the project to develop a complete version was discontinued several years ago. We have no plans to revive or start production on a Clone Wars era mod. Many Bothans died to bring us this information

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Credits
Thrawns Revenge 2.0 Team
Corey Team Leader, Maps, 3D Modeling, Texture Art, Rigger, Coding, Ship Design, GC Design Codeuser/Dr. Knickers 3D Modeling, Texture Art, GUI Art, GFX Art Kalo Shin 3D Modeling, Texture Art Enceladus Maps, Environment Art Zer Icons, Text, Coding, Map Previews, Forum Guru Slornie Back-End Technician, Coding, Text, GC Design, Manual Davis 3D Modeling, Texture Art Smallpox LUA Scripts (Galactic Raids, Prisons, Galactic structure tables, Era change Minor Factions, Katana fleet mission, Survival Mode) Slevered Concept Art, 3D Modeling Med8r Maps Beesden Web Design Jinzor Video Art Scarecrow Moral Support, Human Resource Rounding Head

Former Team Members


Nezill Texture Art Qui0Jinn Mapping Wesker Mapping Guardsman 3D Modeling Daft Vader Model Rigging Fuzzy.Wazzy Concept Art Cody 3D Modeling Kreaken 3D Modeling Farseer 3D Modeling, Texture Art Dede Frost 3D Modeling Chaosredsock Mapping

Many Bothans died to bring us this information

134 Contributors
Lord Xizer Voiceovers, Portrait Commissions Kaytalin Platt Blitzer Harrsk, Sander Delvardus, Apwar Trigit, Ait Convarion, Drend Navett, Admiral Ar'alani, Treuten
Teradoc, Meizh Vermel and General Melvar portraits

Sgt Rho Gilzean and MMT Designs and Models Darky (Rafael W.) German Translation

Voiceover Artists
Chelsea, Amberli, Paige, Kenneth Walter, Brian, Kayt, Trey

2.1 Testing Team


JC123, Lord Xizer, Revanchist Rovert10, Senza, SettraTheImperishable Singularity, Tlmiller, Traon Yutpaeksi

Special Thanks
Evaders99 and the Star Wars Rebellion Network, Site Hosts Mike.NL, for providing many of the tools used to make this mod Petroglyph, for making Empire at War and Forces of Corruption in the first place
(including the many vanilla assets still used in Thrawns Revenge)

The fans, without whose suggestions and feedback the mod could not be what it is
And

George Lucas, who created this entire universe for us to play in

Thrawns Revenge - Imperial Civil War

135 Thanks To
Galaxy at War/Codeuser for AT-PT Nem for particle textures and help Jeff/Farseer for various replacement textures Dr_McCoy1701A, Capt. Ford, Captain Elegy for space skydomes Sidious Invader for friendly fire scripts
Corran Horn model\skin\rigging\animations by Sidious

Invader/The Farseer

Brakiss Model\Skin\Animations by The_Farseer Century Tank: Model, Skin, Rigging, Animation by The_Farseer

Camille for EotH tank designs (RFT)


Gas giant textures by Priteeboy: http://browse.deviantart.com/?qh=&section=&global=1&q=gas+giant#/d2bzskn High-res skymaps by Optikz: http://blenderartists.org/forum/showthread.php?t=24038

Dragonshadow for the Empire of the Hand symbol design CG Textures for texture resources http://cgtextures.com NASA for cloud map and base nebulae Warb Null for EotH Landing Zones FX Mod for various planet skins
Filterforge filters for texture assistance from filter creators: sjeiti, jensp, skybase, Muhznit, Anna Klishina, Betis, ronjonnie, shul east, Moss and tpitts: http://www.filterforge.com/filters/8383.html Awesomeface emoticon by whoever made it... We don't know who you are (although we're fairly sure you go by the name of Schild) but thank you.

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Freeworlds for E-Wing model Kris Vanderwater for Scarsiss design Quebec Dug for some Nebulae (http://empireatwar.filefront.com/file/_QDNebulaePackV10;80368 ) Synax for base Apophysis renders (http://synax444.deviantart.com/) The_Farseer for ROTM starfields Bailknight for the V-Wing and E-Web
Planetary maps created by Bjrn Jnsson using Nasa images: http://www.mmedia.is/~bjj/planetary_maps.html Free Planet Bitmaps by DUAEL DESIGNS LLC & ROBERT STEIN III '10: http://freebitmaps.blogspot.com/ Planetary Texture Maps by James Hastings-Trew: http://planetpixelemporium.com/planets.html

Frank Gregorio - Sun textures Lord_x- Sun Model, animations, etc. UnrealPL Fractal Pack http://unrealpl.deviantart.com/
Nebulae by Casperium http://casperium.deviantart.com/

Legacy of War for Farm props Z3r0x for various props on Borleias and Ession Filo (FX Mod) for the Imperial and New Republic Specialist model

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Stormtrooper model used in render for splash screen and manual front cover: Original Modeller - JJ Palomo <jjpalomo@pyrostudios.com> Additional Modelling & Optimization - Ian Foster <ian.cadworksdirect@btinternet.com> Additional Modelling & Animation Prep - Mista <MiSTRFiNGA@aol.com>

Many Bothans died to bring us this information

http://www.moddb.com/mods/star-wars-ascendancy

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