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Imperial Civil War 2.1

Many Bothans died to bring us this information

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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

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

Main Features ................................................. 7

Maps ................................................................................... 107

New Factions ................................................................. 7

Defence ......................................................................... 107

Era System ....................................................................... 8

Economy ........................................................................ 107

Balance (Space) .......................................................... 9

Units ................................................................................. 108

Other Changes ......................................................... 12

Heroes ............................................................................ 109

Factions .............................................................. 15

Upgrades ..................................................................... 109

Imperial Remnant .................................................. 15

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

New Republic .............................................................. 35

How it Works .......................................................... 111

Empire of the Hand ............................................ 51

Faction Choice ....................................................... 111

Pentastar Alignment ....................................... 61

Bonus Items .............................................................. 112

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

Boss Battle .............................................................. 112

Hapes Consortium ................................................. 74

Wave Structure .................................................. 112

Duskhan League ...................................................... 77

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

Imperial Warlords ................................................ 79

Galaxy Map ................................................................ 115

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

Native Forces ......................................................... 115

Single-Era GCs .......................................................... 84

Planet Table .......................................................... 116

Multi-Era GCs ............................................................. 89

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

Historic GCs ................................................................. 92

Hero Bonuses......................................................... 121

Infinities GCs............................................................... 96

Unit Abilities ........................................................... 123

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

Frequently Asked Questions . 131

Production.................................................................... 99

Credits.............................................................. 133

Defence ........................................................................ 102


Economy ....................................................................... 104
Intel ................................................................................. 105

Many Bothans died to bring us this information

Thrawns Revenge - Imperial Civil War

Installation

Patch

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).

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.

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.

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

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

Steam

http://www.lucasarts.com/support/
update/EAWFOC1_1.html

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

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.

MasterTextFile_GERMAN.dat

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

Changing the file suffix to the


language you are using (e.g.
_SPANISH) will replace the
[MISSING] fields with English
or German text.

Playing

If you would like to volunteer


to translate the mod into your
language please contact us at:

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.

ThrawnsRevenge@gmail.com

Many Bothans died to bring us this information

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)

Many Bothans died to bring us this information

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

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)

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

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

Laser Cannon
Laser Cannon: Dual
Laser Cannon: Quad
Maser Cannon
Maser Cannon: Dual
Maser Cannon: Quad

Damage
(Normal)

Damage
(Heavy)

Rate of
Fire*

Recharge
Time*

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/Megamasers

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

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

Damage
(Normal)

Damage
(Heavy)

Rate of
Fire*

Recharge
Time*

5
10
20
40
5
10
20

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

6.5
13
26

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10
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

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

Damage
(Normal)

Damage
(Heavy)

Rate of
Fire*

Recharge
Time*

10
20
25

13
25

0.2s
0.2s
0.2s

4s
4s
4s

Warhead Launchers

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

Concussion Missile
Proton Torpedo
Rhazor Missile

Flight
Range

Damage

Rate of
Fire*

Recharge
Time*

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

11
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

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

Weapon Type

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

Vs Fighter
Armour

Vs Ship
Armour

Vs Station
Armour

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

Vs Fighter
Shields

Vs Frigate
Shields

Vs Capital
Shields

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

Many Bothans died to bring us this information

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

13
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.

Many Bothans died to bring us this information

14

Thrawns Revenge - Imperial Civil War

15

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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16
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.
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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 its 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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25
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.
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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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29
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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30
Heroes
Director Ysanne Isard

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
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
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.

Commander Erisi Dlarit

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 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
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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31
Grand Admiral Thrawn

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.

Captain Brandei

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

Joruus Cbaoth

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: 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: 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
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

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: 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: 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.

Superior General Sander Delvardus

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: 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.

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33
Admiral Natasi Daala

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: 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.

Colonel Cronus

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.

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Grand Admiral Gilad Pellaeon

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 | 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.

Colonel Meizh Vermel

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: 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.

Thrawns Revenge - Imperial Civil War

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.
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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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47
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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48
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: Land

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

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
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: 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: 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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49
Admiral Gial Ackbar

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: 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
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.

General Wedge Antilles

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: 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.

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50
Booster Terrik

General Etahn Abaht

Class: Hero
Available: Space

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.

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.

Talon Karrde

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.

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
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.

Mara Jade

Class: Hero
Available: Space | Land

Corran Horn

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: 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.

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.

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.

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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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55
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

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
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 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.

Baron Soontir Fel

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 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
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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60
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: 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: 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: 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: 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 | 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.

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.

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.

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62
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.
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65
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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66
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 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 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

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.

Inquisitor Jerec

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

Grand Admiral Octavian Grant

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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74

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.

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.

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.

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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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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.

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

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.

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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

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.

Primate Dar Bille

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.

Playable In

- The following single-player Galactic Conquest scenarios:


The Hunt for Zsinj (Zsinj as Imperial Remnant)
Into the Cluster (Zsinj as Imperial Remnant)

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.

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80
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 governors in line as to
engage hostile forces, roles they performed both efficiently and effectively.

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81
Heroes
Warlord Zsinj

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: 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: 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
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.

Superior General Sander Delvardus

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: 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: 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.

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82

Thrawns Revenge - Imperial Civil War

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

Hapes Consortium

Empire of the Hand


Duskhan League

Pentastar Alignment

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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87
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

Thrawns Revenge - Imperial Civil War

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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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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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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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

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

Mon Calamari Shipyards (NR)

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

Sycan Fleet Systems (EotH)

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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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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Intel
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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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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110

Thrawns Revenge - Imperial Civil War

111

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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113
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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114

Key

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

Thrawns Revenge - Imperial Civil War

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

Hutt

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.

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

Human

Wookiee

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.

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.

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.

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116
Planet Table
B:

Light Frigate Shipyard. BB: Heavy Frigate Shipyard. BBB: Capital Shipyard. $: Ground Structure Slot
F:

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

Pop
Cap

Capture
Bonus $

Income
$

Shipyard
Level

Ground
Slots

Native
Forces

Abilities/ Notes

Abregado-Rae

36

1500

70

$$$$$$$

Human (NR)

Adumar

30

1600

85

$$

Human (IR)

Amrac

27

2300

85

BB

$$$$$

Anx Minor

30

1800

55

$$$$

Bakura

30

1100

35

$$$$$

Balmorra

30

1100

35

$$$$$

Human (NR)

Bastion

45

2400

130

BB

$$$$$

Belsavis

800

35

$$$$

Belsmuth II

24

1200

40

$$$$

Bespin

15

1500

130

$$$$

: Mining Colony

Bilbringi

39

500

160

BBB

$$

: Mining Colony

Bimmisaari

24

1600

30

$$$$

Human (NR)

Black Bantha
Nebula

1300

Bonadan

45

1900

135

$$$$$$$

Human (IR)

Borleias

21

1600

30

$$$$

Borosk

15

500

30

BB

$$$$$

Human (NR)

Bothawui

36

1900

50

BB

$$$$$

Bothan (NR)

Bpfassh

15

500

30

$$

Brentaal IV

45

2400

160

$$$$$$$$

Byss

39

2300

30

BBB

$$$$$$$$

Human (IR)

Carida

39

1900

60

BB

$$$$$$$

Human (IR)

Cejansij

27

2300

85

$$$$$$$

Human (NR)

Champala

21

1600

30

$$$$

Chandrila

21

1600

90

$$$$

Human (IR)

Chardaan

27

1800

75

BB

$$$

Human (IR)

Charubah

27

2300

85

$$$$$$$

Chorax

21

2300

85

$$$$$$$

Chrondre

12

1000

115

$$$$

Ciutric IV

24

1900

50

$$$$$

Comkin V

30

1000

50

$$$

Commenor

24

2300

85

$$$$$$$

Human (NR)

Corellia

42

2000

105

BB

$$$$$$$

Corulag

33

2300

35

BB

$$$$$$

Human (IR)

Coruscant

60

2400

160

BB

$$$$$$$$

Human (IR)

Planet

Thrawns Revenge - Imperial Civil War

: Mining Colony

S: Bothan Spynet

117
Pop
Cap

Capture
Bonus $

Income
$

Shipyard
Level

Ground
Slots

Native
Forces

Abilities/ Notes

Crustai

24

2300

85

$$$$$

Da Soocha V

2400

125

$$$$$$$$

Dagobah

500

30

$$

Dantooine

10

1100

35

$$$

Human (NR)

Dathomir

21

2300

85

BBB

$$$$$

Denon

51

2400

160

BB

$$$$$$$$

Human (NR)

Dolomar

15

2300

85

$$$$

Doornik-319

30

1000

80

$$$

Druckenwell

30

1500

70

$$$

Human (NR)

Dubrillion

24

1000

45

$$

Duro

24

2000

105

BB

$$$$$$$

Duros (NR)

Endor

1800

35

$$$$

Ewok (NR)

Eriadu

15

500

30

$$

Human (NR)

Ession

33

1600

85

$$

Etti IV

39

1500

130

BB

$$$$$$$

Human (NR)

Exocron

15

500

30

$$

Human (NR)

Farrfin

21

1600

75

$$$

Filve

24

900

35

$$$$$$

Fondor

45

1800

90

BBB

$$$$$$$

Human (NR)

Galantos

500

15

$$

Garos IV

36

1100

75

$$$$

Human (IR)

Garqi

25

1100

75

$$$$

Generis

15

2300

120

$$$$$$

Gravan Seven

500

15

$$

The Graveyard

600

75

Gravlex Med

15

2300

85

$$$$$

Gyndine

45

2400

90

BB

$$$$$

Human (NR)

Hakassi

33

2300

55

BB

$$$$$$

Hapes

30

2300

85

BB

$$$$$$$

Helska IV

100

20

$$

Honoghr

12

2300

85

$$$$$

Noghri (IR)

ILC905

1500

20

BB

Ilum

800

35

$$$$

Ithor

21

1600

50

$$$$

Jaemus

35

1800

75

BBB

$$$

Human (IR)

Jomark

21

1500

70

$$$$$$$

Jtptan

24

800

30

$$$

Kalist VI

2000

105

BB

$$$$$$$

Planet

: Mining Colony
: Mining Colony

: Mining Colony

F: Sienar Fleet Systems

Many Bothans died to bring us this information

118
Pop
Cap

Capture
Bonus $

Income
$

Shipyard
Level

Ground
Slots

Native
Forces

Abilities/ Notes

Kariek

24

1700

60

$$$$

Kashyyyk

24

1600

30

$$$$

Wookiee (NR)

Kauron

500

160

$$

Kessel

12

500

160

$$

Ketaris

21

1600

75

$$$

Khomm

18

1100

35

$$$$$

Kothlis

21

1900

50

$$$$$

Bothan (NR)

S: Bothan Spynet

Kuat

45

1800

75

BBB

$$$

Human (IR)

F: Kuat Drive Yards

Levian Two

900

35

BB

$$$$$$

Metellos

42

1000

45

$$

Human (IR)

Planet

: Mining Colony

Mon Calamari

42

1600

75

BBB

$$$

Mon Calamari
(NR)

Morishim

21

1100

30

$$$$$

Human (IR)

Mrisst

30

1100

35

$$$$$

Muunilinst

33

2300

120

$$$$$$

Myrkr

15

2300

85

$$$$$

Nal Hutta

27

2400

125

$$$$$$$$

Hutt

Nespis VIII

18

1100

35

$$$$$

New Alderaan

21

1100

35

$$$$$

New Cov

24

1600

30

$$$$

Nirauan

39

2300

85

BB

$$$$$

S: Nirauan Archives

Nkllon

500

160

$$

: Mining Colony

Noquivzor

15

1900

50

$$$$$

Bothan (NR)

Nzoth

45

900

35

BBB

$$$$$$

Obroa-Skai

33

1900

40

BB

$$$$$

Odik II

33

1900

40

BB

$$$$$

Onderon

27

1600

30

$$$$

Human (IR)

Ord Mantell

18

2300

120

$$$$$$

Ord Pardron

24

1900

50

$$$$$

: Mining Colony

Ord Trasi

39

1900

50

BBB

$$$$$

: Mining Colony

Orinda

18

2300

85

$$$$$

Oristrom

21

1600

30

$$$$

Ossus

15

1100

35

$$$$$

Pakrik Minor

30

2300

85

$$$$

Pantolomin

15

1000

45

$$

Pesitiin

1500

130

Phindar

24

800

30

$$$

Poderis

1900

40

$$$$$$$

Polneye

900

35

BB

$$$$$$

Thrawns Revenge - Imperial Civil War

F: Mon Cal Shipyards

: Mining Colony

119
Pop
Cap

Capture
Bonus $

Income
$

Shipyard
Level

Ground
Slots

Native
Forces

Abilities/ Notes

Porus Vida

15

1100

35

$$$$$

Human (NR)

Qat Chrystac

500

160

$$

Quethold

30

1300

85

BB

$$$$$$$

Rhigar

12

2300

85

BB

$$$$

Riette

24

1600

75

$$$$$

Rishi

24

1000

45

$$

Rodia

20

1600

30

$$$$

Sarvchi

21

2300

85

$$$$$

Selaggis

1500

130

Sernpidal

900

10

$$$

Sluis Van

39

500

30

BBB

$$

Sullust

15

2100

90

BBB

$$$$

Svivren

33

900

35

$$$$$$

Syca

42

2300

85

BBB

$$$$$

Talasea

1600

30

$$$$

Talfaglio

33

1300

15

$$

Human (IR)

Tangrene

15

1600

30

$$$$

Telos IV

15

2400

160

$$$$$$$$

Terephon

27

500

30

$$

Thanos

39

1300

160

BBB

$$$$$$

The Maw

30

2300

85

BB

Thyferra

39

1300

160

$$$$

Transitory Mists

2300

85

BB

Tsoss Beacon

600

35

Ukio

39

1000

45

$$

Wayland

21

2300

85

$$$$$

Wistril

24

1900

50

$$$$$

Human (NR)

Woostri

18

1600

75

$$$

Yaga Minor

39

1100

30

BBB

$$$$$

Human (IR)

YagDhul

15

1100

90

$$$

Yavin IV

15

1700

40

$$$$$$

Ylesia

24

1100

35

$$$$$

Zfell

21

2300

85

$$$$$$$

Planet

: 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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120

Thrawns Revenge - Imperial Civil War

121

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

Space

Ground

Galactic

+15% Damage, +30% Fog of War

+30% Fog of War

10% Production Price Discount,


Galactic Stealth, Galactic Spy

+10 Health, +10% Damage

+20% Health, +10% Damage, +10%


Shield, +10% Speed

+10% Health, +15% Damage

Galactic Stealth, Galactic Spy

+15% Health, +10% Damage

+25% Health, +25% Damage, +25%


Shield, +25% Defence

+5% Health, +10% Damage

Delak Krennel

+10% Health, +10% Damage, +5%


Shield

Drend Navett

+30% Fog of War

Galactic Stealth, Galactic Spy

Etahn Abaht

+15 Health, +15% Damage, +10%


Shield, +10% Speed

Freja Covell

+25% Health, +25% Damage, +5%


Speed

+25% Health, +20% Damage, +20%


Shield, +15% Defence, +10% Speed

Gethzerion

Galactic Stealth

Gial Ackbar

+25% Health, +10% Shield

25% Production Price Discount


(Capital & Shipyards Only)

+15% Health, +15% Damage, +15%


Shield, +15% Defence, +15% Speed

25% Production Price Discount

+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% Health, 25% Damage, +5%


Defence, +5% Speed

Galactic Stealth, Galactic Spy

+25% Health, +10% Damage, +25%


Shield, +10% Defence, +10% Speed

Lando Calrissian

+2% Planetary Income (+3% on Mining


Colonies)

Leia Organa Solo

20% Production Price Discount

Luke Skywalker

+25% Damage

+25% Damage

Mara Jade

Galactic Stealth, Galactic Spy

Maximilian Veers

+25% Health

25% Production Price Discount (AT-AT,


AT-ST, AT-AA)

Melvar

+15% Health, +15% Damage, +25%


Speed

Mon Mothma

+25% Health

+25% Health

25% Production Price Discount

Natasi Daala

+15% Damage

10% Production Price Discount


((n Knight Hammer Only)

Garm Bel Iblis

Gilad Pellaeon
Gregor Raquoran
Grodin Tierce
Han Solo/Chewbacca
Joruus Cbaoth

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122
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

Ground

Galactic

+25% Health, +25% Shield

+25% Health

25% Production Price Discount

+20% Health

+20% Health

20% Production Price Discount

+15% Damage

+25% Health

+2% Planetary Income (+3% on Mining


Colonies)

+20% Health (Fighters Only)

+15% Health, +10% Damage, +10%


Shield, +10% Defence, +10% Speed

+15% Damage

10% Production Price Discount,


Galactic Spy

+15% Health, +10% Damage, +10%


Shield, +15% Speed

+15% Health, +10% Shield, +10%


Defence
+15% Health, +10% Damage, +10%
Shield, +15% Speed

+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

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).

Thrawns Revenge - Imperial Civil War

123
Unit Abilities
Space Units
Name

Ability 1

A-9 Vigilance Interceptor

Hunt

Acclamator II-class Assault Ship

Power to Weapons

Aramadia-class Thrustship

Power to Engines

Ability 2

Assault Frigate
Asdroni-class Frigate
Auriette-class Fleet Carrier
Battle Dragon

Power to Weapons

Bothan Assault Cruiser

Power to Weapons

Brask-class Tactical Defence Station


BTL-S3 Y-Wing Starfighter

Hunt

BTL-S8 K-Wing Assault Starfighter

Hunt

Budirech-class Heavy Cruiser

Power to Weapons

B-Wing Starfighter

Lock S-Foils

Hunt

Carrack-class Light Cruiser


Corona-class Frigate

Power to Shields

Chaf-class Destroyer

Power to Weapons

Corona-class Frigate

Power to Shields

CR90 Corellian Corvette

Power to Engines

Decimator-class Cruiser

Laser Defence

Defender-class In-System Starfighter

Lock S-Foils

DP20 Corellian Gunboat

Power to Engines

Dreadnaught-class Heavy Cruiser

Power to Weapons

Dreadnaught-class Heavy Cruiser,


Katana-type

Power to Weapons

D-type Trifoil Fighter

Hunt

Eclipse-class Dreadnought

Superlaser

EF76 Nebulon B Escort Frigate

Power to Shields

Hunt

Interdict

Enforcer-class Picket Cruiser


Endurance-class Fleet Carrier

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Name

Ability 1

Ability 2

Escort Carrier
E-Wing Escort Starfighter

Hunt

Executor-class Star Dreadnaught


Fel Ascent
Furion-class Assault Bomber

Hunt

GAT-12 Skipray Blastboat

Hunt

Golan I Space Defence SpaceGun


Golan II Space Defence SpaceGun
Golan III Space Defence NovaGun
I-7 Howlrunner

Hunt

Immobilizer 418 Cruiser

Interdict

Imperial-class Star Destroyer

Tractor Beam

Imperial II-class Star Destroyer

Tractor Beam

Imperial Escort Carrier

Power to Weapons

Interdictor-class Star Destroyer

Interdict

IPV-1 System Patrol Craft

Power to Weapons

Missile Jamming

Power to Weapons

Jades Fire
Kariek-class Cruiser
Krsiss-class Interceptor

Hunt

Lady Luck

Invulnerability

Lancer-class Frigate
Lucrehulk-class Battleship
Majestic-class Heavy Cruiser
Marauder-class Corvette
Massias- Interdictor

Interdict

MC40a Light Cruiser


MC80 Home One-type Star Cruiser

Power to Shields

MC80 Liberty-type Star Cruiser

Power to Shields

MC80B Star Cruiser

Power to Shields

MC90 Star Cruiser

Power to Shields

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Name

Ability 1

Millennium Falcon

Invulnerability

Miytil Assault Bomber

Hunt

Miytil Starfighter

Hunt

Ability 2

Modular Taskforce Cruiser


Moldy Crow
Munificent-class Star Frigate
Nebula-class Star Destroyer
Nebulon-B2 Frigate

Power to Shields

Nova-class Battle Cruiser

Power to Weapons

Nssis-class Clawcraft

Hunt

Nuruodo-class Broadside Frigate

Power to Weapons

Praetor Mark II-class Battlecruiser


Preybird-class Starfighter

Hunt

Quasar Fire-class Bulk Cruiser

Power to Engines

RZ-1 A-Wing Interceptor

Hunt

Sacheen-class Light Escort

Power to Engines

Scarsiss-class Clawcraft

Power to Engines

Scimitar Assault Bomber

Hunt

Song of War

Power to Weapons

Sovereign-class Dreadnought

Superlaser

Hunt

Interdict

Star Home
Strike-class Medium Cruiser

Power to Weapons

Syca-class Bomber

Hint

T-65 X-Wing Starfighter

Lock S-Foils

Hunt

Tector-class Star Destroyer


TIE/D Defender

Power to Weapons

TIE/D Droid

Hunt

TIE/H Hunter

Lock S-Foils

TIE/IN Interceptor

Hunt

TIE/LN Starfighter

Hunt

Hunt

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Name

Ability 1

TIE/RPT Raptor

Hunt

TIE/SA Bomber

Hunt

V-19 Torrent Starfighter

Hunt

Ability 2

Venator-class Star Destroyer


Vengeance-class Dreadnaught
Victory-class Star Destroyer
Victory II-class Star Destroyer

Power to Weapons

Victory II-class Star Destroyer, Crimson


Command-type

Power to Weapons

Vigilance Gunship

Power to Engines

Vindicator-class Heavy Cruiser


Viscount-class Star Defender
Visvia-class Station
Warlord-class Gunboat

Power to Weapons

Wild Karrde
*GR-75 Medium Transport
*Lambda-class T4-a Shuttle
*RM-09 Alliance Shuttle
*Sentinel-class Landing Craft
*Theta-class AT-AT Barge

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Ground units
Name

Ability 1

2-M Saber-class Repulsor Tank

Power to Weapons

A9 Floating Fortress

Sensor Ping

AAC-1 Hover Tank

Hunt

AirStraeker

Power to Weapons

All Terrain Ant-Aircraft

Missile Shield

All Terrain Armoured Transport

Deploy Stormtroopers

All Terrain Attack Pod

Hunt

All Terrain Personal Transport

Hunt

All Terrain Scout Transport

Barrage Area

Armoured Freerunner

Hunt

B5 Juggernaut

Laser Defence

Ability 2

Hunt

Bantha-II Cargo Skiff


Century Tank

Hunt

Dark Jedi

Sprint

E-Web Heavy Repeating Blaster

Deploy

Flame Tank

Flamethrower

Heal Infantry (Automatic)

Gilzean Rail Gun Tank


Heavy Tracker

Sensor Ping

HTT-26 Heavy Troop Transport


IG-227 Hailfire-class Droid Tank
Imperial Dropship Transport
Imperial Specialist

Spread Out

Infantry Support Platform

Hunt

Jedi

Sprint

Kirov Tank

Hunt

Heal Infantry (Automatic)


Repair Vehicles (Automatic)

Heal Infantry (Automatic)

Low Altitude Assault Transport


Megamaser Tank
Mobile Proton Torpedo Launcher 2A

Deploy

Mortar Tracked Armoured Tank

Deploy

New Republic Infiltrator

Vape Charge

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Name

Ability 1

New Republic Specialist

Spread Out

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

New Republic Trooper


New Republic Vanguard

Spread Out

Noghri Death Commando

Stealth

Novatrooper

Spread Out

Sprint

Pentastar Enforcers
Phalanx Commando

Vape Charge

Phalanx Trooper
QH-7 Chariot Light Assault Vehicle

Hunt

Rapid Fire Tank


Raptor Scout

Thermal Detonator

Raptor Trooper

Spread Out

Rocket Scout
Scout Trooper

Thermal Detonator

Self-Propelled Medium Artillery

Deploy

Shock Trooper

Spread Out

Storm Commando

Sprint

Stormtrooper
T1-B Hover Tank

Hunt

T2-B Repulsor Tank

Hunt

T3-B Heavy Attack Tank

Rocket Attack

T4-B Heavy Tank

Rocket Attack

T-47 Airspeeder

Tow Cable Attack

TIE Mauler

Self Destruct

TX-130 Saber-class Fighter Tank

Power to Weapons

V-Wing Airspeeder

Power to Weapons

Hunt

Hunt

XR-85 Tank Droid


Yevethan Trooper

Spread Out

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Heroes
Name

Ability 1

Ability 2

Ashik

Stun

Sprint

Aurek Seven

Spread Out

Sprint

Brakiss

Force Crush

Force Push

Chewbacca

Sprint

Cilghal

Force Heal

Corran Horn

Force Sight

Drend Navett

Sprint

Etahn Abaht (Intrepid)

Power to Shields

Freja Covell (AT-AT)

Power to Weapons

Gethzerion

Force Confuse

Gial Ackbar
(Home One, Galactic Voyager)

Concentrate Fire

Gilad Pellaeon (Chimaera)

Concentrate Fire

Grodin Tierce

Spread Out

Sprint

Hand of Judgement

Spread Out

Sprint

Han Solo

Stun

Sprint

Jerec

Force Lightning

Force Convert

Joruus Cbaoth

Force Lightning

Force Convert

Kyle Katarn

Sprint

Luke Skywalker

Force Cloak

Mara Jade

Force Push

Maximilian Veers (AT-AT)

Maximum Firepower

Deploy Stormtroopers

Palpatine

Force Lightning

Force Convert

Sedriss QL

Force Lightning

Sprint

Force Protect

Drain Life

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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.
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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

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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

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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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136
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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