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Thrawn's Revenge is a modification for Star Wars: Empire at War - Forces of Corruption.
Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand.
Experience 5 eras of Star Wars, with new models, textures, and gameplay changes.
Find out for yourself - download the latest version now.
Those working on this mod do so in their own free time and for no pay.
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We Could Be Heroes - Greater Maldrood

Wednesday December 07, 2016

A couple of weeks ago we did a news post about the expanded hero roster of the Pentastar Alignment, and we intend to do this for each of the remaining Warlord factions (the other factions aren't changing Warlord Zsinj's turn.As we mentioned in the Zsinj version, heroes can be a bit tricky for the more obscure factions. Maldrood was probably the hardest of any faction to develop in this respect, however we think we've managed to piece together a decently diverse roster which should provide a bit of different flavour and even some different goals while playing. There are one or two other options we may explore in the future, but for now we're fairly confident that this will be the Maldrood roster on release.Before we get there, two quick things. It is currently Mod of the Year on Mod Database, so if you'd like to support the mods by voting, we'd really appreciate it. In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase.Secondly, we're doing a demo for Imperial Civil War fairly soon. For more details, click here.High Admiral Treutan Teradoc - Space: Crimson Command Victory-class Star Destroyers, 13X, MaldroodTreutan Teradoc very quickly established himself as a capable naval theorist while at the Imperial academy on Corulag, and very quickly in his career was promoted to the position as High Admiral of Crimson Command, part of the Queli Oversector fleet led by Warlord Zsinj before the breakup of the Empire. After Palpatine's death, Teradoc took the Crimson Command and left Zsinj and the Empire behind, taking captive Zsinj's lackey Grand Moff Selit and acquiring the local defenses of multiple sectors along the Perlemian Trade Route, combining them into the Greater Maldrood. Maldrood quickly made many enemies, with a long-time rivalry between Teradoc and the neighboring Warlord Zsinj, assaults from the fledgling New Republic, and many disputes with Hutt-controlled forces to the south. Zsinj's death and Teradoc's subsequent defeat of Imperial Admiral Teren Rogriss brought many of his forces to the side of Maldrood, however with Zsinj out of  the way Teradoc became the focus of Imperial and New Republic attention. Teradoc was able to hold bits of his Mid Rim territory only with the assistance of his brother, Kosh. Teradoc would later lead one of the Reborn Emperor's fleets out of Byss, however after suffering several defeats Kosh ordered him and his forces into the Deep Core. Such benefit was short-lived, as Teradoc was murdered by Daala along with the other prominent warlords at Tsoss Beacon.Admiral Kosh Teradoc - Space: Imperial II-class Star Destroyer, LancetKosh had been competitive with his older brother Treutan for all of his life. Although Kosh was a capable commander in his own right, he tended to live in Treutan's shadow, especially with Treutan's promotion to High Admiral of the Crimson Command. After Endor, he set up his own holdings in the Deep Core, following the example of Blitzer Harrsk and Zero Command. After Maldrood gained the attention of the Remnant and New Republic, Kosh and his forces came to their defense, combining the Empires into the Federated Teradoc Union. After the early failures of Treutan during Shadow Hand, Kosh moved into the Mid Rim to defend their territory there while Treutan retreated to the Deep Core. At the conclusion of the campaign, Kosh was one of the few people who managed to hold Imperial territory in the Mid Rim. Treutan's conflict with Blitzer Harrsk, in an attempt to impress Kosh, led to the murder of both Treutan and Harrsk by Daala. Kosh held out for around a year after his brother's death in bitter depression. His death, achieved with the help of Wraith Squadron, led to his forces rejoining the Imperial fold under Daala or the now-dominant New Republic.Kosh is recruited by killing Warlord Zsinj in any GC where he is not already a starting hero. Vice Admiral Gilad Pellaeon - Space: Victory-class Star Destroyer, 13XGilad Pellaeon, the old man of the Empire, had a storied carrier leading from the Clone Wars to the days of the Empire. He strongly believed in the ideals of order espoused by the Imperial system, and proved himself time and time again to be among the most competent and level-headed of any Imperial commanders, rivaling even his brilliant mentor Grand Admiral Thrawn in some ways. After the death of Thrawn Pellaeon found himself under the command once again of the Reborn Emperor, and as this Empire once again collapsed, Vice Admiral Pellaeon became the new head of Crimson Command under Treutan Teradoc. At this point, most of Pellaeon's considerable talents were directed towards infighting amongst the Warlords, particularly Blitzer Harrsk. During Harrsk's attack on Teradoc's stronghold, Daala condemned the actions of both men squandering the resources of the Empire, drawing Pellaeon to her side to cooperate in her reunification efforts.Pellaeon joins with Maldrood on the death of the Reborn EmperorPirate-Moff Leonia Tavira Space: Imperial I-class Star Destroyer, InvidiousTavira was a former Moff who began her pirate career by allying with the forces of Kavil's Corsairs, hoping to use pirate connections to propel herself into the position of a Warlord. In pursuit of this, she formed her own group, the Invids, and allied herself temporarily with Zsinj. Soon after Pestage lost control of the Empire, Tavira instead joined with Kosh and Treutan, playing them off against each other. Treutan provided her with her own Star Destroyer, the Invidious. Leonia's presence allows the recruitment of pirate units.Leonia Tavira joins with Maldrood after Isard takes over the Empire. Boba Fett - Ground, Space Pursuer-class Enforcement Ship, Slave II Dengar - Ground, Space: JumpMaster 5000 Punishing OneAfter Fett escaped from the Sarlacc (for a second time), he was aided by a fellow bounty hunter, Dengar, with whom he undertook many jobs related to the Black Sun, until a mission to capture . He lost the iconic Slave I when he "borrowed" Bossk's Hound's Tooth, leaving Slave I drifting in space. For years, Boba undertook only secret missions from discreet clients in the new Slave II, until an encounter with Han Solo on Nar Shaadaa. Both had a history of cooperating with the Empire, and were active in the area of the Greater Maldrood during most of the mod's timeframe. Moff Lesan Ramier - Galactic Hero (Economic Bonuses)Moff Ramier controlled the Brak Sector, one of the sectors along the Perlemian Trade Route under the control of the Greater Maldrood. Early on in the days of the New Republic, the Brak Sector overthrew the local Imperial government to join it. Admiral Garrik Trier - Space Secutor-Class Star Destroyer, ContriteTrier commanded the fleet stationed in Brak sector during the Galactic Civil War. Trier was known as a confident commander, who spent a great deal of time analyzing naval tactics used by the Rebel Alliance. (From Wookiepedia)Both Ramier and Trier are starting heroes in Era One GCs. Admiral Ledre Okins Allegiance-class Star DestroyerLedre Okins was a distinguished commander under Palpatine's rule. In 3 ABY he assumed command of a fleet led by the Executor to demolish a Rebel shipyard at Vergesso.The following heroes were members or leaders of independent warlord groups located were also leaders of their own local Warlord groups, who can essentially be recruited somewhat like vassals. Grand Admiral Peccati Syn Space - Imperial I-class Star Destroyer, SiloothSyn was one of the original 12 Grand Admirals. Although he was ostensibly loyal to Sate Pestage's Empire, he was primarily a religious devotee to the Church of the Dark Side who spent most of his time over Kashyyyk, where he was attacked by Admiral Ackbar and requested help from the nearby Greater Maldrood. After Endor, he positioned his forced at Colla IV in the Mid Rim, however a New Republic attack intended to cut the Greater Maldrood off from the rest of the Empire resulted in his death.In early Era 1 GCs, you will have the opportunity to secure Kashyyyk. If successful, Syn will join Maldrood.Antemeridian Sector - Nearby independent sector. In order to recruit these heroes, you just need to conquer Antemeridias. Moff Tol Getelles - Galactic Hero (Economic bonuses)Tol Getelles was one of the final Moffs to be promoted under the Emperor's Reign. He maintained control of the Antemeridian Sector and remained nominally loyal to the Ruling Council after Endor although he slowly slipped away from their control. Despite this, he lacked ability to strike out at the New Republic on his own. He was widely seen as more level-headed and pragmatic than his close friend Admiral Larm, though Natasi Daala once described him as... ...

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2.2 Demo Announcement

Friday December 02, 2016

That's right, we're doing a demo for 2.2. In the past we've avoided doing "demo" versions, since we were typically more concerned with just getting out the full version of the mods, whether as a beta or full release. However, since we're now closing on three years since 2.1, we want to thank everyone for their patience with something, since we're not quite near release yet with everything. There are some other practical considerations for this as well; it provides a good motivator for us to focus on getting certain things done, and also should get us some feedback on new systems before they're too integrated into the mod, and let us gauge if we're going in the right direction. So, what will be in the demo?The demo will include one of the new 2.2 GCs, Hunt for Zsinj. This GC is both the closest to being done, and provides a good taste of both some old and new content, as well as having a fair variety of different story elements. Keep in mind that there will be a significant amount of development time between the Demo and the 2.2, so while it should give an idea of what the final version will be, there'll still be some incomplete elements.If you don't know what the Hunt for Zsinj GC consists of, you can see the breakdown of it by clicking here.Among other things, this includes:New Heroes & Units (Neutron Star, Secutor, Allegiance, Bellator, Dauntless, Jumptroopers, Providence, Gladiator, Arquitens, Droideka, Skyhopper, Procursator)Several Redone Units (Most fighters, Battle Dragon, ISDI/II, VSDI/II, Acclamator, Venator) New SkydomesSchism Events, Minor Factions, Story EventsRevamped Projectile ParticlesPerformance Optimizations (Loading & Running)We'll be posting a more complete list of features and unit lists with the actual download, however for now I will just add the disclaimer that Maldrood will not have access to the Sorannan in the demo, and the Bellator will be the model that was in Ascendancy 1.0 as opposed to the shiny new one. As for release dates, we know better than to give one but it will be very soon. In the meantime, Corey has been doing a playthrough of that particular GC on his youtube channel if you're interested in watching it. Tomorrow (Saturday the 3rd) he will also be doing a livestream at 2PM EST of that playthrough.In the meantime, this week ModDB's Mod of the Year competition kicked off. Last year we managed to crack the top 10 with both Ascendancy and Imperial Civil War, and we need your support to try to do even better! So, let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase. A huge thanks to everyone who's voted for either mod so far. ...

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Mod of the Year 2016

Wednesday November 30, 2016

It's that time of year, once again!With your support, last time we managed to place with both Ascendancy and Imperial Civil War in not just the top 100, but the top 10 of their respective categories, so let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase. ...

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Schism Events, Research & Galactic Conquest Breakdown - Era Three

Monday November 07, 2016

We've talked a fair bit about having a more story-based focus in our campaigns, as well as trying to fill in some of the gaps left by the era system, and era three is going to be one of the most changed in the mod. Before anyone asks, no this does not mean we're making people go through both Eclipse I and Eclipse II, simply because that would get kind of redundant. The jump between Era III and IV left out a fairly important period with the Crimson Empire and parts of the Imperial Mutiny, which made Era IV unclear as to what exactly was being reunified. Much like Era I was split into Sate Pestage and Isard, Era 3 is now going to be split between these two fairly distinct periods, with Operation Shadow Hand and Crimson Empire. There will also be some changes to the jump between Era II and III.Death clones are underway!Era UpdatesWe've shown off the Regicide feature before, where you can jump between eras manually without having to go on a suicide run with your leader, but the basic nature of the eras is changing a bit as well. For the most part, the idea is still if your leader is defeated, you move on to another era, but some eras were always more attractive than others, and from both a story and gameplay perspective will require a bit of a different way through. Here's a new summary of what the eras consist of and how you progress. This may all seem like gibberish to a lot of people right now, however it will all be clearly and helpfully explained in-game, so you should never feel confused as to what's happening or your options and objectives.Era I: This era has been moved from a solo-Isard focus into being represented by Sate Pestage and Ysanne Isard sequentially. In order to proceed from Sate's portion to Isard's portion, the Empire will either have to lose Coruscant, lose Pestage, or pay to extract Lusankya up from of Coruscant.Era II: We've always limited Era II to Thrawn, however while he was still touring around and therefore makes sense to have during the period in which the New Republic was canonically hunting for Zsinj, there was a significant gap between the end of the Thrawn Campaign and the start of Shadow Hand. Losing Thrawn will no longer directly end the era. The first option is that his defeat will start a countdown leading to the emergence of Palpatine when playing against the AI, however as the player in order to proceed to Era III you'll need to actively join Palpatine, which will be fairly expensive and time-consuming. You can do this entirely without losing Thrawn, however there will be a bit of a penalty possible in the form of a schism event for losing Thrawn without having joined your forces with Palpatine.Era III: What used to just be Shadow Hand is now both Crimson Empire and Shadow Hand. This whole era will be explained in this news post, so basically for now I'll just say you kill Palpatine, bad things happen for the Empire, then you kill Jax.Era IV & V: As far as the direct era-change related process goes for these guys, they essentially work the same as always; Daala gets defeated, resigns and hands the reigns over to Pellaeon. There will be a lot stuff within their eras, but not a huge change to the link between them.Tech Research: Instead of just getting new ship options automatically as you progress, there will typically be some research associated with the creation of these new classes for the Remnant (rarely), New Republic (primarily them) and Empire of the Hand. We can't do it with the Warlords unfortunately, as there's some story scripting that won't work with these groups because of engine limitations. Typically these research options will become available when the ships started to be developed, whereas the pure-era based approach was based on when the ships started active duty. This means, for example, the Viscount, with proper investment, could become available as early as the second half of Era III instead of the end of Era V, as it was developed in response to the effects of Shadow Hand's massive dreadnaught slugfests. Schism Events & Emergent FactionsThe Imperial groups during the mod's period by virtue of their sheer number demonstrate just how hard it is to keep an Empire together in a post-Endor galaxy, and schism events are one of the ways that is represented. This refers to a point when one faction splits into more factions, whether altogether or in small parts. It will also be conditional on the faction having certain territory at a certain time, though there are certain points where control will switch to an emergent faction regardless of who controls it. This list isn't necessarily exhaustive, but here's some of the bigger points when this can happen:Era I-V: Warlord Zsinj dying while his Empire controls the Corporate Sector (Etti IV and surrounding territory) will cause the Corporate Sector to break off of his Empire and become independent.Era I: Progressing to Isard from Pestage will cause Zero Command to split off from the Empire at Kalist VI and Abregado-Rae, if these planets are controlled.Era II: Losing Thrawn without already having joined Pellaeon will cause the Ciutric Hegemony and Corellian Sector to split off from the Empire.Era II: (Hunt for Zsinj GC only) - killing Zsinj will cause the alliance of the New Republic and Imperial Remnant to break off, giving the Empire Kuat and surrounding territory.Era III: Losing Palpatine will cause the Greater Maldrood, Eriadu Authority, Zero Command and Pentastar Alignment to break off. The entire territory controlled by the Empire will be divided up between the Empire and these 5 factions depending on where the Empire controls at the time. We've thought about having the Imperial factions all coalesce back into the Empire under Palaptine if you're not playing as them, but at least for now we feel like that could get a little problematic.After this point, Daala pretty much makes them all come to their senses, so that should cover the major ones. Again, these will all be pretty clearly explained in-game when they're happening and the player will be warned of the consequences of their losses in these situations.Operation Shadow Hand"Someone...or something...has been biding its time, while the feuding Imperial factions distracted our attention..."―Mon MothmaTime Covered: Pre-Shadow Hand Campaigns (10ABY),Operation Shadow Hand (10-11ABY), Crimson Empire (11 ABY)Since the Battle of Endor, Imperial forces would occasionally mysteriously disappear, leaving no records of their destination. In fact, these forces were being called to the new fleet of Emperor Palpatine, whose spirit had survived in a clone body. After Thrawn's defeat, Palpatine eventually reunited all of his former Imperial forces. The three massive Deep Core fleets comprised of multiple types of Star Dreadnaughts and their support ships struck outward while Kaine and Teradoc attacked from their respective holdings towards the core, catching the New Republic off guard and quickly reclaiming massive amounts of territory. The Imperials quickly fell to infighting, however Palpatine paid this no mind and instead continued with his campaign using new new types of superweapons; the Eclipse and the World Devastator.If Palpatine is defeated, Warlord forces then unlock and the game progresses into the Crimson Empire period under Carnor Jax, detailed below. The Imperial territory will also divide back up into component Warlord groups.Factions: New Republic - CoruscantImperial Remnant - ByssEmergent Factions:Pentastar Alignment - Entralla*Eriadu Authority - Kampe*Greater Maldrood - HakassiZero Command - Kalist VIThese factions will only emerge with territory already owned by the Empire, except for their capitals.Crimson Empire"The galaxy has changed—it's mine for the taking! I will rule the Empire…I will sit on Palpatine's throne."―Carnor JaxTime Covered: Crimson Empire (11 ABY)The Empire has once again broken down into Warlordism. As the New Republic tries to regain its footing from before Shadow Hand, Carnor Jax is attempting to gain control of what's left under the Ruling Council's control. Warlord infighting is also at an all-time high, with long-time rivals Harrsk, Teradoc and Delvardus at each other's throats in the core. With Kaine's death in Shadow Hand, the Pentastar Alignment has also begun to fracture and succumb to outside pressure. This GC essentially takes up where the schism event in Shadow Hand occurs, but using a more canon-based interpretation of where each faction would have been at that time instead of, obviously, being based on how the game had progressed within that campaign. It also allows you to play Era III as a one of the Warlord factions.Factions: New Republic - CoruscantImperial Remnant - Ord CantrellPentastar Alignment - EntrallaEriadu Authority - KampeGreater Maldrood - HakassiNon-Playable Factions:Zero Command - Kalist VIJust like he did with Warlord Zsinj, Corey is doing another preview playthrough with Maldrood on his channel, so subscribe there if that's something you're interested in seeing. The first few episodes showed off some of the new schism events as well. ...

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Greater Maldrood Preview Playthrough

Friday November 04, 2016

I'm continuing my series of Let's Plays in 2.2 on my channel to show off and discuss some of the changes we've made for 2.2 in a bit more detail than we can in pictures or news posts. The first two videos are up, and on Saturday the 5th (tomorrow, as of posting) at 2 pm EST he'll be streaming the next section of it and answering comments from the chat, so if you're interested, head over and check that out by clicking here (vods will be going up later in case you miss it).Watch the full playlist: ...

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Less is More

Saturday October 29, 2016

We've not shown too many individual screenshots lately, however there's a lot going on behind the scenes. We've had a lot of focus recently on updating some of the older content, including putting some of our newer Ascendancy assets into ICW (including the Venator, Acclamator, TIE Fighters, ISDs, etc), on top of reworking some particles and the skydomes in the mod. These aren't just meant to look better; they also have a net decrease in polies, particles, and filesize, meaning better visuals, better performance, and better load times. ...

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2.2 Faction Profile: The Greater Maldrood

Friday October 21, 2016

The Greater Maldrood & Federated Teradoc UnionLeaders: Treutan Teradoc (4-12 ABY), Kosh Teradoc (8-12 ABY)Capital: Centares (4-8 ABY), Hakassi (8-12 ABY)The Greater Maldrood was established by self-styled High Admiral of the Mid Rim Treutan Teradoc directly after the Battle of Endor. While it never reached the size of Teradoc's neighbouring rival Empire, that of Warlord Zsinj, it turned out to be one of the most enduring of the Warlord states. Teradoc found himself constantly engaged in border skirmishes with both Zsinj to the North and the Hutts to the Southeast, but it was not until he attempted to expand to the Gordian Reach (the territory around Yavin) in the wake of Zsinj's defeat that he managed to attract the attention of the increasingly powerful New Republic.The Imperial and New Republic forces which had aligned against Zsinj turned their attention to Maldrood, beginning a three-way war between Rogriss, Ackbar and Teradoc. Teradoc managed to defeat the advancing Rogriss at Feriae Junction, causing Zsinj's former supporters to flock to Maldrood. The New Republic campaign, however, was far more successful. Facing the destruction of his empire, Treuton turned to his brother Kosh Teradoc who had his own Deep Core holdings to assist him, combining their territory and forces into the Federated Teradoc Union. Together they managed to avoid the total disintegration experienced by Zsinj's holdings, although they were relegated to a much smaller portion of their territory. The Union participated in Palpatine's campaigns, and both brothers managed to survive the conflict yet again, having even attracted the brilliant commander Gilad Pellaeon to act as their Commander-in-Chief, although Treutan quickly became embroiled in a war with Zero Command. Treutan was killed along with Sander Delvardus of the Eriadu Authority and Blizter Harrsk of Zero Command at Tsoss Beacon by Daala, who aimed to reunite the Imperial warlords, ending the Maldrood presence in the core. Kosh managed to survive another year after Tsoss, deeply embittered by the death of his brother, until Wraith Squadron organized a mission to save a scientist being held by Teradoc, killng the admiral and dissolving Maldrood.Around 5 ABY, Moff-turned-pirate Leonia Tavira, leader of the Invids, cooperated with both Treutan and Kosh in order to gain more power and materiel for herself. As a result, with Tavira present Maldrood will be able to build pirate outposts, giving them access to some pirate units.Keep in mind unit lists aren't necessarily final. With both Maldrood and Eriadu in particular, there's some stuff (including vehicles, ships and infantry) we may end up doing but we're trying to focus on getting the already-planned things done.Space Unit RosterBellator (Kuat and Fondor only)ISDI, ISDII, Tector, Secutor, Allegiance, SorannanProvidence, Procursator, Crimson Command VSDII, Neutron Star, ImmobilizerArquitens, Gladiator, Ton-Falk, Crusader Corvette, Interceptor IV, Customs CorvetteUnique Fighters: ARC-170, Clutch UgliesGround Unit RosterAT-AT, A9 Floating Fortress, AT-PT, AAT, T-16, SPMAT, TX-130, AT-APBantha II, ISPStormtroopers, Shock Troopers, Jump Troopers, E-Web, SpecialistJust like he did with Warlord Zsinj, Corey will be doing another preview playthrough with Maldrood on his channel, so subscribe there if that's something you're interested in seeing. The Zsinj playthrough should be concluding in this coming week, so the Maldrood one will likely start going up the week after that. ...

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Era Two - Galactic Conquest Breakdown

Thursday October 13, 2016

Before we get to the main event, there's been a ton going on with the development for both ICW and Ascendancy. As far as art goes, on top of other new content Robin is almost done with the reworked Bellator. I've also been working on getting some of our models from the latest Ascendancy version into ICW, including our Venator, Acclamator, Vindicator and Quasar, on top of other things we've already shown in ICW like the Assault Frigate and Escort Carrier. It may or may not make it in time for ICW 2.2, but Dr Knickers is also working on updating the Dreadnaught model, taking some inspiration from Fractalsponge's recent work. There's been a lot of recent questions about Eriadu and Maldrood units as well; they will be discussed pretty soon, so for now just be patient and stew in the delicious, aromatic and potentially nearing-spoiled mystery.In the last news post we talked about some of our overall goals with edits to the GCs coming with 2.2, and outlined the three Era 1 GCs. This time we will be discussing Era Two, which starts with the conclusion of the Bacta War at the Battle of Thyferra, and ends with the Mission to Bilbringi of 9 ABY (which isn't actually the same as the Battle of Bilbringi where Thrawn died). Hunt for Zsinj"Let me get this straight. You said 'Kiss my Wookiee!' to the most powerful warlord in the galaxy?"―Prince Isolder to Han SoloTime Covered: Hunt for Zsinj (6-8 ABY) - Post-Zsinj Campaigns (8.5 ABY)After the delays of the Bacta War, the New Republic is able to fully turn its attention to Warlord Zsinj. Zsinj posed such a threat as to prompt an alliance between the New Republic, the Imperial forces under Teren Rogriss, and the Hapes Consortium. After Zsinj was dealt with, the Imperial forces under Teren Rogriss and the New Republic forces under Han Solo continued on to deal with Greater Maldrood, whose leader, Treuten Teradoc, used the death of Zsinj to absorb much of his territory and forces and declare himself the High Admiral of the Mid Rim. In this campaign, the New Republic has some access to Imperial and Hapan units. Factions: New Republic - Coruscant (Represents alliance of New Republic, Hapes and Imperial Remnant)Warlord Zsinj - DathomirGreater Maldrood - CentaresThrawn Campaign"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way will not watch at all."―Grand Admiral ThrawnTime Covered: Thrawn Campaign (9 ABY)Despite having spent the better part of the last decade in the Unknown Regions establishing the Empire of the Hand and dealing with threats to the Empire and Chiss Ascendancy, including the Ssi-Ruuvi Imperium and Nuso Esva's holdings, Thrawn was quickly able to build up the biggest coalition of Imperial splinter factions since Endor. He united the forces of the Imperial Ruling Council, the Pentastar Alignment, Ciutric Hegemony, and smaller groups like the Corellian and Antimeridian sectors; essentially all remaining major Imperial forces outside of the Deep Core except the decimated and destabilized Greater Maldrood. Territoriality, the galaxy is at this point fairly evenly divided between the New Republic and Thrawn's Imperial coalition. The hunt for the Katana Fleet is still present in the GC, and we'll also be looking into other options to provide some story elements to this campaign (as one of the few two-sided ones, we have a few more options than in other cases). Aside from a few planets on either side, this campaign will probably be the least changed for those who have played previous versions.Factions: New Republic - CoruscantImperial Remnant - OrindaIsard's Revenge"It is interesting we have not met before, you and I, having been foes for so long. I expected you to be taller.""I expected you to be dead."―Ysanne Isard and Wedge AntillesTime Covered: Ciutric Theatre (9 ABY)After Thrawn's death and the dissolution of his coalition back into its constituent parts, the New Republic decided that in order to avoid the appearance of weakness, they would quickly launch another campaign against one of the remaining Warlords. They quickly settled upon the capricious Prince-Admiral Delak Krennal of the Ciutric Hegemony, who had usurped and murdered former Imperial Grand Vizier Sate Pestage with the assistance of Isard and General Paltr Carvin. This decision was controversial, as the Hegemony had not shown outward signs of expansion and Krennal had undertaken a campaign to improve its public appearance, including decrying superweapons (despite secretly building one themselves) and apologizing for the destruction of Alderaan. As is typical of Star Wars villains, Ysanne Isard around this time also turned out to not only not have died in the Bacta War, but also had a clone. Her clone, believing herself to be the real Isard, was providing advice to Krennal, while the real Isard was aiding the New Republic, hoping for an opportunity to reclaim the captured Lusankya.  Factions: New Republic - CoruscantImperial Remnant - Ciutric IV And for a shameless plug, if you wanna see these changes in action as they develop, I've been previewing a lot of the new content on my personal channel atCorey Loses and on my stream on Hitbox. Currently for ICW I'm playing through Hunt for Zsinj with Zsinj and Maldrood, although the GC layout isn't quite the final one previewed here. There's also a poll up on the Hitbox for what should be previewed next. I typically stream every Saturday at 2 pm EST, and will be doing so this Saturday as well. I also do some other kinds of tutorials and playthroughs there, so if that sounds interesting to you give it a look. If you really want to support it or the content I make, I do have a Patreon for that as well.If you have any suggestions, critiques or anything else you want to discuss for the mod, let us know in the comments or head over to our forums. ...

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The Cold Shoulder & Preview Streams

Wednesday October 05, 2016

None of our loading screens have made it past two versions, and the Empire of the Hand Stormtrooper shoulder has now finished its tenure as our resident welcome mat. This will now be what you see when you load up the mod.We'll be back later this week with the second Era preview, but if you're looking for more 2.2 preview goodness, Corey will once again be previewing a very early 2.2 build on his personal stream at 2PM EST on Saturday, continuing his Zsinj playthrough. If you've missed the campaign so far, he's made the VoDs available on his youtube channel here:Zsinj Campaign PlaylistHe's also done a tutorial on how to add your own basic space heroes for Empire at War, which you can watch here: ...

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Thrawn's Revenge

Thrawn's Revenge is a full graphic and gameplay modification of the computer game, Star Wars: Empire at War. Set in the years following the Battle of Endor, and outside the original game's timeframe, Thrawn's Revenge is based around the conflict between the newly founded New Republic and the Imperial Remnant as they fight for control of the galaxy.

New factions

Each faction features a variety of new land and space units, as well as many new era-specific heroes created especially for the mod.

  • New Republic - 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. Featuring a range of new units from an array of different cultures each with their own benefits and weaknesses.
  • Imperial Remnant - 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.
  • 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.
  • Pentastar Alignment - When the Emperor’s 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.
  • Minor Factions - Multiple minor non-playable factions have been included, each with their own unit set, to add new flavours and challenges to the game.

Improved gameplay

  • 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 Thrawn’s 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).
  • Updated combat system - Thrawn’s Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament.
  • New maps and scenarios - Thrawn’s Revenge includes thirteen 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.
  • Many other changes - Multiple other tweaks, changes and additions have been made to the original Star WArs: Empire at War game. 

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