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Empire of the Hand: Past, Present and Future

Thursday April 13, 2017

Imperial Civil War & AscendancyThe Empire of the Hand has always been one of our favourite aspects of the mod to develop, giving us an opportunity to explore an area of the Legends universe which never received much attention. That being said, there are a few places we intend to change them in upcoming releases of both Imperial Civil War and Ascendancy in order to make their art more consistent (being an area with not only some of our earliest 3D work, but also an area where that early work didn't have the crutch of pre-existing designs), flesh out their progression, and fill in some of the holes. In this post, we're going to cover a broad overview of the Empire of the Hand- who they are, what they've been in the mod, and what we plan to do with them. What is the Empire of the Hand? (What's Canon?)Firstly, the Empire of the Hand is neither truly a part of the Chiss Ascendancy nor part of the Galactic Empire, although it contains elements of and connections to each. The original plan for the Empire of the Hand was devised between Grand Admiral Thrawn and Emperor Palpatine, growing out of an mutual understanding between the two during the Outbound Flight crisis, decades before the Battle of Endor, that the Unknown Regions were home to many threats to galactic civilization. After eventually being brought to the Empire by Voss Parck and rising through the Imperial ranks during the Rebellion era, Thrawn was granted Imperial resources to explore and pacify the area, and formed his new empire from the Hand of Thrawn, a base on the planet Nirauan. This was a well-kept secret within the Empire. Most believed Thrawn's time in the Unknown Regions was a punishment- an exile imposed by Palpatine. After Palpatine's death, much of the connection between the Empire and the Empire of the Hand would have been lost. Thrawn was still in contact with the Imperial leadership to some extent; he once forced Ysanne Isard, acting ruler of the Empire, to essentially kidnap and send him Soontir Fel, for fear that he would return and take over the Empire himself. Generally, though, the Empire of the Hand was kept separate from its counterpart in the known galaxy, and its command staff was loyal to Thrawn, not the Empire. Even after Thrawn's death, Voss Parck, Soontir Fel and Kress'ten'tarthi, who had de facto control over the Empire of the Hand, refused to rejoin the Empire and at some point surpassed the remaining Imperial territory by several times. They instead were waiting for word from Thrawn (who they believed to not actually be dead) on whether they should align themselves with the Empire or the New Republic. By 19 ABY when Luke Skywalker and Mara Jade discovered the Hand of Thrawn the Empire of the Hand had established control over 250 sectors.The relationship between the Chiss Ascendancy and the Empire of the Hand was slightly more complicated. The Chiss had a strict policy of non-aggression for their military, the Chiss Expansionary Defense Force (CEDF), which had frustrated Thrawn throughout his career. This sentiment was shared by many Chiss, who saw the Empire of the Hand as a way to secure the safety of the Ascendancy. Thrawn often used the Empire of the Hand's forces as a way to secure the Chiss' interests by proxy, and some of the Empire of the Hand's Imperial-sourced commanders ended up gaining some official standing within the Chiss Ascendancy, such as Baron Soontir Fel.MainAppearances: Crisis of Faith - Hand of Thrawn Duology - Fool's Bargain - Survivor's Quest - New Jedi Order (Dark Tide II & Balance Point) - Fate of the Jedi (Ascension & Apocalypse)The new Intego, in ICW and AscendancyDeveloping the Hand FleetBecause there's so little known about the Empire of the Hand, a lot of the work to develop them falls to us. Our approach with canon is typically to try to hold ourselves to the same standard we would any new book or game; do not contradict what's there, and don't introduce things needlessly (for example, we would never add more ships to the New Republic or Remnant when dozens already exist). There are a few instances where we're given specific class names for Empire of the Hand ships and vehicles, like the Nsiss-class Clawcraft, and the AirStraeker, as well as the more vague Chiss Star Destroyer designation. Overall though, the Empire of the Hand fleet is pretty underdeveloped in the lore. The amount of territory they controlled, and the nature of the threats they confronted indicate a fleet of significant size and resources. Their early fleets were comprised primarily of Imperial hardware, but as the links between the Empire of the Hand and the Remnant became more tenuous (to the point of being almost completely severed by Endor, before they did most of their expansion) it would make sense that more and more of the Hand tech would have been directly Chiss, or of the Imperial-Chiss hybrid style developed within the Empire of the Hand, like the Clawcraft and Chiss Star Destroyer. So, when fleshing out their roster for Ascendancy and ICW, we've developed two types of ships- those that were strictly Chiss, and those that were a mix of Chiss and Imperial technology (noted as Empire of the Hand below). We used to have a third style which we called Sycan, based on their primary shipyard which we introduced in the mod, but we've decided to roll that back and keep it to two main slightly different but still connected styles in order to keep them more thematically consistent. Next up, we're gonna go through our plans for each ship. Those marked with NEW have been introduced since ICW 2.1's release, although may have been in Ascendancy 1.0, like the Intego. REWORK means some significant changes to its design are planned or already done, UPDATE means we plan to do some touchups to the model. Our focus with ICW 2.2 and Ascendancy 1.1 is primarily on the new capital ships, after which we'll be working on the reworks. This means that some of the reworked content will likely be saved for an update after Imperial Civil War 2.2 and Ascendancy 1.1. As some of you may be able to tell, most of the names are Greek words, which we decided to go with as a sort of play on the Republic/Imperial use of Latin words (like Venator, Accdlamator, Imperator). Ships of the Fleet FleetIntego-class Battlecruiser - Family: Chiss NEWLength: 2200 MetersRole: TankComplement: 4 Squadrons.Phalanx-class Destroyer - Family: ChissLength: 1850 MetersRole: Anti-Capital/FrigateComplement: 4 Squadrons.Efodio-class  Cruiser - Family: Chiss NEWLength: 1500 MetersRole: Freighter/Fleet TenderComplement: 4 Squadrons.Ascendancy-class Star Destroyer - Family: Empire of the Hand REWORKLength: 1500 MetersRole: CarrierComplement: 8 Squadrons.Peltast-class Star Destroyer - Family: Empire of the Hand NEWLength: 1400 MetersRole: Anti-CapitalComplement: 1 Squadron.Syndic-class Destroyer - Family: Chiss UPDATELength: 1500 MetersRole: Anti-Frigate/CapitalComplement: 6 Squadrons.FrigatesChaf-class Star Destroyer - Family: Empire of the Hand UPDATELength: 1100 MetersRole: Anti-FrigateComplement: 2 Squadrons.Prosvoli-class Heavy Cruiser - Family: Chiss UPDATE (Formerly Bu'direch)Length: 600 MetersRole: Anti-FrigateComplement: 1 Squadron.Prolipsi-class Interdictor - Family: Chiss REWORK (Formerly Massias)Length: 600 MetersRole: InterdictorComplement: 1 Squadron.Nuruodo-class Broadside Cruiser - Family: Empire of the Hand REWORKLength: 500 MetersRole:Anti-FrigateComplement: 1 Squadron.Afthonia-class Fleet Tender - Family: Chiss NEWLength: 500 MetersRole: Fleet TenderComplement: 2 Squadrons.Ormos-class Carrier - Family: Empire of the Hand (Formerly Au'riette)Length: 600 MetersRole: CarrierComplement: 4 Squadrons.Frouro-class Cruiser - Family: Chiss (Formerly Kariek-class)Length: 350 MetersRole: Light FrigateComplement: 0 Squadrons.Vigilance-class Cruiser - Family: ChissLength: 200 MetersRole: Long-Range MissileshipComplement: 0 Squadrons.Asdoni-class Frigate - Family: Chiss UPDATELength: 150 MetersRole: Anti-FighterComplement: 0 Squadrons.Warlord-class Gunship - Family: Chiss REWORKLength: 400 MetersRole: Torpedo ShipComplement: 0 Squadrons.Synoro-class - Family: Chiss NEW (Formerly Frontier)Length: 50 MetersRole: Gunship (ala Millenium Falcon)Complement: 0 Squadrons.FightersNsiss-class Clawcraft Role: FighterKrsiss-class Interceptor REWORKRole: InterceptorSyca-class Bomber REWORKRole: BomberScarsiss-class Interceptor Role: Heavy Fighter/InterceptorFurion-class Bomber REWORKRole: Heavy Bomber[url=http... ...

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Thrawn's Revenge: Fall of the Republic Teaser

Saturday April 01, 2017

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Eriadu Authority Preview Let's Play

Saturday March 25, 2017

I'm back to previewing some more of the changes coming up in 2.2, this time in Endor Aftermath with the Eriadu Authority. This one's going to see a lot of changes as we play through, but so far we're on episode 8 with some looks at the faction itself, the new Executor model from Ascendancy, the Torpedo Sphere, and some other stuff. This video will bring you to the full playlist. ...

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Beta Testing & We Could Be Heroes - Eriadu Authority

Monday March 06, 2017

With the demo released and the larger fires put out, it's time for us to get back to focusing on and talking about the full 2.2 release, as well as Ascendancy. Before we get to the rundown of Eriadu's planned heroes, though, we want to take a moment to discuss how we're going to be handling the testing and the release of 2.2. While the demo has already provided a lot of good feedback (which was the point), there's several times that amount of content in the full release, so it will require significantly more testing.  We currently have a team of four testers (Lord Xizer, TLMiller, Pali, and Revanchist), all of whom have been selected to test for several of the last few releases. Over previous releases, we'd ask people to test for one version, and then reselect with every version. With 2.2, now that we have the proper systems in place for easily deploying changes as we go and a ton of changes in constant flux between both mods, we're making testers a permanent position. We'd ideally like to have around 10-15 between the two mods, so if you're interested in signing up, you can do so by posting in this thread. We'll likely start picking people over the next couple weeks. Our primary criteria for picking testers tends to be their ability to provide feedback. The more examples we have of that, the more likely we are to pick someone. If the only thing we've ever seen you post is "I want to test" and we never hear from you again, that's usually a good sign we're not going to pick that person; it's not a raffle to reward people with an early version of the mod, nor are we trying to somehow punish people by not picking them- we're usually communicating quite a bit with our testers, so beyond a certain number of people it becomes unwieldy, and the fewer people we have to organize or track down, the more time we have to spend working on the mods.That being said, the testing will not all be internal. After we reach beta phase, we'll be posting beta versions for progressively larger groups in order to catch as much as possible before the full public release. Before anyone gets too ahead of themselves, this doesn't mean we're releasing 2.2 anytime soon:Weeks 1&2: Admiral's Louge on forums (post-restricted board)Weeks 3&4: Members Only subforumWeek 5: Full version release.Some people will probably disagree with this, but again, we're trying to make sure the final release as as polished as possible before releasing it into the wild, and this is, based on our experience, the best way to make sure that happens.If you need a refresher on what the Eriadu Authority is, check out the faction profile and unit list post by clicking here.Superior General Sander Delvardus - Space: Praetor II-class Battlecruiser, ThalassaLike most Warlords, Sander Delvardus was obsessed with his own status. In an attempt to move up the rungs of galactic society, he married into the wealthy Tarkin family on Eriadu and joined the Imperial Navy. After becoming captain on the ISD Brilliant, he lobbied to be made naval overseer of the Rimma trade route, in order to be closer to a refugee aid worker named Seledra-Zin, with whom he had fallen in love. Some time after making the rank of admiral, he and Seledra-Zin had a heated argument (not uncommon for the lovers) which ended with Delvardus striking her with a hammer. Filled with grief and regret, Delvardus ordered a suspended-animation casket for her and dedicated all of his future military and political actions towards secretly finding a cure for blunt force trauma. He had been under the command of Ardus Kaine, however after the defeat of the Empire at Endor, Kaine left to form the Pentastar Alignment in Oversector Outer, while Delvardus moved to form his own holdings around Eriadu, having promised the wealthy ruling families his protection. After acquiring a large force of AT-ATs from Vondarc, he styled himself Superior General; the first in a series of moves which would alienate his support base, specifically the well-respected General Maximilian Veers in this case. Subsequently, his moves to conquer territory closer to the core was met with disapproval by the Eriadu elites, including the Tarkin family and Shea Hublin, who believed it better to simply protect what they had. This was exacerbated by the string of military defeats suffered by Delvardus at the hands of Rebel Admirals Firmus Nantz and Sien Sovv, including the loss of his flagship. Once driven out of Eriadu, he fled to Kampe in the Deep Core, where he continued construction on the expensive Executor-class, Night Hammer. With the return of Palpatine, he rejoined the Imperial forces, but as the Empire once again splintered, he found himself at war with the other Warlords in the region. Ultimately, he was killed by Daala at Tsoss Beacon with the rest of the Warlords.Colonel Ivan Cronus - Space: Executor-class Star Destroyer, Night Hammer. Construct at a capital shipyard.The Night Hammer was a customized Executor class with black stealth armour (not to be confused with a cloaking device), and heavily automated systems which brought the crew requirement down by over half, and allowed more hangar space. Despite the power this provided to Delvardus, it had taken years and most of the financial and material resources of the Eriadu Authority to construct, only finishing sometime after their retreat to the Deep Core, and ultimately ending up under the command of Natasi Daala after her efforts to reunify the Empire. Cronus had been the second-in-command of Delvardus since at least 8 ABY, and was kept onboard as one of Daala's chief military personnel after he provided Night Hammer to her, which she renamed Knight Hammer in reference to the Jedi, and took as her flagship.Major General Maximilian Veers - Ground: AT-AT WalkerVeers was raised by a middle-class Denon family before joining the Imperial academy, where he proved his dedication and skill repeatedly. Eventually, he attracted the attention of Darth Vader and gained a position as an instructor and commander aboard the first Death Star, although it was destroyed before he could take up his post. After successful missions against the Black Sun, an impressed Vice Admiral Thrawn recommended Veers to Darth Vader for further promotion, which Vader granted in the form of command of Death Squadron's elite Thundering Herd (later Blizzard Force at Hoth). After the death of the Emperor and Darth Vader, Veers served under Sander Delvardus, and was critical of the idea to form the Eriadu Authority. Eventually Veers left Eriadu and served under Thrawn's confederated forces, becoming one of a few who Thrawn used as templates for his clones. As the Imperial forces around the galaxy depleted, Veers went from commander to commander, until, in disgrace, he was sent on a suicide mission by Executor Sedriss.Air Marshall Shea Hublin - Space: Imperial I-class Star Destroyer, Kabalian CrossHublin initially joined the Republic Navy at the end of the Clone Wars, graduating flight school shortly after the CIS surrender. His actions as commander of Sword Squadron in the Western Reaches during the early days of the Empire brought him significant media attention and fame, making him the subject of several recruitment posters. Based on Eriadu, he led Grand Moff Tarkin's starfighters against criminal and pirate forces before being injured in an ambush, losing a leg and most of his right arm. With prompting from his wife, he accepted a command position on the ISD Kabalian cross, allowing him to direct fighter operations from the bridge. He was asked by Kaine to accompany him to help form the Pentastar Alignment, but instead decided to remain on Eriadu under Delvardus' command. Like other Eriadu elites, he was highly critical of Delvardus' announcement that they would be conquering the core worlds instead of protecting Eriadu, prompting him to leave Delvardus' service. He returned after the Rebels defeated Eriadu at Sullust, until being killed in action at Sanrafsix.Admiral Adye Prittick - Space: Imperial II-class Star Destroyer, AvengerPrittick was one of the many high-ranking commanders to survive the retreat from Endor ordered by Gilad Pellaeon. When the fleet regrouped at Annaj, Prittick was determined to be the highest rank present and therefore in charge of the gathered Imperial forces. Prittick's indecision caused fractures in the gathered forces, leading a frustrated Blitzer Harrsk (among others) to take his own fleet and retreat to form Zero Command, the first Imperial splinter group. Altogether, this left Death Squadron with only a dozen Star Destroyers, which Prittick finally decided was insufficient to challenge the local Rebel forces, instead choosing to retreat to Yag'Dhul.Note: There is no solid record of which was his flagship, or where he went after Yag'Dhul, however based on proximity we have decided on Eriadu. Avenger was chosen as its known path goes from Endor to Shadow Hand, consistent with a ship under the command of Delvardus.Victor Strang - Ground: Storm CommandoPrior to the Battle of Yavin, Strang was in command of a team of storm commandos, elite troopers of the Empire's Stormtrooper Corps. Later in the war, he was promoted to the rank of admiral and placed in command of the Conqueror, an Imperial-class Star Destroye... ...

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[Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo

Friday March 03, 2017

It's been quite some time since the last major release of Imperial Civil War, and we're finally back with a taste of what's to come. In this demo, you can play in the reworked Hunt for Zsinj galactic conquest scenario as the New Republic or two of the three new playable factions in 2.2; the Greater Maldrood and Warlord Zsinj. This GC provides a look at several of the new and reworked mechanics and other upgrades that 2.2 will bring to the table. This includes a ton of reworked graphical components (new projectiles, space skydomes, unit models), new and reworked features (extra story-driven content, emergent faction events), new units, and more. As this is just a demo, there's still a ton more to expect with the full 2.2. Depending on the feedback from this version and the length of the rest of 2.2's development time, we may consider another demo of this type with another scenario at a later date to make sure you don't go too long without something new to play. A lot of our determination on how to handle the full release, especially the testing process will be decided based on this demo. We suggest you do not delete your copy of 2.1 just yet.Playable Factions:New Republic: (Only new content listed)2.2 Demo - Wraith Squadron, MC80 Home One Type, Dauntless Heavy Cruiser, Quasars allow for X-Wing use on ground.Coming in Full 2.2 - Republic Star DestroyerWarlord Zsinj: (New in green) Space- ISDI, ISDII, Executor, CR90, Nebulon-B, Nebulon-B2, Carrack, Dreadnaught, Gladiator, Neutron Star, Strike Cruiser, Acclamator, Providence, Quasar, Dominator, Lucrehulk, Allegiance, VSDGround - TIE Fighter, A6 Juggernaut, AT-TE, Nightsister, 2M Repulsortank, AT-ST, ULAV, IDT, SPMAT, Jump Trooper, TIE Crawler, Raptor Troopers, Stormtroopers, Hailfire, Droideka, Shock Troopers, Raptor ScoutGreater Maldrood: (New in green) Space- Bellator, Crimson Command VSDII, Procursator, IPV, ISDII, ISDI, Ton-Falk, Arquitens, Interceptor IV, Neutron Star, Dreadnaught, Immobilizer, Crusader Corvette, Providence, Secutor, Allegiance, VSDI, ARC-170Ground - AT-AT, AT-PT, TIE Crawler, Bantha II, ISP, AT-AP, Stormtroopers, SPMAT, Shock Troopers, Jump Troopers, T-16 (Thanks Farseer), TX-130, A9 Floating Fortress, Specialist, AT-AA, LAATComing in Full 2.2 - Sorannan Star Destroyer, Army TroopersWe hope that this will not only give something to hold everyone over until release, but if we've messed something up, we'll have ample time and feedback to adjust it as we go. This will be especially useful for balancing feedback; there have been plenty of balancing changes which should be pulling the mod in the direction we want, however the exact numbers are certainly still up in the air, and the demo will give us a good amount of feedback to adjust from the current new baseline. There are a ton of changes being made in 2.2, probably more than in any previous version (including 1.0, and the huge jump between 1.3 and 2.0), so the more feedback we can get in one GC as a testbed, the more easily we can make changes without them already being embedded in ~19 other scenarios.Here's the basic overview of what to expect compared to 2.1, as well as a bit of a projection to the full 2.2. Keep in mind, everything (especially in the full 2.2) is subject to change. Content may be added or removed as time and priority allow, especially when it comes to additional units. To read the full changelog, click here. Download the Demo(We have temporarily disabled the download while we investigate some stability issues we've been unable to reproduce)Click here for the list of known issues and bug report thread.If you would like more information about upcoming features and releases, check out our site at www.thrawnsrevenge.com or our ModDB profile. If you're interested in longer-form "Let's Play" style previews of versions in progress, lead developer Corey regularly plays through early versions of Imperial Civil War and Ascendancy on his channel. He's currently finishing a Pentastar Alignment playthrough before starting the Eriadu Authority next Saturday. Click the left button below to go to the PA playlist, or the right to go to the channel and subscribe for notifications when the later ones start going up.As ever, thank you all for your support of the team, we hope you enjoy this 2.2 Demo as much as we have enjoyed making it, and we look forward to you all getting to play the full thing (when it's ready, and no, we don't know when that will be yet).-The Thrawn's Revenge Team ...

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Galactic Conquest Scenario Editor

Tuesday February 28, 2017

Hey all, been a while since we've done a news post. The demo is well on its way (the reason for the short delay is explained here), and then we'll be back to finishing our previews of the upcoming 2.2 content. I'm also about to start the Eriadu Authority preview playthrough on my channel after I finish up with the Pentastar Alignment, which should coincide with the release of the demo. But for now, I wanted to talk about a new mod tool.One of the most tedious parts of modding Empire at War has always been creating the Galactic Conquest scenarios. Setting up all the planets, deciding on andmaking all the new traderoutes (especially in Thrawn's Revenge), putting in starting forces. This has always been a huge timesink for ourselves with twentyish scenarios in TR to maintain, and I'm sure many other mod teams as well. It's also something of a barrier to entry for players who just want to set up something custom. Pox and Corey (but mostly Pox) have decided to address this painful tedium by creating an Empire at War Galactic Conquest editor.  Here's a quick look at what we've got so far.She may not look like much, but she's got it where it counts.Currently, we have it set up to load files from whatever mod you may want by plugging in that mod's XML folder to the program (eventually, we hope to do a more regular loading function), allow you to select whichever planets you want, load traderoutes from the mod based on what planets are currently selected, and create additional traderoutes, along with some basic parameters (scenario name, campaign set, etc). It currently just exports the basic form of the GC (selected planets and selected traderoutes) as well as all the XML entries for your new created traderoutes, which alone saves hours and hours of development time (enough to shave months off of a potential release date). We're still working on adding in the other functionality necessary for creating a fully-functional GC scenario without requiring too much outside modding, and minimal modding knowledge to allow the general community to create whatever scenarios they like, in whichever mods they want, although some stuff like editing the game's text files for the name and description will still be required. Starting forces are next up on our hit list. Pox would also eventually like to include some story scripting support in the editor itself, along with various other functions. Once we have a more feature-complete version ready and tested, we'll be doing a first release for the program. The initial releases will likely require a bit more legwork outside the program, but should still be a huge help at least for other mod teams and let them focus on the more important content rather than the tedious bits of modding, and a good source of feedback for us to improve the program. ...

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Potential Demo Delays

Thursday February 16, 2017

'Ello everyone. We did say the Demo should drop in February, and that's still the plan. However some stuff has come up that could impact that, which may mean a March release, so just a heads up. I've given a full explanation of it here: ...

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Pentastar Alignment Playthrough

Saturday February 04, 2017

As we've just finished the Greater Maldrood playthrough (click right there for the playlist) on my personal channel, I've started a new playthrough as the Pentastar Alignment on the reworked Stars Align GC. In this playthrough, along with general development topics, you'll get to see the new UI in progress, the new Bellator, Procursator, ground combat changes and a look at some other new Pentastar goodies. I'll be posting episodes tuesdays, thursdays and saturdays for those who are interested in seeing more and would like to subscribe. Everything will, of course, also be posted on the forums, Facebook and ModDB as it's done for those who aren't interested in this sort of longer-form content as well; these videos just tend to involve a bit more offhand/in-depth development discussion.There will be more regular news posts coming up, however as I mentioned in the video, I'm dealing with some family issues at the moment. So far, we don't expect it to delay the demo, but it has temporarily prevented me from releasing some of the regular news posts that we intended ...

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Full Demo Rundown

Wednesday January 18, 2017

We said with the demo announcement we'd do a full rundown of changes included in the demo when we get closer. Well, we're closer.To re-iterate on the announcement post for those who didn't see it, not only should this give something to hold everyone over until release, but if we've messed something up, we'll have ample time and feedback to adjust it as we go. This will be especially useful for balancing feedback; there have been plenty of balancing changes which should be pulling the mod in the direction we want, however the exact numbers are certainly still up in the air, and the demo will give us a good amount of feedback to adjust from the current new baseline. There are a ton of changes being made in 2.2, probably more than in any previous version (including 1.0, and the huge jump between 1.3 and 2.0), so the more feedback we can get in one GC as a testbed, the more easily we can make changes without them already being embedded in ~19 other scenarios.Here's the basic overview of what to expect compared to 2.1, as well as a bit of a projection to the full 2.2. Keep in mind, everything (especially in the full 2.2) is subject to change. Content may be added or removed as time and priority allow, especially when it comes to additional units.Demo ContentPlay as the New Republic, Warlord Zsinj, or the Greater Maldrood in the revamped Hunt for Zsinj Galactic Conquest scenario.Playable Factions:New Republic: (Only new content listed)2.2 Demo - Wraith Squadron, MC80 Home One Type, Dauntless Heavy Cruiser, Quasars allow for X-Wing use on ground.Coming in Full 2.2 - Republic Star DestroyerWarlord Zsinj: (New in green) Space- ISDI, ISDII, Executor, CR90, Nebulon-B, Nebulon-B2, Carrack, Dreadnaught, Gladiator, Neutron Star, Strike Cruiser, Acclamator, Quasar, Dominator, Lucrehulk, Allegiance, VSDGround - TIE Fighter, A6 Juggernaut, AT-TE, Nightsister, 2M Repulsortank, AT-ST, ULAV, IDT, SPMAT, Jump Trooper, TIE Crawler, Raptor Troopers, Stormtroopers, Hailfire, Droideka, Shock Troopers, Raptor ScoutGreater Maldrood: (New in green) Space- Bellator, Crimson Command VSDII, Procursator, IPV, ISDII, ISDI, Ton-Falk, Providence,  Arquitens, Interceptor IV, Neutron Star, Dreadnaught, Immobilizer, Crusader Corvette, Providence, Secutor, Allegiance, VSDI, ARC-170Ground - AT-AT, AT-PT, TIE Crawler, Bantha II, ISP, AT-AP, Stormtroopers, SPMAT, Shock Troopers, Jump Troopers, T-16 (Thanks Farseer), TX-130, A9 Floating Fortress, Specialist, AT-AA, LAATComing in Full 2.2 - Sorannan Star Destroyer, Army TroopersNew Non-Playable Factions: (Emergent upon Zsinj death)Corporate Sector Authority:Space- Lucrehulk, VSDI, VSDII, Marauder Cruiser, DreadnaughtGround - B1 Battledroid, DroidekaThe full 2.2 will include various changes for other existing factions, the new playable Eriadu Authority, and a few other non-playables. More details will be discussed separately for these.AI Changes:AI will properly stack fleets instead of sending waves of smaller fleets. Also higher fleet and ground force requirements for attacks to occur.Fleets should no longer take the longest possible route they can figure out around the galaxy.AI defense fleets will not sit under space stations.Graphical Changes:Most if not all particles and projectiles have been overhauled. Firing rates for all ships also reduced (and power adjusted accordingly) so fire is no longer in sheets.New HUD style. Full UI rework in progress for full version, including many icons. Several icons in the demo are just placeholders.All space backgrounds redone.Beginning work on damage particles and death clonesRedone models: Munificent, Battle Dragon, Vindicator, Immobilizer, Quasar, Ton Falk, ISDI, ISDII, VSDI, VSDII, CR90, Nebulon-B, Venator, Acclamator, Lambda, Bothan Assault Cruiser, almost every TIE or Letter-wing fighter.Models being redone for full version: Providence, Executor, Dreadnaught, Secutor, Lucrehulk, Strike Cruiser, Nova Cruiser (others as well, these are just the ones currently in progress)Gameplay Changes:Story events: Several story events exist for each faction, especially the New Republic. Each campaign is intended to have one major storyline, and then we'll expand from there. In Hunt for Zsinj, it revolves around killing Zsinj and, for the New Republic, recruiting the Hapans. Factions can emerge and disappear based on these events.Ground unit speed reduced to normal. Many larger, worse mod maps replaced with base game maps.Testing a unit upkeep cost mechanic, provided it doesn't reduce AI desire to build ships (has to work just as well in large scenarios like Art of War, as well as smaller starts like FTGU, so may not last).Battle styles/events:Raid Fleets: Now temporarily prevent retreat and give more obvious warning of when they occur.At least 3 other battle events and styles planned for the full release.Fewer ground slots on most planets, economic structures limited to 3 per planet.Infantry changes:Infantry in companies now individually commanded.Infantry can fire while running.Infantry companies now come with different roles included: scouts, medics and grenadiers included in main infantry company. Heavy repeaters coming in full 2.2.Each primary infantry company comes with a captain who provides a combat bonus.Jedi units given berserk ability to adjust for melee being terrible.Coming in Full 2.2: New Republic infantry models to be redone, including species diversity.Having small carriers in orbit (ie Ton-Falk, Quasar) allows use of a fighter on ground. If destroyed, the carrier dies as well.Fixed issue with prison script preventing all alien civilian spawns (Wookies, Duros, Mon Cal, etc should all now spawn properly)Rate of turn adjusted for capital ships. Larger ships should now turn more slowly. Firing cones also being adjusted.Ground balancing:All company numbers adjusted.Rockets now generally very effective against armour and structures, really bad against infantry. Very high cooldown. Essentially a buff to IFTX, AAC, Plex Troopers, LAAT, IDT, etc.Air units now significantly more vulnerable to various units, some stat changes.Full 2.2: XR-85 Droid tanks ("Death Lasers") significantly nerfed (unit not present in demo).Full 2.2: All Empire of the Hand vehicles nerfed, brought into line with other factions. Full EotH ground rework tentatively planned for 2.3Buildings have anti-infantry turrets. Other types being considered for full 2.2.Coming in full 2.2: Full review of abilities and bonuses for units, heroes and planetsComing in full 2.2: Research system implemented for New Republic, Remnant and Empire of the Hand in addition to era systemComing in full 2.2: Era system expanded beyond just hero death. Different conditions and consequences apply to losing Imperial leader. Imperial players can also choose to change eras manually in some cases.MiscellaneousDocumentationUnit and hero text will now directly list bonuses and fighter spawns.Doing a new pass on planet, unit and hero text.Raid fleets give a better indicator of when they're coming and what they are.Tech tree displays being reworked[li]Working on VO for as many units and heroes as we can[/li][/list]This isn't exhaustive for the full 2.2, however should cover the main points of the demo. As for a release date, we should be releasing the demo in February. ...

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Empire of the Hand

Empire of the Hand Emblem

Secretly founded by Thrawn after he was exiled from the Chiss Ascendancy, the Empire of the Hand was established in order to explore and pacify the Unknown Regions and protect the galaxy from the many and varied threats residing there.

With the support of Emperor Palpatine, who provided ships and resources to the Chiss commander, the Empire of the Hand mapped great swathes of territory and established a new military and political force to provide order and security to the region.

Formed by combining Chiss and Imperial ideologies and technologies, Thrawn intended that the Empire of the Hand would mirror the best parts of the Empire, but without the doctrine of fear, institutional xenophobia and grandeur favoured by the Emperor.

Named after Thrawn’s base of operations in a fortress on Nirauan, known as the Hand of Thrawn, his shadow empire functioned more like a confederation than a true empire, forming alliances with native governments instead of conquering them through brute force and encouraging all species within its borders to participate in government service or with the military.


Playable In

- Skirmish

- The following Galactic Conquest scenarios:

  • Final imperial Push
  • Empires at War
  • From the Ground Up
  • The Art of War
  • Essence of War
  • Ascendancy-class Star Destroyer
    Ascendancy-class Star Destroyer
    Class: Capital
    Price: 6000
    Length: 1100m
    Population: 3
    Eras: 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 Max)
    Available in Skirmish: Y
  • Phalanx-class Destroyer
    Phalanx-class Destroyer
    Class: Capital
    Price: 8700
    Length: 2000m
    Population: 5
    Eras: 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 (4 Max)
    Available in Skirmish: Y
  • Syndic-class Destroyer
    Syndic-class Destroyer
    Class: Capital
    Price: 6000
    Length: 1500m
    Population: 4
    Eras: 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 (6 Max)
    Available in Skirmish: Y
  • Chaf-class Destroyer
    Chaf-class Destroyer
    Class: Heavy
    Price: 4000
    Length: 1000m
    Population: 3
    Eras: 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 Max)
    Available in Skirmish: Y
  • Nuruodo-class Broadside Frigate
    Nuruodo-class Broadside Frigate
    Class: Heavy
    Price: 2000
    Length: 600m
    Population: 2
    Eras: 3 4 5
    Armament: 21/3 Megamaser, 12/2 Quad Megamaser
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Warlord-class Gunboat
    Warlord-class Gunboat
    Class: Heavy
    Price: 3000
    Length: 400m
    Population: 2
    Eras: 2 3 4 5
    Armament: 16/2 Dual Megamaser, 16/4 Proton Torpedo
    Available in Skirmish: Y
  • Asdroni-class Frigate
    Asdroni-class Frigate
    Class: Light
    Price: 1300
    Length: 200m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 20/2 Maser Cannon, 20/2 Dual Maser Cannon
    Available in Skirmish: Y
  • Au'riette-class Fleet Carrier
    Au'riette-class Fleet Carrier
    Class: Light
    Price: 4000
    Length: 650m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 12/2 Megamaser, 6/1 Quad Maser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (7 Max)
    Available in Skirmish: Y
  • Decimator-class Cruiser
    Decimator-class Cruiser
    Class: Light
    Price: 1300
    Length: 400m
    Population: 1
    Eras: 4 5
    Armament: 10/2 Dual Megamaser, 20/2 Ion Cannon
    Available in Skirmish: Y
  • Kariek-class Cruiser
    Kariek-class Cruiser
    Class: Light
    Price: 1200
    Length: 350m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 12/3 Megamaser, 12/2 Dual Megamaser, 12/2 Dual Maser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Massias Interdictor
    Massias Interdictor
    Class: Light
    Price: 9000
    Length: 500m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 28/4 Dual Megamaser, 6/1 Dual Heavy Megamaser, Gravity Well Generator
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • Vigilance Gunship
    Vigilance Gunship
    Class: Light
    Price: 1300
    Length: 250m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 12/2 Maser Cannon, 12/4 Concussion Missile
    Available in Skirmish: Y
  • Furion-class Assault Bomber
    Furion-class Assault Bomber
    Class: Starfighter
    Price: 600
    Length: 6.25m
    Population: 1
    Eras: 3 4 5
    Armament: 2 Maser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Krsiss-class Interceptor
    Krsiss-class Interceptor
    Class: Starfighter
    Price: 350
    Length: 7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Maser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Nssis-class Clawcraft
    Nssis-class Clawcraft
    Class: Starfighter
    Price: 300
    Length: 7.65m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Maser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Scarsiss-class Clawcraft
    Scarsiss-class Clawcraft
    Class: Starfighter
    Price: 300
    Length: 7.9m
    Population: 1
    Eras: 4 5
    Armament: 3 Heavy Maser Cannon, 2 Medium Ion Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Syca-class Bomber
    Syca-class Bomber
    Class: Starfighter
    Price: 550
    Length: 5.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Maser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Brask-class Tactical Defence Station
    Brask-class Tactical Defence Station
    Class: Structure
    Price: 3000
    Length: 800m
    Eras: 1 2 3 4 5
    Armament: 20/4 Megamaser
    Complement: Fighter Squadrons, Bomber Squadrons (24 Max)
  • Visvia-class Station
    Visvia-class Station
    Class: Structure
    Price: TBA
    Length: TBAm
    Armament: TBA
    Complement: TBA
  • Fel Ascent
    Fel Ascent
    Class: Transport
    Length: 23.4m
    Population: 1
    Armament: 8 Laser Cannon
    Other Information: Ashik commands this ship.
  • Gilzean Rail Gun Tank
    Gilzean Rail Gun Tank
    Class: Heavy
    Price: 700
    Length: 10m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Rail Gun
    Complement: 2 per company
    Available in Skirmish: Y
  • Megamaser Tank
    Megamaser Tank
    Class: Heavy
    Price: 1100
    Length: 18m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Maser Beam Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • Mortar Tracked Armoured Tank
    Mortar Tracked Armoured Tank
    Class: Heavy
    Price: 1200
    Length: 15m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Mortar Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • Phalanx Commando
    Phalanx Commando
    Class: Infantry
    Price: 100
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Charric Rifle
    Complement: 2 per company
    Available in Skirmish: Y
  • Phalanx Trooper
    Phalanx Trooper
    Class: Infantry
    Price: 100
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Charric Rifle
    Complement: 5 squads of six per company
    Available in Skirmish: Y
  • Rocket Scout
    Rocket Scout
    Class: Infantry
    Price: 300
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon, PLEX Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • AirStraeker
    AirStraeker
    Class: Light
    Price: 900
    Length: 8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Heavy Maser Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • Flame Tank
    Flame Tank
    Class: Light
    Price: 650
    Length: 6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Flamethrower
    Complement: 3 per company
    Available in Skirmish: Y
  • Kirov Tank
    Kirov Tank
    Class: Light
    Price: 500
    Length: 12m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, Flak Pod
    Complement: 3 per company
    Available in Skirmish: Y
  • Rapid Fire Tank
    Rapid Fire Tank
    Class: Light
    Price: 550
    Length: 6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Ar'alani
    Ar'alani
    Class: Hero
    Other Information: Commands the Frontier, a Syndic-class Destroyer.
  • Ashik
    Ashik
    Class: Hero
    Other Information: Commando. Commands the Fel Ascent.
  • Aurek Seven
    Aurek Seven
    Class: Hero
    Other Information: Stormtrooper squad. Includes Shadow, Cloud, Watchman and Grappler.
  • Chak Fel
    Chak Fel
    Class: Hero
    Other Information: Commands a Krsiss-class Interceptor squadron.
  • Dagon Niriz
    Dagon Niriz
    Class: Hero
    Other Information: Commands the Admonitor, an Imperial-class Star Destroyer.
  • Hand of Judgement
    Hand of Judgement
    Class: Hero
    Other Information: Stormtrooper squad. Includes LaRone, Brightwater, Grave, Marcross and Quiller.
  • Siath
    Siath
    Class: Hero
    Other Information: Commands the Battlehammer, a Phalanx-class Destroyer.
  • Soontir Fel
    Soontir Fel
    Class: Hero
    Other Information: Commands an Nssis-class Clawcraft squadron.
  • Stent
    Stent
    Class: Hero
    Other Information: Commands the Thrawn's Hand, An Ascendancy-class Star Destroyer.
  • Thrawn
    Thrawn
    Class: Hero
    Other Information: Empire of the Hand Leader. Commands the Grey Wolf, an Imperial-class Star Destroyer.
  • Thrawn Clone
    Thrawn Clone
    Class: Hero
    Other Information: Commands the Eviscerator, a Chaf-class Destroyer.
  • Voss Parck
    Voss Parck
    Class: Hero
    Other Information: Empire of the Hand Leader. Commands the Strikefast, a Victory-class Star Destroyer.