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News

Endcar's Appendicitis Emergency Fund

Wednesday June 21, 2017

We typically don't post personal stuff of our team not related to the mod, however one of our 3D Artists had some serious medical issues recently. If you could take a moment to read, share, or if possible, support the gofundme, we would all appreciate it.https://www.gofundme.com/jakes-appendicitis-emergency-fund ...

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ASC: We thought it was a ghost ship, until it opened fire...

Sunday June 18, 2017

...

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ICW/FotR: Microjump Preview

Thursday June 15, 2017

A quick look at another ability coming in Thrawn's Revenge: Imperial Civil War and Fall of the Republic, Microjumps. ...

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ICW: Empire of the Hand Preview Playthrough

Thursday June 08, 2017

I've begun my full Empire of the Hand playthrough on my channel, covering several of the new units, graphics and functions in 2.2. Episodes will be posted every Wednesday, Friday and Sunday. ...

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ASC: Imperial Remnant 1.1 Overview Video

Wednesday June 07, 2017

Continuing our faction video preview series for 1.1, Corey has just posted the Imperial Remnant's, covering their new tech and ship abilities. Next up will be the Hand, and finally, heroes. ...

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11th Anniversary Team Livestream

Friday June 02, 2017

Tomorrow (Saturday, June 3rd) at 3pm EST, Corey Loses will be hosting a stream to celebrate 11 years of Thrawn's Revenge with several members of the dev team (so far, Corey, Slevered, Dr Nick, and Pox, with potentially Robin, Endcar and Slornie). We'll be revisiting Imperial Civil War 1.0 while talking about future plans for Imperial Civil War, Ascendancy, and Fall of the Republic, mod history, and answering questions from the chat.If you wanna watch and join in on the chat or have some questions, click the link below:https://gaming.youtube.com/c/CoreyLoses/live ...

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Single-Unit Retreat

Wednesday May 31, 2017

Did a quick video on the sing;e-unit retreat function coming up in ICW 2.2 and FotR 0.5 while prepping for my EotH preview campaign to kick off. ...

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Ascendancy 1.1 Overview & Testing Plans

Tuesday May 30, 2017

As I was compiling all the updates for this release cycle of our projects for the helpful new News Post Compendium thread on the forums, I noticed that while Ascendancy has had some very specific updates, we haven't done an overview of some of the more general changes yet. Because of the proximity of the 0.95 and 1.0 releases, which were primarily about setting up basic content, 1.1 is the first release where we really have had an opportunity to address some of the bigger points of community feedback, instead of just working on the basic content of the mod. hopefully this update will give a better idea of some of those features, as well as an overview of how testing and future releases will go....User Interface...First, one of the more common complaints against 1.0 relate to some of the icons- planetary icons aren't particularly clear, and unit icons tend to take up too much screenspace. We were attempting to simplify the information as much as we could, and also trying to address the icon situation in a way to get around the fact that Star Wars ships in the same faction tend to have a similar profile, making the Sins style less feasible. This was not always successful. The changes to presentation of the unit stacks/force indicators beside planets were also harder for some players to find. So, since the last release OzWolf has redone all of these aspects entirely; unit pips should take up less screenspace, hopefully still being clear enough about what they are, while maintaining the larger more prominent style for planet infrastructure, highlighting its importance and helping it stand out. We still feel that having just renders of the planets, while technically being the most "accurate" isn't always the most clear (especially when so many are primarily green), so we've tried to use some simple, clean symbols to represent them, as you can see below. We've already posted some screenshots in the past of the updated menus and such, so here are some more screenshots of some of the ingame HUD-related changes, including planets, unit icons, and all of that. Crucially, we've also played around with team colours. Hopefully these changes help more easily provide information to players than previous versions....Balance, Economy, Research & Factions Fleshed Out...For the fleshing out of the factions in terms of additional tech and abilities, I have been doing full faction profiles on Corey Loses (Hand and Remnant still forthcoming, so I won't say too much about that here, save that I have been bringing each faction up to at least 100 research options for 1.1, with plans to expand that as we figure out which gaps each faction needs to fill, and Bane & I have been filling all the empty ability slots from 1.0, which should help give some added flair and flavour to the different units and factions.Primarily, though, almost every single stat has been changed in a significant way. The cost and times associated with research have all been adjusted, which should help with the early game slog, while unit upkeep costs help to keep the late-game credit and resource overflow in check. While the stats are not yet final, and will be regularly tweaked up until release, we have a full spreadsheet with all damage, health, and other helpful values which should both help players understand how the units work, and help bring inconsistencies or outliers to the attention of the team more easily. Keep in mind, though, that while stats like this are helpful they don't always tell the full story (especially with abilities coming into play more). This spreadsheet can be found here, and will be updated as we approach release and beyond as we make further changes:Unit Stat SpreadsheetIt's not reflected in this spreadsheet just yet, but we've rescaled shield regeneration, significantly increasing the speed at which ships will recharge, which was far too low before. We also plan to do some alterations to ship ranges in the future, both to add some variation between units, and also to help combat be a bit more visible (right now ships are probably a bit more spread out than we'd like).Alongside this, of course, we've worked over the last year to resolve bugs with unit behaviour as they've been reported, including the VSD firing issues, along with trying to address some of the more abusive strategies. The function of starbases has been greatly expanded as well, and the Esseles-class Civilian Station has been removed. Stations, now being the Cardan (Remnant), Empress (New Republic), Validusia (Alignment, pictured below) and Oto (Hand), should now each be a lot more capable than the Command Station/Empress of 1.0, while still reflecting the unique flavour of the factions.When it comes to number changes like these, it's hard to really get across what we're doing without being able to play with them for yourself, bringing us to......Release Structure & Testing...A lot of the biggest issue with where the mod currently stands in our mind come as a result of how long it has been between releases, with 1.0 having been released essentially over a year ago in its beta form. In our experience with Imperial Civil War, while balance was still certainly a concern, it was not a primarily multiplayer or "competitive" game, which meant we could take longer to address some edge strategies that would be overpowered- having 6 months to a year between releases doesn't impact enjoyment as much. It also had a much more stable foundaction, being several releases in. In Ascendancy, with more moving parts and as a primarily-multiplayer experience and without such a long history of iterating on feedback, we need to be able to react more readily to balance or design issues as they arise, rather than waiting for the larger content release goals to be met. This is something we will be changing going forward. We will still be structuring the release of new content versions similarly (ie, not releasing the upcoming factions piecemeal), however within those cycles we plan to have a new release or patch to address any issues in game mechanics or balancing every 2-4 months, as necessary (on top of any hotfixes necessary at release). This has been especially obvious in 1.0 since, as I say, it was the first release, and therefore does not benefit from the ability to have been made and iterated on with larger amounts of player feedback.To that end, we will be starting a semi-open beta process on our forums at www.thrawnsrevenge.com/forums around the end of June. This will be done in two progressively more open stages. First, once we're satisfied we've caught the major bugs with our internal development and testing teams, we will be opening up the beta to members of the Admiral's Lounge on the forums. After a week or two weeks there, we will open it up to all forum members until we're satisfied that it's ready for release. To be clear, the entire point of doing a beta like this is to provide feedback before a full release to ensure a stable, fun release, not to simply play an early version. As such, we are setting it up in the way that is most conducive to managing that process, especially since we're likely gonna have to do a lot of explaining how to use GitHub. We will be setting up boards for reports, updates, changelogs and multiplayer matches during the process.We hope you're looking forward to giving these changes a try, and as ever, we're looking forward to hearing everyone's feedback.- The Thrawn's Revenge TeamFollow AscendancyForums - Facebook - Steam Group -  Mod DB - Twitter ...

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Release Cycle News Post Compendium (ICW 2.2, Ascendancy 1.1, FotR 0.5)

Saturday May 27, 2017

It can sometimes be hard to locate all of the news related to a current development cycle, so this thread compiles all of the relevant news posts in chronological order, for all of our projects.Imperial Civil War 2.2:February 7th, 2016: Faction Profile: Warlord ZsinjJuly 18th, 2016: Regime ChangeAugust 2nd, 2016: The 2.2 ManifestoSeptember 3rd, 2016: We Could Be Heroes- The Pentastar Alignment September 15th, 2016: We Could Be Heroes - Warlord ZsinjSeptember 24th, 2016: Era One - Galactic Conquest BreakdownOctober 13th, 2016: Era Two - Galactic Conquest BreakdownOctober 21st: Faction Profile: Greater MaldroodNovember 7th, 2016: Schism Events, Research, and Galactic Conquest Breakdown - Era 3December 7th, 2016: We Could Be Heroes - Greater MaldroodDecember 2nd, 2016: 2.2 Demo AnnouncementDecember 13th, 2016: Faction Profile: Eriadu Authority March 3rd, 2017: 2.2 Demo ReleasedMarch 6th, 2017: Beta Testing and We Could Be Heroes - Eriadu AuthorityApril 13th, 2017: EotH: Past, Present and FutureMay 26, 2017: GC Selection Layout UpdateAscendancy 1.1:May 31st, 2016: 1.0 Post-Release RoundupAugust 2nd, 2016: Ssi-Ruuvi Redux & Development ProgressOctober 15th, 2016: Fractured EmpireDecember 6th, 2016: Updated Faction Select ScreenDecember 10th, 2016: 1.2 Faction Profile: The Hapes Consortium (1.2 Early Look)April 13th, 2017: EotH: Past, Present and FutureApril 28th, 2017: Pentastar Capital Ship Ability and Tech OverviewMay 11th, 2017: New Republic Capital Ship Ability and Tech Overview]May 30th, 2017: Ascendancy 1.1 Overview & Testing PlansFall of the Republic 0.5:April 1st, 2017: FotR Teaser TrailerMay 9th, 2017: Fall of the Republic Announcement and FAQ ...

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The Imperial Remnant

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 Tarkin’s 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
  • Reunification
  • Final imperial Push
  • The Stars Align
  • The Art of War
  • Essence of War
  • Empires at War
  • From the Ground Up
*Campaigns with (M) are also available in multiplayer.
  • Eclipse-class Dreadnought
    Eclipse-class Dreadnought
    Class: Super
    Length: 17500m
    Population: 20
    Eras: 3
    Armament: 540/54 Turbolaser, 340/34 Heavy Turbolaser, 100/10 Ion Cannon, Gravity Well Generator, Axial Superlaser
    Complement: Fighter Squadrons, Bomber Squadrons (58 Max)
    Other Information: The Reborn Emperor commands this ship.
  • Executor-class Star Dreadnought
    Executor-class Star Dreadnought
    Class: Super
    Price: 40000
    Length: 19000m
    Population: 15
    Eras: 1 4 5
    Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (30 Max)
    Other Information: Current build limit of three with a lifetime limit of ten.
  • Praetor Mark II-class Battlecruiser
    Praetor Mark II-class Battlecruiser
    Class: Super
    Price: 15000
    Length: 4800m
    Population: 9
    Eras: 3
    Armament: 84/14 Turbolaser, 30/6 Quad Turbolaser, 84/14 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (12 Max)
  • Sovereign-class Dreadnought
    Sovereign-class Dreadnought
    Class: Super
    Price: 35000
    Length: 15000m
    Population: 15
    Eras: 3
    Armament: 340/34 Turbolaser, 340/34 Heavy Turbolaser, 100/10 Ion Cannon, Gravity Well Generator, Axial Superlaser
    Complement: Fighter Squadrons, Bomber Squadrons (36 Max)
    Other Information: Current build limit of four with a lifetime limit of four.
  • Imperial II-class Star Destroyer
    Imperial II-class Star Destroyer
    Class: Capital
    Price: 6200
    Length: 1600m
    Population: 4
    Eras: 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 (6 Max)
    Available in Skirmish: Y
  • Imperial-class Star Destroyer
    Imperial-class Star Destroyer
    Class: Capital
    Price: 5900
    Length: 1600m
    Population: 4
    Eras: 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 (6 Max)
    Available in Skirmish: Y
  • Interdictor-class Star Destroyer
    Interdictor-class Star Destroyer
    Class: Capital
    Price: 12000
    Length: 1600m
    Population: 4
    Eras: 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 Max)
  • Tector-class Star Destroyer
    Tector-class Star Destroyer
    Class: Capital
    Price: 8000
    Length: 1600m
    Population: 4
    Eras: 4
    Armament: 36/6 Heavy Turbolaser, 48/8 Dual Heavy Turbolaser, 24/6 Dual Heavy Ion Cannon
    Available in Skirmish: Y
  • Dreadnaught-class Heavy Cruiser
    Dreadnaught-class Heavy Cruiser
    Class: Heavy
    Price: 2200
    Length: 600m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Dreadnaught-class Heavy Cruiser, Katana-type
    Dreadnaught-class Heavy Cruiser, Katana-type
    Class: Heavy
    Length: 600m
    Population: 2
    Eras: 2
    Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser, 20/4 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Other Information: Can only be obtained at a location speciifed by Grand Admiral Thrawn.
  • Modular Taskforce Cruiser
    Modular Taskforce Cruiser
    Class: Heavy
    Price: 1500
    Length: 1150m
    Population: 1
    Eras: 3
    Armament: 16/4 Medium Turbolaser
    Complement: Fighter Squadrons, Bomber Squadrons (9 Max)
    Available in Skirmish: Y
  • Strike-class Medium Cruiser
    Strike-class Medium Cruiser
    Class: Heavy
    Price: 1800
    Length: 450m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 40/4 Turbolaser, 10/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Venator-class Star Destroyer
    Venator-class Star Destroyer
    Class: Heavy
    Price: 3800
    Length: 1137m
    Population: 3
    Eras: 4 5
    Armament: 20/4 Turbolaser, 2/2 Dual Turbolaser, 8/4 Dual Heavy Turbolaser, 4/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (12 Max)
    Available in Skirmish: Y
  • Victory II-class Star Destroyer
    Victory II-class Star Destroyer
    Class: Heavy
    Price: 3800
    Length: 900m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 40/4 Turbolaser, 20/4 Dual Heavy Turbolaser, 20/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Victory II-class Star Destroyer, Crimson Command-type
    Victory II-class Star Destroyer, Crimson Command-type
    Class: Heavy
    Price: 4200
    Length: 900m
    Population: 3
    Eras: 4
    Armament: 60/6 Turbolaser, 20/4 Dual Heavy Turbolaser, 40/4 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Other Information: Can only be built at Colonel Cronus's location. Lifetime build limit of fifteen.
  • Victory-class Star Destroyer
    Victory-class Star Destroyer
    Class: Heavy
    Price: 3400
    Length: 900m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 40/4 Dual Turbolaser, 10/2 Quad Turbolaser, 72/12 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Acclamator II-class Assault Ship
    Acclamator II-class Assault Ship
    Class: Light
    Price: 2500
    Length: 752m
    Population: 3
    Eras: 4 5
    Armament: 4/2 Turbolaser, 12/2 Quad Turbolaser, 4/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (8 Max)
    Available in Skirmish: Y
  • Carrack-class Cruiser
    Carrack-class Cruiser
    Class: Light
    Price: 1200
    Length: 350m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 10/2 Heavy Turbolaser, 20/4 Ion Cannon
    Available in Skirmish: Y
  • Escort Carrier
    Escort Carrier
    Class: Light
    Price: 2300
    Length: 500m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 10/2 Laser Cannon, 1/1 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Immobilizer 418 Cruiser
    Immobilizer 418 Cruiser
    Class: Light
    Price: 9000
    Length: 600m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 20/4 Quad Laser Cannon, Gravity Well Generator
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Lancer-class Frigate
    Lancer-class Frigate
    Class: Light
    Price: 1000
    Length: 250m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 20/4 Quad Laser Cannon
    Available in Skirmish: Y
  • Vindicator-class Heavy Cruiser
    Vindicator-class Heavy Cruiser
    Class: Light
    Price: 2500
    Length: 600m
    Population: 3
    Eras: 2 3 4 5
    Armament: 24/2 Medium Turbolaser, 10/1 Quad Turbolaser, 10/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • A9 Vigilance Interceptor
    A9 Vigilance Interceptor
    Class: Starfighter
    Price: 400
    Length: 7.4m
    Population: 1
    Eras: 4 5
    Armament: 2 Heavy Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • I-7 Howlrunner
    I-7 Howlrunner
    Class: Starfighter
    Price: 300
    Length: 11.4m
    Population: 1
    Eras: 4 5
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Preybird-class Starfighter
    Preybird-class Starfighter
    Class: Starfighter
    Price: 400
    Length: 21m
    Population: 1
    Eras: 5
    Armament: 2 Heavy Laser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Scimitar Assault Bomber
    Scimitar Assault Bomber
    Class: Starfighter
    Price: 210
    Length: 13.8m
    Population: 1
    Eras: 2
    Armament: 2 Laser Cannon, 4 Concussion Missile
    Complement: 12 per squadron
  • TIE/D Defender
    TIE/D Defender
    Class: Starfighter
    Price: 650
    Length: 9.2m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Medium Ion Cannon, 4 Laser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/D Droid
    TIE/D Droid
    Class: Starfighter
    Price: 300
    Length: 6.1m
    Population: 1
    Eras: 3
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
  • TIE/IN Interceptor
    TIE/IN Interceptor
    Class: Starfighter
    Length: 9.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 4 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/LN Starfighter
    TIE/LN Starfighter
    Class: Starfighter
    Length: 6.4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/SA Bomber
    TIE/SA Bomber
    Class: Starfighter
    Length: 7.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Golan I Space Defense SpaceGun
    Golan I Space Defense SpaceGun
    Class: Structure
    Price: 2000
    Length: 1231m
    Eras: 1 2 3 4 5
    Armament: 80/8 Turbolaser, 10/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Golan II Space Defense SpaceGun
    Golan II Space Defense SpaceGun
    Class: Structure
    Price: 3500
    Length: 2158m
    Eras: 1 2 3 4 5
    Armament: 120/12 Turbolaser, 20/4 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Golan III Space Defense NovaGun
    Golan III Space Defense NovaGun
    Class: Structure
    Price: 5000
    Length: 2600m
    Eras: 1 2 3 4 5
    Armament: 160/16 Turbolaser, 40/8 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • A5 Juggernaut
    A5 Juggernaut
    Class: Advanced
    Price: 650
    Length: 22m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, 2 Blaster Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • All Terrain Anti-Aircraft
    All Terrain Anti-Aircraft
    Class: Advanced
    Price: 500
    Length: 18m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • All Terrain Armoured Transport
    All Terrain Armoured Transport
    Class: Advanced
    Price: 1000
    Length: 20m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • 2-M Saber-class Repulsor Tank
    2-M Saber-class Repulsor Tank
    Class: Heavy
    Price: 500
    Length: 10m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Beam Cannon, Laser Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Century Tank
    Century Tank
    Class: Heavy
    Price: 180
    Length: 6.7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Turbolaser
    Complement: 2 per company
    Available in Skirmish: Y
  • Imperial Dropship Transport
    Imperial Dropship Transport
    Class: Heavy
    Price: 600
    Length: 16.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, Missile Launcher
    Complement: 2 per company
    Available in Skirmish: Y
  • Self-Propelled Medium Artillery
    Self-Propelled Medium Artillery
    Class: Heavy
    Price: 1000
    Length: 20m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Heavy Turbolaser Cannon, 4 Blaster Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • XR-85 Tank Droid
    XR-85 Tank Droid
    Class: Heavy
    Price: 700
    Length: 32m
    Population: 1
    Eras: 3 4 5
    Armament: Beam Cannon, Turbolaser
    Complement: 2 per company
    Available in Skirmish: Y
  • E-Web Heavy Repeating Blaster
    E-Web Heavy Repeating Blaster
    Class: Infantry
    Price: 200
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Imperial Specialist
    Imperial Specialist
    Class: Infantry
    Price: 125
    Eras: 1 2 3 4 5
    Complement: 3 per company
  • Noghri Death Commando
    Noghri Death Commando
    Class: Infantry
    Price: 400
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster
    Complement: 3 per company
    Other Information: Can only be built on Honoghr.
  • Novatrooper
    Novatrooper
    Class: Infantry
    Price: 125
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Rifle
    Complement: 4 squads of nine per company
    Available in Skirmish: Y
    Other Information: Current build limit of 15.
  • Scout Trooper
    Scout Trooper
    Class: Infantry
    Price: 150
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon
    Complement: 2 per company
    Available in Skirmish: Y
  • Shock Trooper
    Shock Trooper
    Class: Infantry
    Price: 125
    Population: 1
    Eras: 1 2 3 4 5
    Armament: PLEX Missile Launcher
    Complement: 2 squads of 3 per company
    Available in Skirmish: Y
  • Stormtrooper
    Stormtrooper
    Class: Infantry
    Price: 60
    Eras: 1 2 3 4 5
  • All Terrain Personal Transport
    All Terrain Personal Transport
    Class: Light
    Price: 200
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon, Concussion Grenade Launcher
    Complement: 4 per company
    Available in Skirmish: Y
  • All Terrain Scout Transport
    All Terrain Scout Transport
    Class: Light
    Price: 150
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Chariot Light Assault Vehicle
    Chariot Light Assault Vehicle
    Class: Light
    Price: 180
    Length: 11.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • TIE Mauler
    TIE Mauler
    Class: Light
    Price: 180
    Length: 6.7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 5 per company
    Available in Skirmish: Y
  • Ait Convarion
    Ait Convarion
    Class: Hero
    Other Information: Commands the Corrupter, a Victory II-class Star Destroyer.
  • Apwar Trigit
    Apwar Trigit
    Class: Hero
    Other Information: Commands the Implacable, an Imperial-class Star Destroyer.
  • Ardus Kaine
    Ardus Kaine
    Class: Hero
    Other Information: Commands the Reaper, an Executor-class Star Dreadnought.
  • Blitzer Harrsk
    Blitzer Harrsk
    Class: Hero
    Other Information: Commands the Shockwave, a Tector-class Star Destroyer.
  • Brakiss
    Brakiss
    Class: Hero
    Other Information: Dark Jedi.
  • Brandei
    Brandei
    Class: Hero
    Other Information: Commands the Judicator, an Imperial-class Star Destroyer.
  • Cronus
    Cronus
    Class: Hero
    Other Information: Commands the 13X, a Crimson Command-type Victory II-class Star Destroyer.
  • Delak Krennel
    Delak Krennel
    Class: Hero
    Other Information: Commands the Reckoning, an Imperial II-class Star Destroyer.
  • Dorja
    Dorja
    Class: Hero
    Other Information: Commands the Relentless, an Imperial-class Star Destroyer.
  • Drend Navett
    Drend Navett
    Class: Hero
    Other Information: Commando.
  • Erisi Dlarit
    Erisi Dlarit
    Class: Hero
    Other Information: Commands Elite Squadron, a TIE Interceptor unit.
  • Freja Covell
    Freja Covell
    Class: Hero
    Other Information: Commands an All Terrain Armoured Transport.
  • Gilad Pellaeon
    Gilad Pellaeon
    Class: Hero
    Other Information: Imperial Leader. Commands the Chimaera, an Imperial II-class Star Destroyer.
  • Grodin Tierce
    Grodin Tierce
    Class: Hero
    Other Information: Commands the Relentless, an Imperial-class Star Destroyer.
  • Joruus C'baoth
    Joruus C'baoth
    Class: Hero
    Other Information: Commands a Carrack-class Light Cruiser.
  • Maarek Stele
    Maarek Stele
    Class: Hero
    Other Information: Commands the 181st Imperial Fighter Wing, a TIE Defender unit.
  • Maximilian Veers
    Maximilian Veers
    Class: Hero
    Other Information: Commands an All Terrain Armoured Transport.
  • Meizh Vermel
    Meizh Vermel
    Class: Hero
    Other Information: Commands the Ascian, a CR90 Corellian Corvette.
  • Natasi Daala
    Natasi Daala
    Class: Hero
    Other Information: Imperial Leader. 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.
  • Niles Ferrier
    Niles Ferrier
    Class: Hero
    Other Information: Commands a DP20 Corellian Gunboat.
  • Palpatine
    Palpatine
    Class: Hero
    Other Information: Imperial Leader. Commands the Eclipse-class Dreadnought.
  • Sander Delvardus
    Sander Delvardus
    Class: Hero
    Other Information: Commands the Thalassa, a Praetor Mark II-class Battlecruiser.
  • Sedriss QL
    Sedriss QL
    Class: Hero
    Other Information: Dark Jedi.
  • Thrawn
    Thrawn
    Class: Hero
    Other Information: Imperial Leader. Commands the Chimaera, an Imperial II-class Star Destroyer.
  • Treuten Teradoc
    Treuten Teradoc
    Class: Hero
    Other Information: Commands the Crimson Sunrise, a Crimson Command-type Victory II-class Star Destroyer.
  • Turr Phennir
    Turr Phennir
    Class: Hero
    Other Information: Commands the 181st Imperial Fighter Wing, a TIE Interceptor unit.
  • Ysanne Isard
    Ysanne Isard
    Class: Hero
    Other Information: Imperial Leader. Commands the Lusankya, an Executor-class Star Dreadnought.