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News

Era One - Galactic Conquest Breakdown

Saturday September 24, 2016

2.2 is bringing a lot of overhauled content to the table, and Galactic Conquest scenarios are no exception. The GC selection and era system of previous versions did a decent job of capturing the overall themes, but there were some things we really wanted to change. Some GCs ended up trying to cover too much, and some GCs ended up being a little redundant. For 2.2 we sat down and basically re-planned all of our scenarios from the ground up (get it?). We'll be posting 7 updates of this type to outline the changes; one per era, one for progressive GCs, and one for GCs which don't fit into those categories (though eras 3 and 4 may be combined for the breakdown, we'll see when we get there). There will probably be some changes between what you read in these updates and the final release, but nothing too major.With all of the GCs in the mod, once of the things we wanted to do was to inject a little bit more of the story and lore where possible, so in 2.2 you'll see a few more events thrown into the GC for different rewards or to cover different plot points. Some of these will be mentioned in the update, but not exhaustively. The era system does a decent job of covering the broad strokes of the post-Endor story, but there's still some gaps it leaves and we essentially want to make that a little more fluid and try to have some story progression in GCs which don't cover multiple eras. Era 4, for example, is pretty compact; there's only one major conflict in the time period (Daala trying to reunite the Empire while fighting the NR), but with others there's a lot to represent and having "the era 5 GC" just didn't do it justice.Now, for the first set. Era 1 has always had Isard on the Lusankya as the sole leader of the Empire, which got the job done but condensed things a bit too much considering Lusankya spent most of this period under a city and Sate Pestage was more or less in charge before Isard (there was another guy between them, but he didn't really do much). Having just Fractured Empire and The Stars Align, which were altogether too similar in content also left out a lot of the bigger campaigns in what was actually a pretty hectic period, and that's what we're trying to cover here with these changes. So, we've refocused The Stars Align to be more localized to the Pentastar Alignment, and split Fractured Empire into the 2 GCs; Endor Aftermath and The Bacta War. The Stars Align"The New Order has never fallen. Only the Emperor. … The Emperor may be dead, but the Empire lives on!"―Grand Moff Ardus KaineTime Covered: Pentastar Talks (4ABY)This GC essentially gives the option of a small campaign within Era One for Pentastar players, focusing on the formation of the Pentastar Alignment and the Pentastar Talks between Grand Moff Kaine and the various groupss that form the Alignment. In 2.1, The Stars Align was meant to focus on this but ultimately ended up containing the majority of Fractured Empire as well, so these changes (initially planned by new team member, Kucsidave) should refocus the scenario and with its focus on the Alignment, give it a bit more of a reason to exist on its own. Factions: New Republic - Hast Imperial Remnant - OrindaPentastar Alignment - EntrallaEndor Aftermath"It's just that, after every major victory, I hope the fighting is over. But it'll never be over…Even after we defeat the Imperials, there will be someone…another threat to peace…"―Wedge AntillesTime Covered: Delvardus Campaign (4ABY) - Liberation of Coruscant (6ABY)This GC covers the initial expansion of the New Republic and the rise of Imperial Warlords. The battle of Endor has left the Empire in shambles, caused infighting within its political and military branches and allowing the New Republic to make several key gains. The Pentastar Alignment, Zsinj, Eriadu Authority and Greater Maldrood all hope to establish themselves as the legitimate successors to the Empire, and have the benefit of starting with their territory already consolidated. Within this GC, the Remnant starts out with Sate Pestage as its head. However, if Coruscant is taken, Pestage flees and Isard takes over with the Lusankya (or if Pestage is killed before then), essentially splitting the GC into two mini eras. Imperial players can also opt to support Isard earlier if they put in the resources to extricate Lusankya from Coruscant themselves.Factions: New Republic - Endor Imperial Remnant - CoruscantPentastar Alignment - EntrallaEriadu Authority - EriaduWarlord Zsinj - SerennoGreater Maldrood - CentaresBacta War"Rebel forces are indeed now in control of Imperial Center. What they have discovered, though they know not the depth of the problem, is that Imperial Center is a poisoned world, a sick world. It is a black hole from which they cannot escape."-Ysanne IsardTime Covered: Mission Above Imperial City (7ABY) - Battle of Thyferra (7 ABY)After the fall of Coruscant, elements within the New Republic differed on what should be their course of action. As she left the planet, Isard on the Lusankya unleashed the Krytos Virus, a bioweapon developed by Evir Derricote which targeted non-humans. Isard then took Thyferra, allowing her to control the galaxy's supply of healing bacta. Wedge Antilles and Rogue Squadron wanted to raid Thyferra for the Bacta and focus on removing Isard, but the New Republic instead chose to target Warlord Zsinj, believing him to be the greater threat. Despite this, Antilles and Rogue Squadron still undertook the mission to cure the virus. This GC primarily sees the Imperial Remnant and New Republic fighting over the core worlds, with Zsinj waiting at the edges of the galaxy to strike. It also includes a series of events for the New Republic involving finding a cure for the Krytos Virus, which will place penalties on New Republic worlds from the start of the campaign until it is cured.Factions: New Republic - CoruscantImperial Remnant - ThyferraWarlord Zsinj - SerennoThat's it for now. Hopefully this gives you a decent idea of where we're going with these changes. These updates will be interspersed with faction profiles and "We Could Be Heroes" editions until we've completed them all, so stay tuned. Also, I (Corey) have been doing some very early preview playthroughs of 2.2 content on my personal youtube channel, so if you want to check that out it can be found here.If you have any suggestions, critiques or anything else you want to discuss for the mod, head over to our forums at www.thrawnsrevenge.com/forums. ...

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We Could Be Heroes - Warlord Zsinj

Thursday September 15, 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). Now it is Warlord Zsinj's turn.Deciding on heroes for Imperials, especially the Warlords, can be a bit more complicated than other factions; because of how the EU developed, you'd often have stories about the New Republic fighting some random group or individual, without really saying which Imperial group they belonged to. A lot of in-universe development of the Warlords only came later in the EU's development with source books like the Essential Guide to Warfare and the Despoilers of an Empire series, which sorted out some of the mess. Obviously, when a person is explicitly mentioned as being part of a faction, those are the easy ones. Some of the other heroes within Zsinj's Empire, Eriadu and Maldrood come from extrapolating based on where they were located and who else they worked with, and in some cases, what might have happened had certain events turned out differently, usually giving them a few more options as they expand (this being less common at the moment, but hopefully something we can expand on in the future). As we explain the heroes for each group, we'll also include the rationale for including them where it's less obvious. The icons also don't translate from tga to png as well as they could, so in general the icons do look a bit better ingame than in the news posts. Warlord Zsinj - Space: Executor-class Star Destroyer, Iron FistZsinj's initial rise to prominence came when he hunted down and killed his mother, Admiral Maarisa Zsinj, after she refused to hand over command of her ship. Affter the Battle of Yavin, Zsinj was granted both the rank of Admiral and command of an Executor class, Brawl, which he rechristened Iron Fist. He would soon become the High Admiral of Crimson Command, and Grand Moff of the Queli Oversector based on Taris, which he incorporated as a key portion of his territory after Endor. His actual position as "Warlord" within the Empire under Palpatine was used to legitimize his command after Palpatine's death, while he still swore loyalty to the Empire, thereby popularizing its use by other pretenders.General Melvar - Ground: A6 JuggernautFanatically loyal to Emperor Palpatine, and with an obsessive love for the Empire, General Melvar became Warlord Zsinj’s top General after the Battle of Endor, spearheading many intelligence operations for his new commander. Reputed to be extremely sadistic, Melvar had his fingernails replaced with cuticle implants to provide him with an immediate torture device.Captain Raslan - Space: Executor-class Star Destroyer, Razor's Kiss - Recruit from KuatRaslan was a highly intelligent and competent officer loyal to Warlord Zsinj. During the attempt to capture the still-under-construction Executor-class Razor's Kiss at Kuat, Raslan led a team on a Lambda shuttle to hijack the vessel.Note: This mission did fail in the EU, however part of the point of the Warlords is to give the players the opportunity to succeed where these Warlords failed in canon.Gethzerion - Ground - Recruit from DathomirGethzerion was the ruthless founder and leader of the Dathomiri Nightsisters. When the Millenium Falcon crashed on Dathomir, Gethzerion cooperated with Zsinj to capture Han and Leia. When confronted by Luke Skywalker and her niece Tenneial Djo, she fled the planet and her shuttle was destroyed on orders from Warlord Zsinj.Terrinald Screed -  Space: Gladiator-class Star Destroyer, Demolisher - Recruit from CaridaA hero of the Clone Wars and commander of the first Victory Fleet in the Galactic Republic. After the death of Palpatine, Screed carved out his own Warlord kingdom and allied himself with former rival Warlord Zsinj, who ultimately had him executedAdmiral Apwar Trigit - Space: Imperial-class Star Destroyer, ImplacableFormerly an Imperial officer, the self-styled Admiral Trigit would leave the Empire’s service after the apparent death of Ysanne Isard. Independent but lacking the resources to carve his own empire, Trigit hired his ship out to Zsinj and placed himself under the Warlord’s command.Captain Zurel Darillian - Space: Modified CR90-class Corvette, Night CallerThe Night Caller is a heavily modified CR90 Corvette. Its commander, Zurel Darillian, is a meticulous former intelligence officer who was exiled from his home planet, Coruscant, after it was lost to the New Republic. Darillian is primarily responsible for taking diplomatic actions on behalf of Zsinj towards those Zsinj wished to recruit for his Empire.Tetran Cowall - Space: False 181st SquadronTetran Cowall was a former holodrama star who joined Zsinj in order to impersonate Baron Soontir Fel when he was unable to find other work. His rival, Garik "Face" Loran of Rogue Squadron, a former actor himself, said he was a man of "no perceivable acting skills" although he was able to convince Rogue Squadron he was the true commander of the 181st.Teubbo the Hutt, Economist-  GalacticLittle is known about Teubbo, other than that Teubbo was a Hutt employed as an economist by Warlord Zsinj.Inquisitor Lanu Pasiq - GroundWhen Darth Vader was hunting down the remaining jedi after Order 66, Lanu Pasiq was among the first of a new group of dark jedi called the Inquisitors being trained to assist him. In this capacity she worked closely with Antinnis Tremayne and Imperial Intelligence Director Armand Isard, father of Ysanne Isard. After Endor, she allied herself with Warlord Zsinj.Rear Admiral Llon Banjeer - Space: Quasar-class CarrierIn the early days after the Battle of Endor, Admmiral Llon Banjeer was an ally of Warlord Zsinj and used his bulk cruisers to attack the New Republic shipyards at Hast. After the fall of Zsinj's Empire and the final death of Emperor Palpatine, Banjeer was part of the Interim Ruling Council and a backer of Carnor Jax. In space he commands a Quasar.Admiral Angela Krin - Space: Lucrehulk-class Battleship, Resolute - Recruit from Etti IVAngela Krin gained prominence as the Corporate Sector officer in charge of enforcing the Endregraad quarantine in 119 ABY. She was also responsible for thwarting the plans of Hutt groups. Note: Krin was never directly affiliated with Zsinj, and was instead a member of the CSA navy. Since Zsinj controls the CSA, we've extrapolated to using her a s a recruitable hero for Zsinj. Resolute may be switched to her initial Invincible-class version if we decide to use that ship class.There may be a few changes before release, but that's the gist of what you'll be dealing with. We'll have the Eriadu and Maldrood faction profiles and hero rosters soon as well. If you want to see more of what's in store for Zsinj, I'm currently doing a playthrough of the Hunt for Zsinj GC as Warlord Zsinj on my personal channel with an early build, which I'll also be doing with the other factions as we go. You can watch it by clicking here.If you have any suggestions, critiques or anything else you want to discuss for the mod, head over to our forums at www.thrawnsrevenge.com/forums. ...

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2.2 Hunt for Zsinj Preview - Warlord Zsinj

Sunday September 04, 2016

I've started playing through some of the 2.2 content on my personal channel on stream, and pushing it to youtube. I've started with the in-progress Hunt for Zsinj GC as Warlord Zsinj. Click thw image below to go to the playlist. ...

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We Could Be Heroes - The Pentastar Alignment

Saturday September 03, 2016

One of the most common requests related to the Pentastar Alignment has always been for more heroes, since they were limited to four in previous releases. Because of how little attention the Alignment gets in lore, this isn't always easy, however we've managed to flesh out the hero roster in ways we think most people should be happy with, including some changes to the existing ones which should free us up in some other ways. So, here's a quick look at who you'll be playing with in 2.2, starting with the three unchanged ones.Grand Moff Ardus Kaine -  Space: Executor-class Star Destroyer, ReaperKaine, the leader and founder of the Pentastar Alignment, will be essentially unchanged from previous versions. He'll still be a big source of early power for the Alignment from the bridge of the Reaper, which will itself be making a few more appearances in the mod.Grand Admiral Octavian Grant - Space: Imperial-class Star Destroyer OriflammeOctavian Grant has always been regarded as a brilliant tactician, although his lack of desire to play the political games required for success in the Empire left him without a significant following after the Battle of Endor. Rather than carve out his own warlord state as many of his Grand Admiral peers had tried, the pragmatic Grant sought refuge within Kaine's Pentastar Alignment while the other Grand Admirals were picked off by each other and the New Republic, despite having been marked for death by the other Grand Admirals. Grant would eventually defect to the New Republic, trading immunity for Imperial intel. He would seek to aid the New Republic in defeating Grand Admiral Thrawn, although he was declined the opportunity out of mistrust for his motives. In Operation Shadow Hand, however he played a key role in the New Republic's ambush of Grand Moff Kaine by feigning allegiance to his old colleague and luring him into a trap.Commerce Master Commissioner Gregor Raquoran - Galactic onlyRaquoran rose to the position of master commissioner through years of proving himself to be a capable businessman, as well as demonstrating a significant level of political acumen within the Velcar Free Commerce Zone. After Endor, he believed the Velcar zone to be relatively safe, but after Kaine called for the Pentastar Talks in 7 ABY, he recognized the prudence of Velcar joining the Alignment. Ingame, he provides significant cost reduction bonuses.Zenithal InQuestor Jerec - GroundJerec was initially a Jedi Master who then became a feared Inquisitor within the New Order. After the Empire's collapse, he styled himself Warlord; however, he ultimately decided to align himself with Grand Moff Kaine's Pentastar Alignment, taking up the mantle of Great InQuestor of Judgment, the Alignment's version of Inquistitors. While he was still ostensibly serving the Alignment, Cronal, who was with the recovering Palpatine on Byss, reached out to secure Jerec's cooperation in the search for the Valley of the Jedi. Jerec will be remaining the same on the ground, however he will not automatically spawn with Vengeance.Captain Sysco - Space: Vengeance-class Star destroyer VengeanceRather than keep Jerec as a free jedi hero with his own SSD from the start, Vengeance and Jerec have been separated, with the former being given as its own hero to Captain Sysco, the officer who commanded the ship under Jerec. Sysco and Vengance will not be spawned at the start of GCs; instead, he will need to be recruited into your fleet. This allows us to play some more with other areas of strength within the Alignment, since with two free SSDs, they could foetn be overbearing.Great InQuestor Halmere - GroundHalmere was one of the few surviving force-sensitives after the Clone Wars. He was chosen by Darth Vader for training, and worked his way up to the position of High Inquisitor by the Battle of Yavin. Like many other inquisitors, Halmere was recruited into the service of the Pentastar Alignment by Jerec. After Jerec's death at the hands of Kyle Katarn, Halmere took his place as the Zenithal InQuestor of Judgment.Governor Ib Dekeet - Galactic, Space: Praetor II-class Star BattlecruiserDekeet was an Imperial governor stationed in the outer rim. He was present at the Pentastar Talks, and ultimately signed on despite initial hesitance.Elta Besk - Galactic, Space: Interdictor-class Star Destroyer DynamicElta Besk came from a rich family and inherited the company Dynamic Automata from her father Metron. As head of DA, she was invited by Kaine to the Pentastar Talks along with the four other dignitaries and captains of industry. She agreed to join out of concern for possible slave revolts in her workforce if the New Republic were to get a foothold. On the Galactic map she provides a cost reduction to units with significant droid parts.Wyrn Otro - Galactic, Space: Enforcer-class Picket Ship, EnforcerOtro was invited to the Pentastar Talks as a representative for Galentro Heavy Works, which would join and produce the iconic Enforcer-class picket ship for the Alignment, along with various other types of arms. Jaemus Shipyards was a subsidiary of the company.Sariss - GroundSariss was the daughter of Cronal, and served undercover as the "Prophetess" on Tatooine before the Battle of Endor, serving as a spy for the Secret Order of the Empire. After fleeing Tatooine, she became an apprentice of Jerec. She was also killed by Kyle Katarn in the search for the Valley of the Jedi.Yun - GroundYun was the son of a mineral baron. After becoming infatuated with Sariss, Yun joined her in the service of Jerec. Upon finding Kyle Katarn unconscious and defenseless after the Moldy Crow crashed, Sariss tried to kill him, however Yun deflected her attack which then killed Yun, who said he believed Kyle deserved the opportunity to defend himself.Krassis Trelix - Space: Firespray-class Patrol and Attack Craft, Indenture (Can be recruited from Gabredor III)Krassis Trelix is a slaver in the employ of the Karazak Slavers Corporation as a highly respected pilot. The KSC, although not strictly members of the Pentastar Alignment, would often be contracted by them when it was deemed necessary, as in one case when some of its members were tasked with the capture of the children of Cantras Gola's ambassador after they had discovered the planet's desire to secede and join the New Republic. Rei'kas - Ground (Can be recruited from Gabredor III)Rei'kas is a Rodian slaver working for the KSC as a strike team leader, a position he achieved due to extremely violent tenancies and determination.  And that should do it for 2.2. Hopefully that should provide some more variety for Alignment players. We're also at a point where, in addition to articles, I'm going to start playing through some of the new content on my stream. For those interested, the first time for this will be Sunday September 4th (tomorrow) at 3pm EST. After the streams I'll also be putting them on my youtube channel, Corey Loses, for those who can't make it. ...

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2.2 Preview and Interview - Gul Gaming

Friday August 26, 2016

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Endor Aftermath

Tuesday August 23, 2016

We're doing a significant overhaul to all of the Galactic Conquest scenarios in 2.2; some completely new ones, some redundant ones removed, some significantly reworked and some formerly single-scenario setups split into multiple scenarios because of how much they cover. Part of the goal in this is to add in more story where it's appropriate, but we'll get to that later once the project is closer to finished.For now, here's the layout of the Endor Aftermath GC. This GC is the primary Warlord-focused GC in 2.2, with all Imperial groups plus the New Republic, immediately after the Empire's fracturing. We'll have a news post soon where we break it down a bit more. ...

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Make Maldrood Great Again

Saturday August 06, 2016

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The 2.2 Manifesto

Tuesday August 02, 2016

Information has been a little bit sparse on 2.2 and what it actually consists of, and I apologize for that. This is because we typically wait until features are 100% complete before announcing or discussing them too much, which in this case has been a little problematic. There are plenty of things which are progressing well, but which aren't quite finished. Most of them will also probably finish all at once, so instead of waiting to discuss different changes, here's a giant overview of most of what we've got on our plates for Imperial Civil War at the moment, finished or not, in no particular order. I won't cover the three new playable Warlord factions here, since they're getting their own posts.Regime Change - FinishedInstead of having to go on annoying suicide runs, we've given Imperial players a new way to get through the era. You can see it in action and the reasons for doing so in this video.Particle Changes - FinishedProjectiles can sometimes be a bit overwhelming on screen, especially from larger ships. This is no longer a problem; lasers are considerably smaller and travel faster, meaning less clutter on screen. Depending on resource, we'd also ideally like to move towards getting some death clones and damage particles back ingame.Era Progression vs Tech Progression - In ProgressOne of the most common (and frankly, annoying) misconceptions about the mod is that era progression and technological progression necessarily mean the same thing, resulting in people saying "why should I have to kill my heroes to get better tech" when the only faction which gives up their heroes to progress chronologically is also the faction which tends to get hurt the most by doing so, the Remnant. There will be an even further divide between technological progression and era progression in the mod in 2.2. Instead of automatically getting ships when you progress eras, eras will be one factor among several. For example, upon reaching Era 3, the New Republic will have to complete tech upgrades to start constructing its new class ships, including the Sacheen, Nebula and, making its potentially-regrettable return, the Republic-class Star Destroyer. Research like this will be constrained to the Empire of the Hand, New Republic and Imperial Remnant for hardcoded reasons. This also gives the Remnant a greater incentive to stay within certain eras where it has invested money in upgrading its arsenal, and losing your leader now becomes an even greater setback.For other factions, being the Pentastar Alignment, Greater Maldrood, Warlord Zsinj, and Eriadu Authority, there will be other prerequisites in place to give a feeling of progression even within single-era GCs. There will be some heroes available for recruitment only on certain planets, for example bounty hunters like Dengar and Bossk for most Imperial groups, or Rei'kas and Krassis Trelix for the Pentastar Alignment (more on that later). We've yet to say much about Maldrood, but a significant portion of their roster will be based on their pirate connections, including some unique units which will be both familiar and potentially unwelcome to some players.Diplomatic Influence - FinishedSmallpox has mostly finished the Diplomatic influence system for GC. Here is basically how it works, in his words. Keep in mind there may be significant differences for this as it goes through testing.The galaxy map is divided into sectors. Each planet gets assigned a value that represents your current influence on that planet. -If you lose a planet in a sector you lose influence on all other planets owned by you in the same sector. If you conquer a planet you gain influence on all other planets owned by you in that sector. You gain a little influence every day on each planet you own. If your influence on a planet drops to 0 you lose that planet (affiliation changes to neutral if no enemy diplomat or fleet is present). Every faction gets a diplomat unit with a build limit of one at a time. Diplomats have galactic stealth. If a diplomat is in orbit of a planet owned by another faction, the faction's influence on that planet will decrease every day. If the influence hits 0 while a diplomat is present the affiliation of that planet will change to the faction the diplomat belongs to. The diplomat also gets removed. Diplomats are also removed when the planet affiliation changes due to another faction conquering the planet. Ground Combat Changes - In ProgressThere are a few different things we're playing with for ground. First off, we're removing some of our worse maps and sprinkling in vanilla ones where they fit again. This also means we've slowed down the unit movements back to their original speeds. Ground buildings are going to have defensive turret hardpoints built into them in order to add another layer to ground battles. I'm still playing with the turret types to make sure terrain affects them as little as possible, but for the most part the system is complete and in place. We're also playing with expanding hardpoint use on the ground, giving a bit more depth to your tactical choices and hopefully making one of EaW's better features more prominent. Infantry will all be gvien back the crouch-move ability as well. This is a good portion of what were doing, but not everything.New and Redone Units- In ProgressThis is a bit more difficult to talk about without just turning it into a list, so that's basically what I'll do. As usual, there'll be a few older units getting redone or updated in some way. There will also be plenty of new hardware in space and also on ground to get your hands on. There's probably two dozen units not present in 21, including the Bellator, Secutor, Gladiator and Allegiance to name only some of the triangular ones. There's also the ULAV and AT-TE on the ground. The Empire of the Hand will also get considerable attention in this respect, with three new capital ships and four new defense platforms.This isn't quite everything in the mod, but hopefully it gives you an idea of our major goals with the mod for this version. More information, and more specific information, will come as we go. For those of you who would like to, I would also appreciate it if you gave this thread on one of my personal projects (which will hopefully help to allow me to focus more on things like modding) a read.Follow Imperial Civil WarForums - Facebook - Steam Group - Mod DB ...

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Support Your Local Corey Today

Sunday July 24, 2016

Hey everyone, this isn’t quite mod news (there'll be a post for each of the three projects coming really soon, though, so hold tight). I just wanted to take a moment to explain a side project I've been working on, off-and-on for the last year, but which I intend to put a lot more effort towards going into August and beyond.Corey Loses is a youtube channel and stream I hope to use for a few different purposes. Primarily, I want to use the last 10 years of experience I've had modding to try to bring a hopefully-entertaining or at least moderately educational perspective on modding and game design processes, primarily while playing different mods and video games but hopefully also with tutorials and other behind-the-scene type things. Hopefully it'd be a way to introduce some people to new mods or games they may have missed, but it's also a way for me to play some games I was never able to, and also preview different builds of Thrawn's Revenge mods. It's also a way to organize multiplayer games for those mods with community streams (which I've been doing mostly-weekly for Ascendancy)I've got a fair bit of content already posted (mostly Ascendancy previews, at the moment) if you want to check it out, and hope to really step it up starting in August. If you want to give it a look and follow or subscribe, I'd really appreciate it. If there's anything you want to see me do, such as previews or taking a look at a specific mod or game, let me know here or leave a comment or message there. As with my work on TR, I try to be as involved with the community for this as I can. As we go, I’ll hopefully learn better video editing and also address some of my system performance issues which can cause some frame stuttering in more resource intensive games.If you would like to content I make in other ways, you can also consider turning off adblock if you watch the videos, or if you want to support it directly, the Hitbox page has a monthly subscription option. I also have a Patreon page set up, if you feel so inclined. If you can’t or don’t want to do any of those things, I totally understand and hope you enjoy the content. I’m doing this because I love making these kinds of content, not for the money (as the 10 years of modding will attest), but school and living are expensive, so the more this is able to sustain itself, the more time I’ll be able to devote to making all kinds of content and hopefully, the better the quality will be.Youtube: www.youtube.com/c/CoreyLosesHitbox: www.hitbox.com/CoreyLosesPatron: www.patreon.com/CoreyLoses ...

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The New Republic

New Republic Emblem

The New Republic was the direct successor to the Rebel Alliance, officially the Alliance to Restore the Republic, a loosely aligned group of rebel factions united by a common desire to remove Emperor Palpatine and his Empire from power and restore liberty to the galaxy.

Originally founded by three former Senators of the Old Republic, Garm Bel Iblis of Corellia, Mon Mothma of Chandrila, and Bail Organa of Alderaan, the Rebel Alliance quickly grew to encompass thousands of highly motivated resistance cells across the galaxy willing and able to take the fight to the Empire.

Led by Mon Mothma and Admiral Ackbar, the Alliance used its limited military resources to undertake a strategy of space denial against the Empire, performing hit and run raids against Imperial shipping to disrupt the enemy and gather resources for more substantial engagements.

Faced with the dire threat posed by Moff Tarkin’s Doctrine of Fear, embodied by the massive Death Star and its role in the destruction of Alderaan, the Alliance stepped up its activity against the Empire, culminating in a desperate and daring attack on the still unfinished second Death Star.

With the Emperor dead at Endor and the Imperial Fleet in disarray the Rebel Alliance, in accordance with its founding treaty, convened a Constitutional Convention to determine the form of a restored Galactic Republic.

The convention eventually established a New Republic Provisional Council charged with writing a new constitution and founding a new Senate based on the same premise as the Old Republic, to have a representative parliamentary body govern the galaxy in a fair and equal manner.

Playable In

- Skirmish

- The following Galactic Conquest scenarios:

  • Fractured Empire
  • Thrawn Campaign (M)
  • Shadow Hand
  • Reunification
  • Final imperial Push
  • The Hunt for Zsinj (conglomerate faction)
  • The Stars Align
  • The Art of War
  • Essence of War
  • Black Fleet Crisis
  • From the Ground Up
  • Into the Cluster (conglomerate faction)
*Campaigns with (M) are also available in multiplayer.
  • Viscount-class Star Defender
    Viscount-class Star Defender
    Class: Super
    Price: 40000
    Length: 17000m
    Population: 20
    Eras: 5
    Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (18 Max)
    Other Information: Current build limit of one and a lifetime build limit of three.
  • Endurance-class Fleet Carrier
    Endurance-class Fleet Carrier
    Class: Capital
    Price: 7500
    Length: 1040m
    Population: 7
    Eras: 4 5
    Armament: 12/6 Turbolaser, 8/2 Ion Cannon, 20/2 Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (11 Max)
    Available in Skirmish: Y
  • Majestic-class Heavy Cruiser
    Majestic-class Heavy Cruiser
    Class: Capital
    Price: 6000
    Length: 700m
    Population: 4
    Eras: 3 4 5
    Armament: 30/3 Heavy Turbolaser, 20/2 Ion Cannon, 20/2 Laser Cannon, 8/1 Concussion Missile
    Available in Skirmish: Y
  • MC80 Home One-type Star Cruiser
    MC80 Home One-type Star Cruiser
    Class: Capital
    Length: +1300m
    Population: 4
    Armament: 36/4 Turbolaser, 36/4 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (10 Max)
    Other Information: Admiral Ackbar commands this ship.
  • MC80 Liberty-type Star Cruiser
    MC80 Liberty-type Star Cruiser
    Class: Capital
    Price: 4000
    Length: 1200m
    Population: 4
    Eras: 1 2
    Armament: 48/4 Turbolaser, 20/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • MC80B Star Cruiser
    MC80B Star Cruiser
    Class: Capital
    Price: 4500
    Length: 1200m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 48/6 Heavy Turbolaser, 20/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (4 Max)
    Available in Skirmish: Y
  • MC90 Star Cruiser
    MC90 Star Cruiser
    Class: Capital
    Price: 6800
    Length: 1255m
    Population: 4
    Eras: 3 4 5
    Armament: 80/8 Heavy Turbolaser,30/3 Ion Cannon, 6/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Nebula-class Star Destroyer
    Nebula-class Star Destroyer
    Class: Capital
    Price: 7000
    Length: 1040m
    Population: 5
    Eras: 4 5
    Armament: 40/4 Turbolaser, 40/4 Dual Heavy Turbolaser, 20/2 Ion Cannon, 8/2 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (5 Max)
    Available in Skirmish: Y
  • Assault Frigate
    Assault Frigate
    Class: Heavy
    Price: 2000
    Length: 700m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 16/2 Turbolaser, 16/2 Laser Cannon, 20/2 Quad Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Bothan Assault Cruiser
    Bothan Assault Cruiser
    Class: Heavy
    Price: 3300
    Length: 850m
    Population: 3
    Eras: 5
    Armament: 20/2 Turbolaser, 24/2 Dual Heavy Turbolaser, 10/2 Ion Cannon, 20/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (4 Max)
    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 Talon Karrde.
  • MC40a Light Cruiser
    MC40a Light Cruiser
    Class: Heavy
    Price: 2200
    Length: 600m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 14/2 Turbolaser, 18/2 Ion Cannon, 2/2 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Corona-class Frigate
    Corona-class Frigate
    Class: Light
    Price: 2200
    Length: 275m
    Population: 2
    Eras: 4 5
    Armament: 10/2 Turbolaser, 4/1 Ion Cannon, 10/2 Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • CR90 Corellian Corvette
    CR90 Corellian Corvette
    Class: Light
    Price: 1250
    Length: 150m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 30/6 Dual Laser Cannon
    Available in Skirmish: Y
  • DP20 Corellian Gunboat
    DP20 Corellian Gunboat
    Class: Light
    Price: 1350
    Length: 120m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 8/1 Dual Turbolaser, 6/1 Quad Laser Cannon, 4/1 Concussion Missile
    Available in Skirmish: Y
  • EF76 Nebulon B Escort Frigate
    EF76 Nebulon B Escort Frigate
    Class: Light
    Price: 2200
    Length: 300m
    Population: 2
    Eras: 1 2
    Armament: 12/2 Turbolaser, 12/2 Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Marauder-class Corvette
    Marauder-class Corvette
    Class: Light
    Price: 1800
    Length: 195m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 24/1 Turbolaser
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Nebulon B-2 Frigate
    Nebulon B-2 Frigate
    Class: Light
    Price: 2500
    Length: 253m
    Population: 2
    Eras: 1 2
    Armament: 12/2 Turbolaser, 3/1 Dual Heavy Turbolaser, 12/2 Laser Cannon, 1/1 Concussion Missile
  • Quasar Fire-class Bulk Cruiser
    Quasar Fire-class Bulk Cruiser
    Class: Light
    Price: 2100
    Length: 340m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 4/2 Quad Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (4 Max)
    Available in Skirmish: Y
  • Sacheen-class Light Escort
    Sacheen-class Light Escort
    Class: Light
    Price: 1250
    Length: 375m
    Population: 2
    Eras: 4 5
    Armament: 10/1 Heavy Turbolaser, 8/1 Ion Cannon, 8/1 Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • BTL-S3 Y-Wing Starfighter
    BTL-S3 Y-Wing Starfighter
    Class: Starfighter
    Price: 210
    Length: 16m
    Population: 1
    Eras: 1 2
    Armament: 2 Medium Ion Cannon, 2 Laser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • BTL-S8 K-Wing Assault Starfighter
    BTL-S8 K-Wing Assault Starfighter
    Class: Starfighter
    Length: 16m
    Population: 1
    Eras: 3 4 5
    Armament: 1 Dual Laser Cannon, 1 Quad Laser Cannon, 6 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • B-Wing Starfighter
    B-Wing Starfighter
    Class: Starfighter
    Price: 320
    Length: 16.9m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Medium Ion Cannon, 2 Laser Cannon, 1 Heavy Laser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Defender-class In-System Starfighter
    Defender-class In-System Starfighter
    Class: Starfighter
    Length: 5.3m
    Population: 1
    Eras: 4 5
    Armament: 3 Laser Cannon
    Complement: 12 per squadron
  • E-Wing Escort Starfighter
    E-Wing Escort Starfighter
    Class: Starfighter
    Price: 500
    Length: 11.2m
    Population: 1
    Eras: 2 3 4 5
    Armament: 3 Laser Cannon, 1 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • RZ-1 A-Wing Interceptor
    RZ-1 A-Wing Interceptor
    Class: Starfighter
    Price: 300
    Length: 9.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • T-65 X-Wing Starfighter
    T-65 X-Wing Starfighter
    Class: Starfighter
    Price: 250
    Length: 12.5m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 4 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)
  • Lady Luck | Jade's Fire
    Lady Luck | Jade's Fire
    Class: Transport
    Length: 50m
    Population: 1
    Armament: 4 Laser Cannon
    Other Information: Lando Calrissian (Lady Luck) and Mara Jade (Jade's Fire) command these.
  • Millennium Falcon
    Millennium Falcon
    Class: Transport
    Length: 35m
    Population: 1
    Armament: 4 Quad Laser Cannon
    Other Information: Han Solo commands this ship.
  • Moldy Crow
    Moldy Crow
    Class: Transport
    Length: 29m
    Population: 1
    Armament: 1 Laser Cannon
    Other Information: Kyle Katarn commands this ship.
  • Wild Karrde
    Wild Karrde
    Class: Transport
    Length: 125m
    Population: 1
    Armament: 3 Heavy Turbolaser
    Other Information: Talon Karrde commands this ship.
  • Heavy Tracker
    Heavy Tracker
    Class: Heavy
    Price: 600
    Length: 30m
    Population: 1
    Eras: 4 5
    Armament: Laser Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • HTT-26 Heavy Troop Transport
    HTT-26 Heavy Troop Transport
    Class: Heavy
    Price: 700
    Length: 30m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • Mobile Proton Torpedo Launcher 2a
    Mobile Proton Torpedo Launcher 2a
    Class: Heavy
    Price: 700
    Length: 27m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Proton Torpedo Launcher
    Complement: 1 per company
    Available in Skirmish: Y
  • T3-B Heavy Attack Tank
    T3-B Heavy Attack Tank
    Class: Heavy
    Price: 500
    Length: 10m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • T4-B Heavy Tank
    T4-B Heavy Tank
    Class: Heavy
    Price: 600
    Length: 10m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • V-Wing Airspeeder
    V-Wing Airspeeder
    Class: Heavy
    Price: 250
    Length: 9.6m
    Population: 1
    Eras: 3 4 5
    Armament: 2 Laser Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • Jedi
    Jedi
    Class: Infantry
    Price: 700
    Population: 1
    Eras: 4 5
    Armament: Lightsaber
    Complement: 3 per company
    Available in Skirmish: Y
    Other Information: Can only be built on Yavin IV.
  • New Republic Infiltrator
    New Republic Infiltrator
    Class: Infantry
    Price: 100
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Sniper Rifle
    Complement: 2 per company
    Available in Skirmish: Y
  • New Republic Specialist
    New Republic Specialist
    Class: Infantry
    Price: 125
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Rifle
    Complement: 3 per company
    Available in Skirmish: Y
  • New Republic Trooper
    New Republic Trooper
    Class: Infantry
    Price: 52
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Rifle
    Complement: 5 squads of six per company
    Available in Skirmish: Y
  • New Republic Vanguard
    New Republic Vanguard
    Class: Infantry
    Price: 75
    Population: 1
    Eras: 1 2 3 4 5
    Armament: PLEX Missile Launcher
    Complement: 4 squads of four per company
    Available in Skirmish: Y
  • AAC-1 Hover Tank
    AAC-1 Hover Tank
    Class: Light
    Price: 200
    Length: 5.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon, Missile Launcher
    Complement: 4 per company
    Available in Skirmish: Y
  • Armoured Freerunner
    Armoured Freerunner
    Class: Light
    Price: 350
    Length: 14.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon, 1 Laser Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • T1-B Hovertank
    T1-B Hovertank
    Class: Light
    Price: 350
    Length: 8.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon, Flak Pod
    Complement: 5 per company
    Available in Skirmish: Y
  • T2-B Repulsor Tank
    T2-B Repulsor Tank
    Class: Light
    Price: 500
    Length: 9m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 5 per company
    Available in Skirmish: Y
  • T-47 Airspeeder
    T-47 Airspeeder
    Class: Light
    Price: 250
    Length: 4.5m
    Population: 1
    Eras: 1 2
    Armament: 2 Laser Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • Airen Cracken
    Airen Cracken
    Class: Hero
  • Booster Terrik
    Booster Terrik
    Class: Hero
    Other Information: Commands the Errant Venture, a modified Imperial-class Star Destroyer.
  • Cilghal
    Cilghal
    Class: Hero
    Other Information: Jedi.
  • Corran Horn
    Corran Horn
    Class: Hero
    Other Information: Jedi. Flies an X-Wing.
  • Etahn A'baht
    Etahn A'baht
    Class: Hero
    Other Information: Commands the Intrepid, an Endurance-class Fleet Carrier.
  • Garm Bel Iblis
    Garm Bel Iblis
    Class: Hero
    Other Information: Commands the Peregrine, a Katana-type Dreadnaught-class Heavy Cruiser.
  • Gial Ackbar
    Gial Ackbar
    Class: Hero
    Other Information: Commands the Home One (Era 1, 2), an MC80 Star Cruiser, or the Galactic Voyager (Era 3, 4, 5), an MC90 Star Cruiser.
  • Han Solo | Chewbacca
    Han Solo | Chewbacca
    Class: Hero
    Other Information: Commands the Millennium Falcon; or (in some GCs) the Mon Remonda, an MC80B Star Cruiser
  • Kyle Katarn
    Kyle Katarn
    Class: Hero
    Other Information: Commands the Moldy Crow.
  • Lando Calrissian
    Lando Calrissian
    Class: Hero
    Other Information: Commands the Lady Luck.
  • Leia Organa Solo
    Leia Organa Solo
    Class: Hero
    Other Information: Chief of State of the New Republic.
  • Luke Skywalker
    Luke Skywalker
    Class: Hero
    Other Information: Jedi. Flies an X-Wing.
  • Mara Jade
    Mara Jade
    Class: Hero
    Other Information: Commands the Jade's Fire.
  • Mon Mothma
    Mon Mothma
    Class: Hero
    Other Information: Chief of State of the New Republic.
  • Ponc Gavrisom
    Ponc Gavrisom
    Class: Hero
    Other Information: Chief of State of the New Republic.
  • Talon Karrde
    Talon Karrde
    Class: Hero
    Other Information: Commands the Wild Karrde.
  • Tycho Celchu
    Tycho Celchu
    Class: Hero
    Other Information: Commands Rogue Squadron, an X-Wing unit.
  • Uwlla Iillor
    Uwlla Iillor
    Class: Hero
    Other Information: Commands the Corusca Rainbow, an Immobilizer 418 Cruiser.
  • Wedge Antilles
    Wedge Antilles
    Class: Hero
    Other Information: Commands the Lusankya, an Executor-class Star Dreadnought.