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News

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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Redone Procursator

Wednesday January 11, 2017

I've redone the Procursator model and skin, and here's the result. Still working on some of the texture maps to get some of the effects right, since things display in Substance Painter a bit different from Empire at War & Sins, but it's more or less done. The original high-poly reference by FractalSponge is included in the top right (and can be seen in its full gallery at: http://fractalsponge.net/gallery/procursator/).It should be making an appearance in my upcoming playthrough episodes that i've been doing on my Youtube channel ( https://www.youtube.com/c/CoreyLoses ) if you want to check those out, too. ...

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2.2 Faction Profile: Eriadu Authority

Tuesday December 13, 2016

Thanks to everyone's amazing support in Mod of the Year, we've once again cracked the Top 100, and are eligible for the voting in round 2. So, if you haven't already voted in the second round and you want to continue showing your support for Thrawn's Revenge, be it Ascendancy or Imperial Civil War, you can click on the banners below to go to their profiles and vote. We'll wait here. Keep in mind you can vote for however many mods you like in this round.Done it? Great! So, we've already covered the other two new playable factions in 2.2, being Warlord Zsinj and the Greater Maldrood, leaving us with the Eriadu Authority (and the various minor factions, but more on those later). As far as screenshots go, this is actually the least finished faction at the moment, so you'll see more of their new stuff later on.Yes, this is the only picture of Delvardus.The Eriadu AuthorityLeaders: Superior General Sander Delvardus (4-12 ABY)Capital: Eriadu (4-5 ABY), Kampe (5 - 12 ABY)Although the Eriadu Authority's reign outside of the Deep Core was short lived, for a brief time it controlled some of the richest parts of the galaxy outside the core, centered around Eriadu (home to the wealthy Tarkin family) and the Seswanna Sector, with territory up and down the Rimma Trade Route and Hydian Way. Delvardus was initially fairly successful in the establishment of his Empire. Along with these wealthy planets, he managed to recruit the likes of General Maximillian Veers and the remainder of Blizzard Force, afterwards granting himself the (rather irksome to Veers) title of Superior General."I'm not sharing my glory."―Sander DelvardusHis ambition would soon become the cause of his undoing; when Delvardus launched an assault against Sullust, Sullustan Captain Sien Sovv, who would go on to succeed Admiral Ackbar as the Supreme Commander of the New Republic and Galactic Alliance Fleet during the Yuuzhan Vong War, took his forces to aid his homeworld. With the cooperation of Admiral Firmus Nantz and the First Fleet, Sovv was able to not only drive off the assault on Sullust, but launch a campaign which ended with Delvardus forced into the Deep Core and the elimination of other warlord groups such as Prentioch's Dominion in the Western Reaches."We've researched the amount of funding Delvardus funneled into his operations, and I am not impressed with what I saw at his fortress. I hope he hasn't been squandering the Empire's resources.""I assure you, Admiral, he has not. I think even you will be impressed."―Admiral Natasi Daala and Colonel Ivan CronusOnce established in the Deep Core on the desert world of Kampe, Delvardus began the construction of his secret weapon, an Executor-class called Night Hammer for its unique black stealth armour, believing it was the key to ruling over other Warlords. His plans were delayed when Emperor Palpatine returned and reunited the forces of the Empire for a campaign against the New Republic, Operation Shadow Hand. Once this failed, as Imperial plans so often do, Delvardus returned to the construction of the Night Hammer and infighting with other warlords, especially Treutan Teradoc. Delvardus, along with twelve other Warlords, was invited to Tsoss Beacon by Admiral Daala in order to secure peace amongst Imperial forces. Once the warlords refused to meet her demands, Daala killed them all. She then brought Delvardus' body to his former fortess, and gave his second in command, Colonel Cronus, an ultimatum; join her or be destroyed.Keep in mind unit lists aren't necessarily final. With both Maldrood and Eriadu in particular, there's some stuff (including vehicles, ships and infantry) we may end up doing but we're trying to focus on getting the already-planned things done.Space Unit RosterExecutorISDI, ISDII, Tector, Torpedo Sphere, Praetor II, InterdictorVSDI, VSDII, Class-II, Strike Cruiser, AcclamatorVigil, Gladiator, Bayonet, Escort Carrier, Ton-Falk, CarrackUnique Fighters: TIE HunterGround Unit RosterAT-AT, A6 Juggernaut, A9 Floating Fortress, SPMATAT-ST, IDT, AT-AA, U-LAV, Imperial Escort Fighter, 2M Saber TankStormtroopers, Shock Troopers, Storm Commando, E-Web, SpecialistCorey is still going through a lot of the new features of 2.2 in full preview playthroughs on his channel. He's currently doing Maldrood, and Eriadu will be next. If you're interested, you can watch that by clicking here. ...

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Galactic Conquests

Thrawn’s Revenge includes thirteen original Galactic Conquest campaigns spanning the fifteen years between the Battle of Endor in 4 ABY and the Pellaeon-Gavrisom treaty in 19 ABY.  With a mixture of single-era, multi-era, historical and “Infinities” campaigns, you can explore many of the conflicts that were recorded during those years.

Click to view an expanded version of the galactic map.

Single-Era GCs

These five scenarios represent the main campaigns associated with each of the five Imperial leaders that Thrawn’s Revenge focuses on.  The Fractured Empire under Director Isard; the Thrawn Campaign named after its architect, Grand Admiral Thrawn; Operation Shadow Hand plotted by the Reborn Emperor; the Reunification of the Imperial Warlords by Admiral Daala; and the Final Imperial Push led by Grand Admiral Pellaeon.

Note:  You will not advance era by killing the respective Imperial Leader.

Fractured Empire
Fractured Empire
Date: 6-7 ABY
Playable Factions: Imperial Remnant, New Republic, Pentastar Alignment
Non-playable Factions: Imperial Warlords
Planets: 50
Era: 1
Imperial Leader: Director Ysanne Isard
Two years after the destruction of the Second Death Star and death of Emperor Palpatine at Endor the former Galactic Empire has fractured into disparate factions led by squabbling Warlords. As former Intelligence Director Ysanne Isard attempts to re-establish Imperial control, the New Republic is gaining ground and moving towards the core in preparation for a strike to liberate Coruscant.
Thrawn Campaign
Thrawn Campaign
Date: 9 ABY
Playable Factions: Imperial Remnant, New Republic
Non-playable Factions: None
Planets: 56
Era: 2
Imperial Leader: Grand Admiral Thrawn
Grand Admiral Thrawn has returned to the known galaxy to take command of the Imperial Remnant from aboard the Star Destroyer Chimera. Although he is leading a greatly diminished Empire against a well-established New Republic, his tactical genius may be enough to restore order to the galaxy.
Shadow Hand
Shadow Hand
Date: 10-11 ABY
Playable Factions: Imperial Remnant, New Republic
Non-playable Factions: None
Planets: 41
Era: 3
Imperial Leader: Emperor Palpatine
Emperor Palpatine has rebirthed himself on the hidden fortress world of Byss deep in the Galactic Core. He has reunited many of the squabbling Warlords in order to strike hard and fast at the New Republic, equipped with a secret weapon, the super star destroyer Eclipse.
Reunification
Reunification
Date: 12 ABY
Playable Factions: Imperial Remnant, New Republic
Non-playable Factions: Imperial Warlords
Planets: 17
Era: 4
Imperial Leader: Admiral Natasi Daala
Natasi Daala has emerged from the Maw Installation to reunite the warring Imperial factions, while the New Republic attempts to land the final blow on an Empire in its death throes.
Final Imperial Push
Final Imperial Push
Date: 17-19 ABY
Playable Factions: Imperial Remnant, New Republic, Empire of the Hand
Non-playable Factions: None
Planets: 59
Era: 5
Imperial Leader: Grand Admiral Gilad Pellaeon
Gilad Pellaeon has taken command of a dying yet unified Empire, and with the help of Natasi Daala and the urging of the Moff Council, he intends to make one final strike at the New Republic. Meanwhile, the Empire of the Hand prepares to reveal itself to an unsuspecting galaxy.

Multi-Era GCs

These two scenarios, The Art of War and Essence of War, stretch across the entire period covered by Thrawn’s Revenge by following the five main Imperial leaders through their successive campaigns.

Note:  You may advance era by killing the respective Imperial Leader.

The Art of War
Fractured Empire
Date: 6-25 ABY
Playable Factions: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment
Non-playable Factions: Imperial Warlords
Planets: 91
Era: 1-5
Imperial Leader: Isard, Thrawn, Palpatine, Daala, Pellaeon
Play through Star Wars history from the battle of Endor until the Pellaeon-Gavrisom Treaty.
Essence of War
Fractured Empire
Date: 6-25 ABY
Playable Factions: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment
Non-playable Factions: Hapes Consortium, Imperial Warlords
Planets: 50
Era: 1-5
Imperial Leader: Isard, Thrawn, Palpatine, Daala, Pellaeon
Play through a smaller version of Star Wars history from the battle of Endor until the Pellaeon-Gavrisom Treaty.

Historic GCs

These four scenarios represent specific campaigns that occurred during the Thrawn’s Revenge timeframe, yet are not directly associated with any of the Imperial leader based eras.  The Stars Align follows Grand Moff Ardus Kaine’s attempt to forge the Pentastar Alignment from part of the former Empire. The Hunt for Zsinj and Into the Cluster focus on the New Republic campaign against Warlord Zsinj and his skirmishes with the Hapes Consortium.  The Black Fleet Crisis covers the New Republic’s conflict with the xenophobic Yevethan Duskhan League.

Note:  You will not advance era by killing the respective Imperial Leader.

The Stars Align
The Stars Align
Date: 6 ABY
Playable Factions: Imperial Remnant, New Republic, Pentastar Alignment
Non-playable Factions: Imperial Warlords
Planets: 39
Era: 1
Imperial Leader: Director Ysanne Isard
Ardus Kaine, Grand Moff of the Empire’s Oversector Outer, has begun work to assemble several Outer Rim worlds of the former Empire into the Pentastar Alignment under his control. Meanwhile, the Empire is fracturing and the New Republic is struggling to maintain its foothold at the opposite end of the galaxy.
The Hunt for Zsinj
The Hunt for Zsinj
Date: 6-7 ABY
Playable Factions: Imperial Remnant (Warlord Zsinj), New Republic (including elements of the Imperial Remnant and Hapes Consortium)
Non-playable Factions: Imperial Warlords
Planets: 42
Era: n/a
Imperial Leader: Warlord Zsinj
Han Solo has been put in charge of a taskforce to hunt down the elusive Warlord Zsinj on the Super Star Destroyer Iron Fist. The New Republic has made an uneasy alliance with the Imperial forces under Teren Rogriss and the Hapans under Prince Isolder.
Into the Cluster
Into the Cluster
Date: 8 ABY
Playable Factions: Imperial Remnant (Warlord Zsinj), New Republic (including elements of the Imperial Remnant)
Non-playable Factions: Hapes Consortium
Planets: 18
Era: n/a
Imperial Leader: Warlord Zsinj
A smaller version of The Hunt for Zsinj with the Hapes Consortium included as an independent third side instead of the Imperial Warlords.
Black Fleet Crisis
Black Fleet Crisis
Date: 16-17 ABY
Playable Factions: New Republic, Duskhan League
Non-playable Factions: None
Planets: 12
Era: n/a
Imperial Leader: n/a
The warlike Yevethans have invaded the New Republic’s territory, using Imperial technology from the long-lost Black Sword Command.

Infinities GCs

These two scenarios represent scenarios not based on any canon events.  They are of varying scale and involve different combinations of factions and units.  Empires at War is an all-out conflict between the Imperial Remnant and its many splinter factions, including the Empire of the Hand, and the Duskhan League.  From the Ground Up is a unique scenario where each faction starts with only one planet, limited resources and no heroes; and is faced with a galaxy of hostile independent forces arrayed against them.

Note:  You will not advance era by killing the respective Imperial Leader.

Empires at War
Empires at War
Date: 7 ABY
Playable Factions: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment
Non-playable Factions: Imperial Warlords, Duskhan League
Planets: 57
Era: n/a
Imperial Leader: Director Ysanne Isard
An all-out brawl between the splinters factions of the Empire, the Empire of the Hand, and the Yevetha.
From the Ground Up
From the Ground Up
Date: n/a
Playable Factions: Imperial Remnant, New Republic, Empire of the Hand
Non-playable Factions: Imperial Warlords, Hapes Consortium, Duskhan League
Planets: 50
Era: 5 (New Republic, Empire of the Hand), 3 (Imperial Remnant)
Imperial Leader: Grand Admiral Gilad Pellaeon
Grow your faction from one planet to control the entire galaxy.

Multiplayer GCs

These scenarios allow players to play against one another in a different way to the usual Skirmish matches.  The multiplayer Thrawn Campaign contains fewer planets than the single player version while retaining the character of the conflict.

Note:  You will not advance era by killing the respective Imperial Leader.

Thrawn Campaign
Thrawn Campaign (Multiplayer)
Date: 9 ABY
Playable Factions: Imperial Remnant, New Republic
Non-playable Factions: None
Planets: 37
Era: 2
Imperial Leader: Grand Admiral Thrawn
Grand Admiral Thrawn has returned to the known galaxy to take command of the Imperial Remnant from aboard the Star Destroyer Chimera. Although he is leading a greatly diminished Empire against a well-established New Republic, his tactical genius may be enough to restore order to the galaxy.