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News

Fall of the Republic - Republic Preview Video

Thursday December 13, 2018

This week, we're going to be taking an early look at what progress has been amde on Fall of the Republic so far. Today, that means a Republic video, and then on Sunday I'll also be posting a CIS video, playing through the early parts of a galactic conquest scenario. In today's we go through a couple land and space battles, talk about which assets need to be done, outline the plans for how to handle specific legions (like the 501st) and fleet insignias, like the Open Circle Fleet, and much more! Once we're a bit further along, I'll also be doing full playthroughs as each faction on the channel.Thanks to all of your support, we've once again reached the Top 100 on Mod Database with all three of our mods! If you would like to vote for Fall of the Republic in the final round of voting, you can do so here: https://www.moddb.com/mods/star-wars-thrawns-revenge-iii ...

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Ascendancy 1.1.6 Testing Begins!

Thursday December 06, 2018

Hello everyone! It's been a long time coming, but we have finally reached the time for our open beta testing on version 1.1.6. The primary purpose of this version is to do some major reworking of balance for the existing factions before we get into the development of the next playable faction, the Hapes Consortium, so if you want to see a general overview of what the goals with the release are, you can check that out in the original overview threads: https://www.moddb.com/mods/star-wars-ascendancy/news/hapan-preview-balance-patch-overview-12-years-of-trWithin that there has been some significant reworking of individual ship stats to be more consistent, and we've started a lot of work to make capital ship abilities feel a bit more engaging. Most capital ships and their abilities have been overhauled to some extent. Along with that, there's also been some work to update some of the models; the 1.1.6 beta version includes new art for the Nebula, Endurance, Secutor and Gladiator, with the new Lancer and Lucrehulk models coming over the course of the testing period. The point of this testing is primarily to see how the current balance changes feel, and see which areas still require work. There's a few things which remain to be done in terms of finishing abilities (the Dominator, Praetor, Secutor, Syndic, Ascendancy and Endurance in particular) along with some icon art and text remain to be updated, but we feel that the bulk of what's needed has been completed, and we will be finishing that off as testing starts in the interest of getting as much feedback as possible(edited)Distribution of the mod and patches during the beta process will be done through a version control system, called a git repository. This allows you to get updates from us without having to redownload the entire mod every time, as we aim to constantly update the mod throughout the testing process and get as much up-to-date feedback as possible. Once the testing process has concluded, we'll be uploading the finished version in the normal way on Mod Database. This will specifically done using the site GitHub. You will need to make an account on www.github.com, and download and install the desktop client from https://desktop.github.com/ Once you have done this, you can go to https://github.com/ThrawnsRevenge/Ascendancy-TestYou will see a large green button which says clone or download. Click on this, and click on "open in desktop'This will follow through and you will be asked where to save the repository. Navigate to and select your ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 folder (yours may have a different version number). This will create a mods folder and download the mod for you. This can be a lengthy process, so give it some time to complete.In order to receive updates, you only need to press the sync or fetch origin button in the github client, and it will download any changes. The History tab will show you the names of the commit you're currently on at the top. If it matches the latest post in this thread, you're up to date. You do not need to press any other buttons.We will have two places to report bugs and discuss balance or other aspects. One is on our forums at www.thrawnsrevenge.com/forums in the Ascendancy Testing subforum, where there will be appropriate threads for that, and the other will be the #ascendancy-beta channel on our Discord server at https://discord.gg/t3WJugG . Please make sure to read any and all pinned messages or topics before posting.I will again reiterate that this is only for the testing process, in the interest of getting as much information as possible and acting on it as quickly as possible- if you don't want to get github or participate in the beta, there will be a full regular release within a month, depending on the extent of the feedback we receive and the severity of issues that are found. The more testing and feedback that happens, the easier it is for us to iron things out and get to the final release.To that end, we will be running several community multiplayer matches through my Youtube/Twitch channel, Corey Loses ( https://www.twitch.tv/coreyloses/ and https://www.youtube.com/c/CoreyLoses ). The first of these will be tomorrow night at 5pm EST. These will be announced on the Discord server, the Youtube channel, and in the image gallery when they're planned, so if you're interested in participating, watch those spaces.We would finally like to thank all of you for your patience during the development process here. I'd also like to thank Bane who, though he has left the team, spearheaded a lot of the balancing efforts that went into 1.1.5 and 1.1.6.We hope you enjoy the mod, and are looking forward to what the future has in store for it. If you do, we would appreciate your support by voting for us in the Mod of the Year Awards currently in progress on Mod Database at https://www.moddb.com/mods/star-wars-ascendancy ...

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Mod of the Year 2018 Begins

Wednesday December 05, 2018

Hey there @everyone , I'll probably mention this in some videos, but it's time again for the Mod of the Year competition on Mod Database. If you have enjoyed what you've seen and played over the 2018 from us in our mods, we'd appreciate if you'd take a moment to vote for us. we have three eligible mods, being Imperial Civil War, Ascendancy and Fall of the Republic- you're allowed to vote for as many or as few mods as you like in both phases. The links for the three mods can be found here:Imperial Civil War: https://www.moddb.com/mods/thrawns-revengeAscendancy: https://www.moddb.com/mods/star-wars-ascendancyFall of the Republic: https://www.moddb.com/mods/star-wars-thrawns-revenge-iiiWhile all three are able to at least make the top 100, Mod Database does have a rule that mods need to beat their previous finishes to place. As ICW has been 4th, Ascendancy 2nd, and Fall of the Republic 3rd in the last two years, it's unlikely that we'll able to have an actual placing finish (in fact, aside from some specific combinations, all three can't place together), we're unlikely to show up in the top countdown, but it would be nice to continue our top 100 streak if we can, and see what happens. Thanks for your consideration! ...

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Vision of the Future I: The Hand and the Unknown Regions

Friday November 23, 2018

In this series of updates, we're going to look beyond what's immediately planned for 2.3 and talk about some of those broader goals for different elements of the mod. To start us off we'll be taking a look at two related areas of the mod which offer some interesting possibilities but remain underexplored- the Unknown Regions and the Empire of the Hand.As usual, if you prefer video, that version of the news post can be found here:While the main focus of Imperial Civil War is the collapse of the Empire into its various successor states (including the New Republic) as they attempted to reunite or establish themselves as the main galactic power, part of what we attempt to do with our mods is represent the broader galactic situation and allow people to explore that as much as possible, with as many different groups as possible- essentially, we try to approach with as much of the Total War or Europa Universalis/Crusader Kings/Hearts of Iron style as the engine will allow us. Although it doesn't receive as much attention in the various works that make up the EU, and in-universe it isn't explored as much, the Unknown Regions make up a significant portion of that galaxy. Within the mod we currently only cover that via the Empire of the Hand which, while being an interesting group in many ways, doesn't represent the entirety of what was going on in the region during this period. In fact, they spent most of their time busy dealing with the various threats within the Unknown Regions, while in the mod their only option is to immediately invade the Known Galaxy. This is an area which we've always wanted to expand on, and it's something we're going to look to do in future releases. The Empire of the Hand as a faction, while some aspects are interesting or unique, also have a lot of rough edges (to put it nicely) and need a lot of work to bring them up to par, which we'll talk about first.Ssi-Ruuvi ships in Thrawn's Revenge II: AscendancyThe Empire of the Hand"The Empire that Senior Captain Thrawn is carving into the evil that pervades our worlds is not the Empire you chose to leave. His is an Empire of justice and dignity for all beings. His Empire is one we gladly serve. One we are willing to die for." - VaantaarAs a faction, the Hand offer some unique and interesting units, but there are also many places where they currently fall flat. For one thing, since they tend to have some of the oldest models, a lot of their units need and will be getting some level of visual upgrade to bring them into line with the newer assets. Since the hardest parts of making their units tends to be coming up with a suitable design more so than the actual modeling, instead of having a specific release dedicated to updating them like we've been doing or will be doing with the other factions, their updates will happen across a few different releases. In 2.3, we will also finally be releasing their Intego Battlecruiser, which, at 2200 meters is the largest ship in their fleet. We were originally hoping to put it into 2.2 (and it can be used in current versions of Ascendancy, our Sins of a Solar Empire mod where you can see some of this content already) but we felt like its design still needed a lot of work. The current version, before the updates, can be seen below- the general shape will be remaining, but a lot of details have changed since those pictures were posted. Final pictures should hopefully be coming soon. On ground, every unit will be redesigned, and most importantly, rebalanced. Ground as a whole is being rebalanced and reworked in the mod in 2.3, however in 2.2 there are a few units in the EotH, especially the Megamaser Tank, which remain obscenely overpowered. In 2.3 we're rebalancing every part of ground combat, so that will all change, but they need art updates as well. Unlike with their space roster, their ground roster redesign is one we hope to do all at once; this is currently planned for 2.4, but specifics may change. Overall the roles for their units will remain the same, but we'll be bringing them away from the Lego Tanks aesthetics they currently tend to have.While there are plenty of other story or research mechanics we'd like to add or flesh out more for the Empire of the Hand, something else we will be working on with their unit updates is nailing down exactly where their units are coming from, which will be more important as we flesh out the Unknown Regions as a whole. The Empire of the Hand comes from a few different backgrounds- Imperial, Chiss, local designs, and combinations of those. The units in their buildable roster aren't directly Imperial in origin, so we'll be trying to group the rest of their roster into the other categories. Some will be labelled as designs coming directly from the Chiss Ascendancy (as many assets and personnel were funneled directly to the Hand from them), some as designs made by the Hand itself or one of the various member species, and some as the fusion of Imperial tech with another one of those groups (this one is more straightforward- for example, the Clawcraft and Star Destroyer variants like the Chaf and Ascendancy).The Intego as it currently appears in AscendancyThe Unknown Regions"The gulfs of space are not home to us and neither are the barren worlds. The worlds of fire and the worlds of ice are not home to us. Where oxygen burns and water flows, where carbon bonds and ozone protects—there we plant our roots. The seed of our species is fertile; all we require is the soil in which to plant it." - The KeeramakWhile the Empire of the Hand currently starts off controlling everything in the Unknown Regions in the mod, they were in fact trying to combat various threats of different sizes the entire time. It's impossible to represent every little group they would have come across due to lack of information in universe and a limitation to what can put put in game, but we do intend to try to put in some of the more major players in the region at least- ideally, given enough time and resources, we'd like to have entire galactic conquest scenarios based within the Unknown Region. Because these updates are about covering future content, here's a quick look at the major groups we'd like to represent, focusing on those which had bigger impacts or the most opportunity for fleshing out. Keep in mind, all of this is only prospective, and not necessarily set in stone; certainly not content being worked on immediately, though we do have some idea of different phases in which they could be implemented. The ability to do the factions and species listed below will depend on resources as we complete stuff, and keep in mind that being represented doesn't necessarily mean being their own faction- some would be, but some will also be represented through the Independent Forces faction (though with suitable assets) similar to how the more minor Warlords currently are in 2.2 (ie Antemeridias, Elrood). Some may even be in the running to be playable under the right circumstances.Chiss Asendancy - The official government of the Chiss, based on Csilla, and arguably the most influential group in the Unknown Regions.The Killik Colony  - An insectoid hive-minded species which originated on Alderaan and migrated long ago to the Unknown Regions.Ssi-Ruuvi Imperium - A faction of war-mongering religious fanatic reptilesVagaari Empire - Slaving NomadsNuso Esva - A warlord whose forces became one of the first targets of Thrawn's campaigns into the Unknown Regions, on the edge of the known galaxy, and connected parts of Thrawn's Unknown Regions conquests to the known galaxy.Again, this isn't quite coming in 2.3, just a rough outline of some of the ideas we have for fleshing out parts of the mod which currently aren't especially fleshed out. All of it ultimately depends on resources. Some, like the Chiss and Ssi-Ruuvi, we have some considerable amount of work done on already, so they're more likely to show in some form sooner than later. That will do it for our first Vision of the Future news post, all of this will be expanded a bit more as we get closer to the specifics, so hope you're looking forward to that. As usual, I'm running preview playthroughs regularly on my YouTube channel, Corey Loses if you want to see some of the changes in action as they happen. The current Greater Maldrood playthrough is currently wrapping up, and I'll be moving onto the CSA playthrough at the start of December. ...

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Ascendancy 1.1.6 Preview & Testing Start Date

Thursday November 22, 2018

Hey there everyone. It's been a while since out last news post, but the time for testing of the new version is about to be here. Before we get into details, I've been doing an Imperial test run (Palpatine tree) on Corey Loses which goes over some of the changes we've made so far. I'll likely have time for one more run through before we start.As we outlined in the announcement post , the upcoming 1.1.6 update primarily focuses on overhauling some of the balance issues in the mod from the previous release and working a bit on militia and ability flavour. Once this version is out, we'll be working on fleshing out the Hapans as a full playable faction, as well as completing some of the work started here. The goal of the beta phase will be to get more feedback on the changes we're making as they're finalized, and so work will likely continue on adding and updating abilities and other assets throughout testing. We basically want to get as much feedback as possible before moving into a full release. In order to make sure we're able to respond to feedback as effectively as possible, we're going to be running the beta using GitHub, which allows us to push changes as they're made directly to everyone's copy. This means that the beta will be run primarily out of our Discord server, which will have channels dedicated to updates and discussion, as well as our forums, which will have a subforum set up for bug reports, as well as through GitHub itself. There will be full instructions on how to install the beta and report issues when the beta starts. This is currently planned to be:Thursday, December 6th, 2018We hope you're looking forward to playing around with the new changes. Once the beta starts, we'll be trying to host at least one community match per week through Corey Loses and the Discord server to make sure we get as much multiplayer feedback as possible. More details for those will be posted when the beta starts, too. ...

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Thrawn's Revenge Progress - October 1st - November 17th Edition

Monday November 19, 2018

This one's a bit more sparse because of personal life events for myself and several other devs, but still some movement being made in a few ways- everything should be back to normal now so expect a lot more progress to come quickly.Ascendancy- Work continues on militia updates (Ssi-Ruuvi, Hapan, New Republic, Hand, Imperial Mix on different planet types)- Ideation on ability changes continues (Endurance [4], Secutor [4], Dominator [1], Praetor [3], Syndic [1], Ascendancy [2], Peltast [1], Phalanx [1])Imperial Civil War / Fall of the Republic- Pox has created an updated, streamlined method for exporting galactic force spawns using the new LUA framework for era selection.- Fixed starbase spawning in maps with era selection.- Accuracy adjustments vs Infantry for NR, CSA, EotH and IR (Rep / CIS still to be done)- Recusant, Bulwark and Lucrehulk scales adjusted to be in line with canon- CSA skirmish support added (space)- Adjustments to Isard's Revenge GC- Adjustments to a couple dozen maps. Added Sarvchi map, Kuat/Bespin space maps-Corporations: Added discounts for NR KDY, NR Rendili, Empire Incom, GM/ZE CEC linked to faction barracks and light vehicle factory ...

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Thrawn's Revenge Progress - Extra Spooky Edition (Oct 25th-Nov 1st)

Thursday November 01, 2018

AscendancyAfter the ability and militia updates are finished, we'll be opening up a beta channel for live balancing- Updated Gladiator Art- Updated Secutor Art- Updated Endurance Art- Updated Nebula Art- Mesh point cleanup on Fruoro- Fixed an issue causing crashes at game start- Ability changes for Peltast (combine Emergency Shielding/Escape Velocity), Endurance (Comm Jammer Buffed), MC90 (Shield Aegis is passive), Resilient ability buffed, Altor repair reverted from AoE, Power to shields buffed for all ships, MC80B reflective shields buffed per level, Executor Fear Aura/Weapon Overload buffed(21 Abilities Remain to be Reworked)Fall of the Republic- Planet selection events and name text finished (this is a more tedious thing than it sounds like)- Planets and traderoutes all set up for first GC (106 planets, no Hutt Space)- Scales and speeds adjusted for all infantry- Ground tactical camera adjustedImperial Civil War- Infantry (including civilians) all rescaled, speed adjusted- Fixed TIE Crawler driftiness- Nebula & Endurance art updated- Espo Walker ingame- Grumby given a Bulwark III for CSA- Hapan pop caps fixed- Camera adjusted for ground combat ...

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[ICW] Playable Faction Profile: Corporate Sector Authority

Friday September 28, 2018

We've shown off a little bit in terms of feature changes being made in 2.3, but it's time for us to take a look at the new playable faction being added to the mod, the Corporate Sector AuthorityAs always, if you prefer to see these news posts in video form with some (very early) footage of the CSA and their units in action, I've done a video version of the news post on Corey Loses:Leader: Executive Officer (ExO)Capital: Etti IVHistorical Overview"CSA attorneys can find a loophole even when there isn't a loop." - Klin-Fa GiThe Corporate Sector originally began as an administrative division at the end of the Tingel Arm within the Galactic Republic, 490 years before Yavin to mediate disputes between corporations and the galactic governing body. This allowed corporations to acquire large swaths of space which were allegedly devoid of sentient life, though this often proved to be untrue and caused many armed conflicts between the original inhabitants and the new corporations. During the Clone Wars, the Corporate Sector would largely support the Confederacy, however some companies remained at least nominally loyal to the Republic. This group formed the Galactic Corporate Policy League, which supported Palpatine in his bid for power within the Republic. Over its existence, the Corporate Sector seemed to gain some increasing level of self-determination, with some level of independence having been gained in fact if not in law by 27 BBY. Under the Empire, the CSA would buy up significant amount of Clone Wars surplus, including the entirety of the Corporate Alliance's remaining assets and other CIS equipment. It was also expanded to up to 30,000 systems under the Empire, and soon after the Declaration of the New Order by Palpatine, the Corporate Sector officially organized into the Corporate Sector Authority, which was granted a significant level of autonomy even under the Empire. Many citizens who tried to flee the Empire, hoping for a better life in the CSA would quickly find that the CSA could be equally draconian. After Palpatine's death, the CSA attempted to remain neutral and sell to both Imperial and New Republic clients, although many in the New Republic felt the CSA to be as bad as the Empire, or worse. Despite these attempts, the CSA found themselves under the thumb of Warlord Zsinj for the year before his death, and Grand Admiral Makati died fighting to keep the CSA territory under Imperial control. The CSA in Thrawn's Revenge"The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." -Reen IranaWhile we've added several new playable factions over the years, all of these have been Imperial splinter groups since the first release with the New Republic and Empire of the Hand. The CSA is the first of a few upcoming factions which breaks that trend and offers the chance for us to work on not just a set of more unique rosters, but also opens us up for a few other new gameplay mechanics within these playable factions which we'll be going over as we continue with previews. With the CSA, this will generally mean some some different interactions with corporations and mechanics based upon their leadership. As a military-surplus based faction there is still quite a bit of overlap with the existing factions in their space roster, however on land an entirely new roster within the mod has been added using a mix of the Clone Wars surplus and the equipment of the Espos, a very well-armed police force within the CSA Security Division. The CSA will be playable in several existing galactic conquests, including all eras of the era progressive GCs, as well as being the focus of another more local galactic conquest, focusing on their conquest by Zsinj, as well as the events leading to Makati's death.Thrawn's Revenge has always focused on making our own assets rather than using free released or otherwise collected assets, but many of the assets for the CSA are being developed in cooperation with Phoenix Rising, another EaW mod made by one of the Thrawn's Revenge developers, Evilbobthebob. If you want to check out the CSA in that mod, you can do so by clicking here.Roster Overview(Green denotes the unit is fully implemented ingame, yellow that it's nearly done)Space Unit RosterLucrehulk | Invincible | Bulwark Mk III | Bulwark Mk IRecusant | MTC | Gladiator | Neutron Star | Dreadnaught | Dauntless | Victory-I | Victory-IIEtti Light Cruiser | ILH-KK Citadel | Gozanti | Nebulon-B | MarauderAuthority IRD | Preybird | Authority IRD-A | #2 Warpod | Mankvim-814 | T-Wing | Skipray BlastboatGround Unit RosterEspos | B1 Battledroid | DroidekaEspo Walker | K-222 | SX20 AirskimmerX10 Groundcruiser | Strikebreaker | GX12 HovervanPersuader | JX40 Jailspeeder | Corporate Alliance Artillery ...

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[FotR] We Could Be Heroes: Republic Edition

Saturday September 22, 2018

We Could be Heroes: Republic...Before we begin, as usual I've posted a video version of this update on Corey Loses, covering both this update and the CIS heroes in the last one. Fall of the Republic preview playthroughs will also soon start joining the Imperial Civil War ones currently going on on the channel:It's been some time since the last FotR update, but while most of the public posts have been about Imperial Civil War, there's been a lot of work going on in the background with Fall of the Republic. In this update, we'll be going over the core hero roster for the Galactic Republic in 0.5. Our goal with this version was to get a relatively similarly-sized core hero roster for the CIS and Republic- there'll be more to come later (including more Jedi), but these are either the more major players in the time period, or they fill a particular niche that the faction needs and otherwise lacks. Part of our focus is also to expand some of the standard fleet elements of the time, which tend to receive a bit less focus next to all the Jedi, so you'll see a few more obscure captains and admirals in both factions, especially characters who would later play a much larger role in the Imperial or Post-Endor period, keeping connections between Fall of the Republic and Imperial Civil War."For the Order and the Republic, I will give anything and everything, including my life." - Mace WinduThere are probably two specific areas where people will notice characters missing which they may want, specifically Jedi and Clones since they tend to involve more work. Again, several of these will likely be added in future versions, but the way we chose who's there is pretty straightforward- whichever characters are most universally present, or prominent, or would appear most in potential story missions got added. For Jedi, we also ran a poll on our forums for three of the slots we felt had a bit more leeway, and picked the three most popular from that, which are the last three heroes on this list. They probably won't surprise anyone.Palpatine - Galactic, Ground (Post-Order 66)Also known as Darth Sidious, or The Senate, Palpatine was the final Supreme Chancellor of the Galactic Republic before his reorganization of the government into the Galactic Empire. He began consolidating his power by orchestrating the invasion of Naboo and ensuing Separatist Crisis and Clone Wars as a whole from behind the scenes, secretly leading both belligerents.Yoda - GroundDespite his small stature, Master Yoda was one of the most wise and powerful Jedi in galactic history. He served as the Grand Master of the Jedi Order at the time of the Clone Wars, and was one of the few Jedi who managed to survive Order 66, despite his failure to kill Palpatine in a duel in the Senate chambers.Mace Windu - Ground, Space: Delta 7/Eta 2Mace Windu was one of the most skilled swordsmen in the Jedi Order, having pioneered his own variant on the seventh form of lightsaber combat, which he called Vaapad, and remained the only practitioner of the form who did not fall to the Dark Side. He led the Jedi at the Battle of Geonosis, and served with distinction in many battles of the Clone WarsObi-Wan - Ground, Space: Delta 7/Eta 2The Padawan of Qui-Gon Jinn, Obi-Wan Kenobi was distinguished and accomplished Jedi who served with a dedication to the principles of the Order throughout his life. Despite an aversion for fighting and a famously calm demeanor, he was a skilled warrior who throughout his career fought each of Sidious' Sith apprentices, managing to best both Darth Maul and Darth Vader, but being held back by an apparent and understandable inability to recognize that falling into giant shafts and lava after the removal of multiple limbs are not necessarily fatal experiences.Anakin - Ground, Space: Azure Angel/Eta 2Anakin Skywalker was arguably the strongest Jedi to serve in the Clone Wars in terms of raw power, however he was often held back by his impulsive and rash nature. In addition to his Jedi powers, he was an exceptional pilot and mechanic.Plo Koon - Ground, Space: Blade of DorinA veteran of the Stark Hyperspace War before serving in the Clone Wars, Plo Koon was also the Jedi Master who discovered the young Togruta Ahsoka Tano, eventual Padawan of Akanin Skywalker. He was killed during that business on Cato Neimoidia.Delta Squad - GroundComprised of Boss, Fixer, Scorch and Sev, Delta Squad was an elite commando squad which undertook dangerous and specialized missions for the Grand Army of the Republic. Although a mission to Kashyyyk ended in the disappearance of Sev, Delta Squad continued to serve into the Imperial period.Wulff Yularen - Space: Venator-class Star Destroyer, ResoluteAlthough his primary interest was in the field of intelligence gathering, Wullf Yularen served in the Clone Wars as the Admiral in charge of Anakin Skywalker's fleet, despite a strong difference in style between the two as commanding officers. Following the Clone Wars, Yularen remained in service to the Galactic Empire, serving primarily in the Imperial Security Bureau, and was ultimately killed in the destruction of the Death Star.Gilad Pellaeon - Space: Acclamator-class Assault Ship, LevelerGilad Pellaeon served for seven decades in the Republic and Imperial navy, beginning his career in the Republic's Judicial Forces and eventually becoming the captain of a combat-oriented Acclamator variant, the Leveler, during the Clone Wars. though he was a talented naval officer, he was primarily prevented from promotion to the admiralty because of a tendency to womanize. After Palpatine's death, he served various Imperial leaders until finally and reluctantly taking the mantle for himself, leading the Empire into peace talks with the New Republic.Wilhuff Tarkin - Space: Venator-class Star DestroyerA member of the rich Tarkin family from the Eriadu aristocracy, Wilhuff Tarkin's family was responsible for early pushes to create a united Republic military, a movement lead several decades before the Clone Wars by Ranulph Tarkin. Wilhuff used his significant economic and political clout within the Seswanna Sector as governor to support Palpatine, and served as an Admiral in the Clone Wars before becoming the first Imperial Moff. Terrinald Screed - Space: Victory-class Star Destroyer, ArlionneAn early political ally of Senator Palpatine, Screed was a commander in the Judicial Forces prior to the Clone Wars where he lost an eye fighting pirates. During the Clone Wars, he was the commander of Victory Fleet, a fleet comprised of the first Victory-class Star Destoyers and following their victory over the Bulwark Fleet of Dua Ningo, he became the commander of the Coruscant Home Fleet as Vice Admiral.Jan Dodonna - Space: Victory-class Star Destroyer, VictoryPrior to the Clone Wars, Dodonna fought within the Sttark Hyperspace War. As a captain in the Clone Wars, he commanded one of the Victory Fleet taskforces opposite Terrinald Screed. He was particularly adept at managing logistics and siege tactics.Jace Dallin - Space: Dreadnaught-class Heavy Cruiser, Mersel KebirAnother veteran of the Stark Hyperspace War, Jace Dallin eventually became the commanding officer of the Rendili Home Defense Fleet. He fought against his planetary government's attempts to cooperate with the Confederacy during their occupation of Rendili, and following the formation of the Empire, was executed by Darth Vader for his loyalty to the Jedi.Shoan Killian - Space: Venator-class Star Destroyer, EnduranceKillian was a traditional Admiral who was captured by the Separatists in a surprise attack on his flagship during a visit from the Clone Youth Brigade. Although he tried to reason with the young Boba Fett to secure his release, he was eventually rescued by the Jedi.Barton Cobourn - Space: Venator-class Star Destroyer, Triumphant, Arquitens-class Light Cruiser, Hand of JusticeCoburn was a highly disciplined Admiral within Republic Navy during the Clone Wars, where he was paired with Plo Koon. He, Koon and Clone Commander Wolffe were responsible for the planning and execution of some of the most dangerous and difficult missions of the war, including operations at Lola Sayu and Kadavo.Poll Winners:Kit Fisto - Ground, Space: Delta 7A Jedi Master who joined the Jedi Council during the Clone Wars for his exemplary service, Kit Fisto was a Nautolan from Glee Anselm who engaged in lightsaber combat with several strong enemies throughout the war, including General Grievous and Assaj Ventress, both of whom few survived encounters with other than Skywalker and Kenobi. He was part of the task force led by Mace Windu to arrest the Chancellor, where he was killed when the Chancellor revealed himself to be a Sith Lord.Shaak Ti - GroundA Togruta from the planet Shili who had joined the Jedi Council in the years before the Clone Wars, Shaak Ti participated in many key battles in the Clone Wars, and during the war was responsible for killing one of count Dooku's Dark acolytes, Artel Darc and survived a duel with General Grievous. She was responsible for the protection of the Jedi Temple, and managed to escape it during Darth Vader's attack.Aayla Secura - Ground, Space: Delta 7/Eta 2A Twi'lek trained by Quinlan Vos, both her and her master survived their own falls to the dark side before returning to the light and earning her knighthood. She was one of the Jedi who survived ... ...

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Weapon System

Space

Thrawn’s Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament. The basis of this system is that, for any given ship or weapon-type, a single instance of that weapon counts as one pulse from a hardpoint. So, for example, if a ship canonically has sixty turbolasers, we could give it six hardpoints each firing ten pulses, or twelve hardpoints each firing five pulses, etc.

The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. So, for example, the Imperial Star Destroyer’s 60/6 Turbolaser hardpoints translates into six hardpoints firing ten pulses in each round, whereas its 6/2 Dual Heavy Turbolaser becomes two hardpoints firing three pulses in each round. To compare this to another example, take the Venator-class Star Destroyer, with its canonical armament of eight Dual Turbolasers. Since we aren’t representing all sixty individual Turbolasers on the Imperial Star Destroyer, it would be unbalanced to set the Venator up with eight fully charged (10 pulse) hardpoints. Instead, we have given it four hardpoints firing two pulses each round. This system has been used for all space units, although starfighters and some anti-starfighter ships (such as the CR90 Corellian Corvette) are handled slightly differently.

Laser Cannons/Maser Cannons

Laser and Maser Cannons are weapons that fire bursts of particle beam energy. These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. Laser and Maser Cannons are capable of damaging both hull and shields.

Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*
Laser Cannon 2.5 3.5 0.2s 4s
Laser Cannon: Dual 5   0.2s 4s
Laser Cannon: Quad 10   0.2s 4s
Maser Cannon 3 4 0.2s 4s
Maser Cannon: Dual 6   0.2s 4s
Maser Cannon: Quad 12   0.2s 4s

Turbolasers/Megamasers

Turbolasers and Megamasers are immensely scaled-up versions of Laser and Maser Cannons. Generally turret-mounted, they are commonly found on capital ships and space stations. Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. They are primarily used for ship-to-ship combat because their size and slow target-tracking is ineffective against the small and fast targets presented by starfighters. Turbolasers and Megamasers are capable of damaging both hull and shields.

Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*
Turbolaser 5 6.5 0.2s 4s
Turbolaser: Dual 10 13 0.2s 4s
Turbolaser: Quad 20 26 0.2s 4s
Turbolaser: Octuple 40   0.2s 4s
Megamaser 5 6.5 0.2s 4s
Megamaser: Dual 10 13 0.2s 4s
Megamaser: Quad 20 26 0.2s 4s

Ion Cannons

Ion Cannons are ranged weapons which fire ionised particles or plasma that can cause serious interference with the operation of electronics and computer systems. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage.

Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*
Ion Cannon 10 13 0.2s 4s
Ion Cannon: Dual 20 25 0.2s 4s
Ion Cannon: Triple (Trion) 25   0.2s 4s

Warhead Launchers

Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. Concussion and Rhazor Missiles are able to target practically any unit, while Proton Torpedoes are restricted to Corvettes and above. All warheads cause damage to both shields and hull.

Weapon Type Flight Range Damage Rate of Fire* Recharge Time*
Concussion Missile 2200 18 0.4s 15s
Proton Torpedo 2200 12 0.4s 15s
Rhazor Missile 2200 20 0.4s 15s

*Rate of fire is the short delay between pulses as the weapon reloads. Recharge time is the longer recharge period after each completed round. The length of delay listed above is the standard rate for each weapon type; some vessels may have longer or shorter delays to reflect their power source, unit type, or technology.