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* FinalDeath: In the original games, if a Hero is defeated in battle, they're unusable for a period of time. In ''Thrawn's Revenge'', if a hero is defeated in battle, they're gone for good.
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In December 2018, it's given a prequel known as ''[[https://www.moddb.com/mods/star-wars-thrawns-revenge-iii Fall of the Republic: Thrawn's Revenge III]]. Which is set during the Clone Wars.

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In December 2018, it's given a prequel known as ''[[https://www.moddb.com/mods/star-wars-thrawns-revenge-iii Fall of the Republic: Thrawn's Revenge III]]. III]]''. Which is set during the Clone Wars.
Wars. Which is once again a ''Forces of Corruption'' mod.

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On February 5th 2016, a sequel called ''Thrawn's Revenge II: Ascendancy'' was released. This time a mod for ''VideoGame/SinsOfASolarEmpire'''s Rebellion Expansion. It can be downloaded [[http://www.moddb.com/mods/star-wars-ascendancy here]]

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On February 5th 2016, a sequel called ''Thrawn's Revenge II: Ascendancy'' was released. This time a mod for ''VideoGame/SinsOfASolarEmpire'''s Rebellion Expansion. It can be downloaded [[http://www.moddb.com/mods/star-wars-ascendancy here]]
here]].

In December 2018, it's given a prequel known as ''[[https://www.moddb.com/mods/star-wars-thrawns-revenge-iii Fall of the Republic: Thrawn's Revenge III]]. Which is set during the Clone Wars.
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* BoringButPractical: The Republic's Nebula-class Star Destroyers and Endurance-class carriers are both durable and powerful. Why they have no special abilities and their head-to-head power will always be outclassed at an individual level, the late-era Republic's deep economy and two administrator player characters (Ponc Gavrisom and Leia Organa) means you can quickly deploy many of these ships and use them in concert to overwhelm individually more powerful ships.

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* BoringButPractical: The Republic's Nebula-class Star Destroyers and Endurance-class carriers are both durable and powerful. Why they have no special abilities and their head-to-head power will always be outclassed at an individual level, the late-era Republic's deep economy and two administrator player characters (Ponc Gavrisom and Leia Organa) means you can quickly deploy many of these ships and use them in concert to overwhelm individually more powerful ships. Their fighter compliment, with E-Wings, Defenders, and K-Wings, also ensured that they would utterly murder all other ships or fighters coming their way, baring overwhelming numbers.



* TookALevelInBadass: The New Republic, which goes from fielding a motley post-Endor Rebel fleet to having their own brand of Star Destroyers that can get into slugging matches with the best the Empire has to offer and come out on top.

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* TookALevelInBadass: The New Republic, which goes from fielding a motley motley, significantly weaker, post-Endor Rebel fleet fleet, with the most un-unified territory at the beginning of the game to having their own brand of Star Destroyers that can get into slugging matches with the best the Empire has to offer and come out on top.



* ZergRush: A surprisingly quick and effective way to take out enemy turbolaser towers is to rush in and swarm it with several squads of basic infantry.

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* ZergRush: A surprisingly quick and effective way to take out enemy turbolaser towers is to rush in and swarm it with several squads of basic infantry. Also the best way of destroying the various Super Star Destroyers that attack in game (albeit with fighters and making sure there's at least one allied capital ship on the map).
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* EnemyCivilWar: Defeating Palpatine during the Emperor Reborn scenario immediately causes the Warlord factions to take over several Imperial worlds and spawn high tier capital ships, all hostile to the Empire, the New Republic, and each other.
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* BoringButPractical: The Republic's Nebula-class Star Destroyers and Endurance-class carriers are both durable and powerful. Why they have no special abilities and their head-to-head power will always be outclassed at an individual level, the late-era Republic's deep economy and two administrator player characters (Ponc Gavrisom and Leia Organa) means you can quickly deploy many of these ships and use them in concert to overwhelm individually more powerful ships.
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* TookALevelInBadass: The New Republic, which goes from fielding a motley post-Endor Rebel fleet to having their own brand of Star Destroyers that can get into slugging matches with the best the Empire has to offer and come out on top.
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** [[LiteratureHandOfThrawn Grand Admiral Gilad Pellaeon]] (Era 5, 17-19 ABY) Commands the Chimaera.

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** [[LiteratureHandOfThrawn [[Literature/HandOfThrawn Grand Admiral Gilad Pellaeon]] (Era 5, 17-19 ABY) Commands the Chimaera.
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** [[JediAcademyTrilogy Admiral Natasi Daala]] (Era 4, 12 ABY) Commands the Knight Hammer, an Executor-class Star Dreadnought.
** [[HandOfThrawn Grand Admiral Gilad Pellaeon]] (Era 5, 17-19 ABY) Commands the Chimaera.

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** [[JediAcademyTrilogy [[Literature/JediAcademyTrilogy Admiral Natasi Daala]] (Era 4, 12 ABY) Commands the Knight Hammer, an Executor-class Star Dreadnought.
** [[HandOfThrawn [[LiteratureHandOfThrawn Grand Admiral Gilad Pellaeon]] (Era 5, 17-19 ABY) Commands the Chimaera.
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italics for work names


Thrawn’s Revenge is a game mod for the Creator/LucasArts & Petroglyph PC [[RealTimeStrategy Real-Time Strategy Game]] ''VideoGame/EmpireAtWar''.

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Thrawn’s Revenge ''Thrawn’s Revenge'' is a game mod for the Creator/LucasArts & Petroglyph PC [[RealTimeStrategy Real-Time Strategy Game]] ''VideoGame/EmpireAtWar''.
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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue. The minor faction, the Duskhan League has a greenish-yellow. Neutral forces or Warlords (depending on the Campaign) would be brown, and Raid Fleets are red.

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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. For the major factions, New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue. The For the minor faction, factions, the Duskhan League has a greenish-yellow. greenish-yellow, Neutral forces or Warlords (depending on the Campaign) would be brown, and Raid Fleets are red.
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Moved these tropes to the YMMV Page


* CreatorsPet: Arguably the Empire of the Hand. They have an impressive array of space-based heroes, start with all their planets connected to each other (unlike the Empire and New Republic), and lack the glaring weaknesses of those two factions (weak starfighters and CripplingOverspecialization in large ships for the former, and an initial lack of very capable capital ships for the latter). Their only real weakness are their small starting territory (limiting the amount of forces you can start conquest with), lack of an equivalent unit to a Super Star Destroyer (something they share with the New Republic in most eras), and no buildable defenses (like ground-to-space Hypervelocity Guns or Ion Cannons, or ground-based Turbolaser towers or base shields). But their ground buildings all have shields (which no other faction does) and some of their ground units, particularly their airspeeders, absolutely ''shred'' anything they come up against. If you can overcome the small territory disadvantage (which the AI does through cheating), they can easily be the most powerful faction in the game.



* DemonicSpiders: All varieties of Super Star Destroyer. Every single one has an absolutely ridiculous amount of hitpoints and firepower as well as large fighter complements. The Eclipse and Sovereign classes really take the cake though; in addition to the above they also have one-hit-kill superlasers and gravity well generators to prevent the enemy from retreating into hyperspace. Palpatine, who has an Eclipse class, is easier to defeat since he's also a ground unit (granted, he has his abilities from the regular game, but he's not invincible).
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* CreatorsPet: Arguably the Empire of the Hand. They have an impressive array of space-based heroes, start with all their planets connected to each other (unlike the Empire and New Republic), and lack the glaring weaknesses of those two factions (weak starfighters and CripplingOverspecialization in large ships for the former, and an initial lack of very capable capital ships for the latter). Their only real weakness are their small starting territory (limiting the amount of forces you can start conquest with), lack of an equivalent unit to a Super Star Destroyer (something they share with the New Republic in most eras), and no buildable defenses (like ground-to-space Hypervelocity Guns or Ion Cannons, or ground-based Turbolaser towers or base shields). But their ground buildings all have shields (which no other faction does) and some of their ground units, particularly their airspeeders, absolutely ''shred'' anything they come up against. If you can overcome the small territory disadvantage (which the AI does through cheating), they can easily be the most powerful faction in the game.
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* DemonicSpiders: All varieties of Super Star Destroyer. Every single one has an absolutely ridiculous amount of hitpoints and firepower as well as large fighter complements. The Eclipse and Sovereign classes really take the cake though; in addition to the above they also have one-hit-kill superlasers and gravity well generators to prevent the enemy from retreating into hyperspace.

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* DemonicSpiders: All varieties of Super Star Destroyer. Every single one has an absolutely ridiculous amount of hitpoints and firepower as well as large fighter complements. The Eclipse and Sovereign classes really take the cake though; in addition to the above they also have one-hit-kill superlasers and gravity well generators to prevent the enemy from retreating into hyperspace. Palpatine, who has an Eclipse class, is easier to defeat since he's also a ground unit (granted, he has his abilities from the regular game, but he's not invincible).
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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue. The minor faction, the Duskhan League has a greenish-yellow. Neutral forces or Warlords (depending on the Campaign) would be brown.

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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue. The minor faction, the Duskhan League has a greenish-yellow. Neutral forces or Warlords (depending on the Campaign) would be brown.brown, and Raid Fleets are red.



* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Minor Heroes are gone. Major Heroes die permanently. The AI has virtually unlimited credits. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.

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* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Minor Heroes are gone. Major Heroes die permanently. The AI has virtually unlimited credits. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.battle, though if playing as the New Republic, if you anticipate them, you can let them and the enemy fleet tear each other apart, and then mop up.
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** Averted in future versions, which will give you the option to instead advance era.
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** Upon reaching era 3 Admiral Gial Ackbar trades in his old Home One, an MC80 Home One-type star Cruiser, for the Galactic Voyager, a newer and more powerful MC90 Star Cruiser. This ship change also makes him one of the few Hero units that can come back after being killed in a multi-era campaign, if Home One was destroyed prior to reaching era 3.

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** Upon reaching era 3 Admiral Gial Ackbar trades in his old Home One, an MC80 [=MC80=] Home One-type star Cruiser, for the Galactic Voyager, a newer and more powerful MC90 [=MC90=] Star Cruiser. This ship change also makes him one of the few Hero units that can come back after being killed in a multi-era campaign, if Home One was destroyed prior to reaching era 3.



* TacticalRockPaperScissors: Each faction has its own strengths and weaknesses, and fighting them usually requires at least slight changes in strategy ([[NoKillLikOverkill or enough forces that it doesn't matter]].) The Imperial Remnant focuses mostly on ''really'' big ships with lots of guns, at least until about Era 4 or 5 (when, canonically, most of their shipyards had been liberated by the New Republic), while the New Republic puts more emphasis on ''massive'' waves of starfighter attacks (again, until about Era 4 or 5, when the "New Ship Design" programs start building bigger and better capital ships, though starfighter spam remains a viable tactic). The Pentastar Alignment oddly works on both big and small ships, having access to ''Praetor-II''-class Battleships (huge battlewagons twice the size of an ''Imperial''-class Star Destroyer with armor, shields, and firepower to match) and smaller gunships and light carriers, but lacking a Super Star Destroyer equivalent outside of hero units and making extensive use of Clone Wars-era ships and ground units. Interestingly, as the Alignment captures planets close to the Core, they gain the ability to build more "standard" Imperial ships. The Empire of the Hand is something of a jack of all trades, and unusually for such a generalized faction can usually beat the others at their own game. While the Empire of the Hand lacks truly massive ships like Super Star Destroyers and can only build two different kinds of orbital defense stations (as opposed to everyone else's three), their orbital defenses are a bit more robust than normal, and their smaller-scale ships can be vastly more effective than similar ships for the other factions.
* TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current era, which is advanced by killing the current leader of the Imperial Remnant and applies universally to all factions. Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the MC80 Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful MC90 Star Cruiser in era 3. Also, many of the campaigns are locked into a specific era, meaning whatever is available to you during that era is all you get.

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* TacticalRockPaperScissors: Each faction has its own strengths and weaknesses, and fighting them usually requires at least slight changes in strategy ([[NoKillLikOverkill ([[NoKillLikeOverkill or enough forces that it doesn't matter]].) The Imperial Remnant focuses mostly on ''really'' big ships with lots of guns, at least until about Era 4 or 5 (when, canonically, most of their shipyards had been liberated by the New Republic), while the New Republic puts more emphasis on ''massive'' waves of starfighter attacks (again, until about Era 4 or 5, when the "New Ship Design" programs start building bigger and better capital ships, though starfighter spam remains a viable tactic). The Pentastar Alignment oddly works on both big and small ships, having access to ''Praetor-II''-class Battleships (huge battlewagons twice the size of an ''Imperial''-class Star Destroyer with armor, shields, and firepower to match) and smaller gunships and light carriers, but lacking a Super Star Destroyer equivalent outside of hero units and making extensive use of Clone Wars-era ships and ground units. Interestingly, as the Alignment captures planets close to the Core, they gain the ability to build more "standard" Imperial ships. The Empire of the Hand is something of a jack of all trades, and unusually for such a generalized faction can usually beat the others at their own game. While the Empire of the Hand lacks truly massive ships like Super Star Destroyers and can only build two different kinds of orbital defense stations (as opposed to everyone else's three), their orbital defenses are a bit more robust than normal, and their smaller-scale ships can be vastly more effective than similar ships for the other factions.
* TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current era, which is advanced by killing the current leader of the Imperial Remnant and applies universally to all factions. Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the MC80 [=MC80=] Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful MC90 [=MC90=] Star Cruiser in era 3. Also, many of the campaigns are locked into a specific era, meaning whatever is available to you during that era is all you get.
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* BeamSpam: In addition to units from the standard game, Dreadnought-class cruisers have "All Power to Weapons." ''Praetor-II''-class Battlecruisers, Super Star Destroyers, and Bothan Assault Cruisers are this pretty much by default.


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* SelfImposedChallenge: Go ahead, ''try'' playing the Imperial Remnant, advancing to Era 5 as quickly as possible, then conquering the galaxy.


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* TacticalRockPaperScissors: Each faction has its own strengths and weaknesses, and fighting them usually requires at least slight changes in strategy ([[NoKillLikOverkill or enough forces that it doesn't matter]].) The Imperial Remnant focuses mostly on ''really'' big ships with lots of guns, at least until about Era 4 or 5 (when, canonically, most of their shipyards had been liberated by the New Republic), while the New Republic puts more emphasis on ''massive'' waves of starfighter attacks (again, until about Era 4 or 5, when the "New Ship Design" programs start building bigger and better capital ships, though starfighter spam remains a viable tactic). The Pentastar Alignment oddly works on both big and small ships, having access to ''Praetor-II''-class Battleships (huge battlewagons twice the size of an ''Imperial''-class Star Destroyer with armor, shields, and firepower to match) and smaller gunships and light carriers, but lacking a Super Star Destroyer equivalent outside of hero units and making extensive use of Clone Wars-era ships and ground units. Interestingly, as the Alignment captures planets close to the Core, they gain the ability to build more "standard" Imperial ships. The Empire of the Hand is something of a jack of all trades, and unusually for such a generalized faction can usually beat the others at their own game. While the Empire of the Hand lacks truly massive ships like Super Star Destroyers and can only build two different kinds of orbital defense stations (as opposed to everyone else's three), their orbital defenses are a bit more robust than normal, and their smaller-scale ships can be vastly more effective than similar ships for the other factions.
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* ArtificialStupidity: The Imperial Remnant loves sending it's hero units, especially Leaders, against the bulk of your forces. While this can mean trouble since three of them command Super Star Destroyers of one variety or another, if you've got the fleet, you can destroy the Leader and advance the Era, giving you more powerful ships for the next time an Imperial Leader comes knocking. It's not had at all to advance Eras as the New Republic ''very'' quickly, without making much (if any) effort to hunt down the Imperial Leaders (and possibly without even conquering many planets beyond your starting ones).
** The AI in general uses its Heroes as its main attack forces. While this can shift over into DemonicSpiders for factions with lots of strong heroes (the Empire of the Hand, notably), killing said heroes largely neuters that faction's offensive ability. Some factions, especially on lower difficulties, seemingly give up attacking completely once they lose certain key heroes.


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** As the Impererial Remnant "advances" through eras, they pick up more older ships. Era 4 (under the command of Admiral Daala) sees the return of the ''Venator''-class Star Destroyer from ''Revenge Of The Sith''.


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* MacrossMissileMassacre: Empire of the Hand ''Warlord''-class gunships, which mount a ''terrifying'' array of proton torpedo launchers. One can take out an Imperial Star Destroyer all by itself easily, especially on higher difficulties, if it can survive the Star Destroyer's guns. And they aren't exactly a GlassCannon, either.
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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue. The minor faction, the Duskhan League has a greenish-yellow.

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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue. The minor faction, the Duskhan League has a greenish-yellow. Neutral forces or Warlords (depending on the Campaign) would be brown.
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* SparedByTheAdaptation: [[VideoGame/DarkForcesSaga Jerec]], who was defeated by Kyle Katarn in ''Jedi Knight'' in 5 ABY, is alive and well as one of the heroes for the Pentastar Alignment.
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** [[TheThrawnTrilogy Grand Admiral Thrawn]] (Era 2, 9 ABY) Commands the Chimaera, an Imperial II-class Star Destroyer.

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** [[TheThrawnTrilogy [[Literature/TheThrawnTrilogy Grand Admiral Thrawn]] (Era 2, 9 ABY) Commands the Chimaera, an Imperial II-class Star Destroyer.
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* ColorCodedArmies: New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue.

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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue.blue. The minor faction, the Duskhan League has a greenish-yellow.
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* BreakOutTheMuseumPiece: The Pentastar Alignment uses a lot of Clone Wars era technology. Including [[MacrossMissleMassacre Hailfire Droids]], Lucrehulk Freighters, and LAAT Gunships.

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* BreakOutTheMuseumPiece: The Pentastar Alignment uses a lot of Clone Wars era technology. Including [[MacrossMissleMassacre [[MacrossMissileMassacre Hailfire Droids]], Lucrehulk Freighters, and LAAT Gunships.
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* BreakOutTheMuseumPiece: The Pentastar Alignment uses a lot of Clone Wars era technology. Including [[MacrossMissleMassacre Hailfire Droids]], Lucrehulk Freighters, and LAAT Gunships.
* ColorCodedArmies: New Republic is orange, Imperial Remnant is green, Empire of the Hand is ice blue, and Pentastar Alignment is navy blue.
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On February 5th 2016, a sequel called ''Thrawn's Revenge II: Ascendancy'' was released. This time a mod for ''VideoGame/SinsOfASolarEmpire'''s Rebellion Mod. It can be downloaded [[http://www.moddb.com/mods/star-wars-ascendancy here]]

to:

On February 5th 2016, a sequel called ''Thrawn's Revenge II: Ascendancy'' was released. This time a mod for ''VideoGame/SinsOfASolarEmpire'''s Rebellion Mod.Expansion. It can be downloaded [[http://www.moddb.com/mods/star-wars-ascendancy here]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

On February 5th 2016, a sequel called ''Thrawn's Revenge II: Ascendancy'' was released. This time a mod for ''VideoGame/SinsOfASolarEmpire'''s Rebellion Mod. It can be downloaded [[http://www.moddb.com/mods/star-wars-ascendancy here]]
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** [[XWingSeries Director Ysanne Isard]] (Era 1, 6-7 ABY) Commands the Lusankya, an Executor-class Star Dreadnought.

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** [[XWingSeries [[Literature/XWingSeries Director Ysanne Isard]] (Era 1, 6-7 ABY) Commands the Lusankya, an Executor-class Star Dreadnought.

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I beat From the Ground Up on Admiral with that tactic. Call me Kubrik Chenkov.


*** Unless you [[ZergRush mass-produce]] TIE Defenders for their [[ElectroMagneticPulse shield-wrecking]] [[MacrossMissileMassacre missile-spamming]] [[BeamSpam Beam Spamming]] [[ThisIsGonnaSuck goodness.]]



* TheComputerIsACheatingBastard: The AI gets virtually unlimited credits and tends to spawn Super Star Destroyers whenever it feels like it.

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* TheComputerIsACheatingBastard: The AI gets virtually unlimited credits and tends to spawn Super Star Destroyers whenever it feels like it.it, [[ArbitraryHeadcountLimit up to ten.]]
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** [[DarkEmpire Reborn Emperor Palpatine]] (Era 3, 10-11 ABY) Commands the Eclipse.

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** [[DarkEmpire [[ComicBook/DarkEmpire Reborn Emperor Palpatine]] (Era 3, 10-11 ABY) Commands the Eclipse.

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