
What is ASF: Tarkin?
ASF: Tarkin is a X-Wing Vs TIE Fighter Single player add-on that gives you 20 new missions, new flyable ships, and improved capital ship behavior. Its totally free, no license no nothing!
The story driven missions follows the struggle of control over Yoti controlled space. Rebel friendly Yoti politicians used the shock of the Rebel victory at Endor to gain control of the Yoti parliament, but the Yoti Imperialist Party haven't given up and neither have the Imperials. Grand Admiral Thrawn have sent the Advanced Strike Force: Tarkin to recapture the system.
You can freely download ASF: Tarkin and/or give it away to any friend that have an ORIGINAL! copy of XvT, the exe file found in this add on is a version of the original exe file so Lukasarts owns the copyright to it, you can't legally download this file if you don't own a original version of XvT.
If you have a pirate version of XvT and installs this upgrade then you will most likely reinstall the copy protection and the game would not work anymore, so hands off!
For Multiplayer gamers: You can't use a Tarkin upgraded game when playing against normal XvT users. But this isn't a big problem, simply put the normal z_xvt__.exe file and the Tarkin z_xvt__.exe file into two separated folders, then copy the appropriate exe file into the XvT main directory when you want to change game style. There's a game launcher on it's way that lets you chose which exe file you want to use, I'll make a link to it as soon as it is finished. If you accidentally chooses to fly a Tarkin added ship while running the normal exe file the game will inform you it can't find a file and lock up, press 'F' to exit to windows then copy the Tarkin exe into XvT's main directory and restart the game.
(Q: I installed ASF: Tarkin before taking a copy of my original z_xvt__.exe file, what should i do?
A: You have the original exe file on the CD, simply copy it back onto the HD. You also have to turn of its write protection, so that you can overwrite it with the Tarkin exe. Click on the exe file with the right mouse button, chose 'Properties' and deselect the write protection.)
Please remember that you have the entire XvT game on your CD, whatever you do to the copy on your Hard Drive the original unchanged file can be found on the CD. Copy the original file back onto the HD and turn of the write protection.

Differences from XvT
The main difference from X-wing Vs Tie Fighter is the behavior of the capital ships, i have speeded up most of them sins i got bored with the ultra slow 'snails' offered in the original game. The reason for the slow pace in the original is the lack of proper collision detection in the game, only the surfaces are tested so the ships themselves have no 'mass' allowing large ships to fly through each other without taking much damage. I have chosen to ignore this flaw in favor of more dangerous and realistic capital ships. The ISD's are not as fast as in the movies, where they outflew the Falcon at sub light flight, but they are fast enough to create the right Star Wars feeling. I have also increased the maneuverability of several of the capital ships so be careful when you are close to them, they can be on you in a second flat, and don't get splattered by a rotating stardestroyer, its a lame way to go!
Even the smaler 'large' ships are deadly if they chose to target you, the Muurian was so dangerous i chose to make it into one of the Empires main attack weapons.
Due to the new speed and manuverabilety of the capital ships they have a more active role than in XvT, most of the missions contains several large ships directly involved in the fighting, other smaler ships like shuttles, Escort shuttles and Patrol craft also partisipates in the battles.
There are several new flyable ships, see own chapter for further info., and i have added E-Wing, B-Wing, Modified Corellian Corvet and Modified Nebulon Frigate.
The Yoti uses a mix of Imperial and 'other' craft like the R-41 and T-Wing, sins there are both Imperial and Rebel friendly Yoti forces, be prepared to fight ships of the same type as you fly yourself, so ID the ships before opening fire.
I have also used the Asteroid hangar and Asteroid Laser turrets, so check the rocks before you get to close to them.
All the missions can be won by both sides on easy level, but i doubt you can win them all on the highest setting. While some of the Strike missions are won or lost in a minute or two the larger battles can take a long time to finish.
I have also chosen to put several of the flyable ships a distance away from the main battle, allowing you to change your role in the mission. Playing a Rebel In 'ASF Tarkin show some Teeth' you can either start close to the Yoti Nonac and help protect it, or you can start close to one of the other Rebel ships forcing you to concentrate on protecting the Shuttles escaping the Yoti Nonac wreck.

NEW Flyable Ships!
- B-Wing: 3 lasers, 3 ION, 6*2 warheads
GFX taken from a flyable ship file that containd some BoP files, behaves as it should but does not have its original cockpit display.
- T-Wing: 2 lasers, 4*2 warheads.
Nice little TIE killer, the lasers are so close together that it is easy to hit the main body of TIEs.
Problems: I had to use the A-wing cockpit, it is crashed so use HUD or exterior view.
- R-41 Starchaser: 2 lasers, 2 ION, 4*1 warheads
Slower but better shielded than the T-Wing, can disable ships.
Problems: I had to use the Y-Wing Cockpit, it became crashed after i added the Warhead launcher, but i always play with the HUD anyway so i chose to keep the Launcher. Oh, when the text say Lasers you fire IONs & vise versa. (IONs are Blue, Lasers are Red)
- Shuttle: 4 lasers, 4*2 warheads, Nice shields
An improved version of the Lambda T-4a, better speed and maneuverability. Uses the Assault gunboat cockpit, and it is NOT crashed! Both Rebel and Imperial forces use them as sentry ships. Its a luxury ship so the engine noise is padded out;-)
- Escort shuttle: 3 lasers, 8*2 warheads, nice shields
I just added this ship as a flyable. First time I tried
this ship it only fired a couple of shots then ran out of ammo, so I forgot
about it until I finished all the missions, just as a joke I gave it rebel lasers
and suddenly it worked perfectly! I haven't tested the effect this have on the
difficulty of the missions but I guess it will make it easier to win due to
the shuttles heavy torpedo capacity, on the other hand you sometime have just
one, so be careful.
The aft turret on a player controlled ship rotates, but it does not seem to
fire, but your wingmens turrets works fine. So if a fighter attacks you from
behind and you can't get away then jump to another ship and let the AI defend
the shuttles ass.
- TIE Fighter LEAR: Shielded version of the T/F
- TIE Bomber LEAR: Shielded version of the T/B
- TIE Interceptor LEAR: Shielded version of the T/I
- TIE Devastator: 8 Lasers! no warheads.
Faster, more agile and better shielded version of the T/A, it has no missile capacity as its launchers have been replaced by extra laser energy conductors. Its new turbo lasers can take energy form both conductors without overheating, giving it twice the fire rate of a standard T/A. This TIE is believed to be a derivative from the LEARs involvement in the TIE Defender project.
Fortunately for the Rebels its only used and produced by the LEAR, and this far they have only done prototypes and modifications so their straight production capacity is believed to be minimal. Known among the Rebels as the TIE Dogfighter. This rather deadly TIE is only introduced in this mission collection but it will be used extensively in my next XvT project.
There are two ways to take advantage of this fighters additional laser conductors, one is to empty one storage then switch to the other, thereby having double the fighting time before you have to slow down to restore the laser energy. The other, and much better, is to set both lasers to Linked and switch between them by tapping W while firing, thereby doubling the fighters fire rate. (It replaces the TIE Defender so you still have the standard T/A.)
Rumors about an entire range of Devastator ships, from large capital ships to small unmanned TIE fighters, being built at a place called Byss is believed to be highly exaggerated.
Known Bug: the extra energy shows up as shield energy in the top corner of the HUD.
Crafts only available in one mission
- Container Transport: Modified transporter used in Let Sleeping Dog DIE: The Kill
slow and boring but nice amount of Heavy rockets, be careful so you dont crash with the other transports as you fly in close formation. This isnt the transporter it looks like, i copied the standard Transporter OPT file (3D data model) to a unused ship.
(The following crafts can be found in Rebel Revenge Strike On Motti Base )
- Imperial Star Destroyer: Yeah!, no lasers but plenty of warheads.
I added this for the fun of it, for a awesome view press exterior view (/ or -) and free rotate (*) and wiggle that joystick like a mad man!
Strange little bugs: It uses a REBEL! cockpit?!? If you hit the M key (thats the map) you might lose all your shields!
- Millenium Falcon: Has only one laser (rechargeable) but OK amount of warheads
- Missile boat: The SLAM does not work on my setup, strange, sins it should. I have even installed the upgrade files that brags about working SLAM but NJET! the SLAM just wont work on my machine.
If you empties the Torpedoes any remaining Missile becomes unavailable and vice versa, so always have one of each left.
- E-Wing Prototype: 8 Lasers, no warheads.
New super version of the Rebel mainstay fighter, made as a response to the TIE Devastator, this prototype is a testbed for a secret Rebel figther project known as the 'E-Wing'.
As this fighter is supposed to be rushed into service to counter the Devastator it has some serious problems, it is very fast but it takes time to accelerate and decelerate so crashing into other ships is a problem.Replaces the unused Scout craft, not supposed to exist yet but i added it to the Rebel Revenge strike... mission so you could test fly it against the Tie Devastators.
Cockpit have more big bugs than Starship Troopers, even the HUD have some minor ones.
This E-Wing opt was made by: Lt Hag.
New non flyable ships
- Modified Corellian corvete: Rather ugly ship so dont expect it to show up in many missions, taken from the same file as the B-Wing.
- Modified Nebulon Frigate: Cool ship, i would have used it more if i had got hold of it earlier, taken form the same file as the B-Wing.
If you have BoP or the BoP opt files then you can add them to this upgrade as i have increast the speed and manuverabilety on all capital ships, even those i dont have myself.
The file also had the Super Star Destroyer opt, but it was totaly invisible, clocked :-), so you could only see it in the targeting monitor. If you simply added a SSD to a mission it would automaticaly be changed into a ISD :-(, the same way as the TIE NEW always ends up as TIE Advanced.
I'll work on these problems and when i find a solution i will update the game, hey, two days ago i added the flyable Escort Shuttle, yesterday i added the BoP opt's and the E-Wing opt tomorow? Who knows!

The Story
Thrawns message to Imperial Ruling Circle

Imperial Ruling Circle
Message from: Grand Admiral Thrawn
Message to: Imperial Ruling Circle
The Rebels have proclaimed a new Republic, but so what? The Rebels havent the Might of the Imperial fleet nor do they have the Will of the Emperor. Everybody is free to follow their own agenda, there are scores to be settled, debts to be paid, chaos will spread across the galaxy.
The enormous military might of the Emperor shatters before our eyes, some traitors join the Rebellion, some declare independence for their home worlds, while other simply slip away into deep space.
But many stays loyal to the Emperors Ruling Circle, we have full control over most key systems and a loyal following of forces at least on pair with anything the Rebels can muster against us.
We have a duty to our citizens to keep our home worlds safe from the chaos that threatens us all, we must re-establish the Imperial order before we are doomed to live through another Republic with its civil unrest, local wars and crime syndicates.
The Empire must be secured, if we act now we can take full control of close to a quarter of the galaxy, but to do so we have to temporarily give up the Imperial Capitol Coruscant.
Most of Coruscants citizens are from rebel friendly worlds and all rebel fleets in the galaxy are pushing towards it at full speed. If we stay to defend the planet we might win, but we will no longer have enough forces to defend our home worlds from the many hostile and aggressive forces building up around us.
I am aware that giving up Corcuscant will seem like the fall of the Empire, and that it will make more systems and sectors join the Rebellion. Most of these systems are weak and only joins the rebels to get their part of the spoils, they will under no circumstance send more than symbolic support if the new Republic decides to challenge our forces, and when we finally re-conquers Coruscant and the galaxy they will surrender at the first sight of a Star Destroyer.
We should therefor let the Rebels take this Old Republic relic and instead secure our sector of the Galaxy. Coruscant is the last remaining common goal the rebels have, as soon as it is captured and the senate reinstated they will restart their old quarrels and without the Jedi or the Emperor to keep them in their place their fleets will soon return home to protect their home worlds from their current friends.
This is my suggestions of our conduct:
We must stand united and declare independence and our right to live under our own form of government in accord to the first amendment in the old Republic Constitution, thereby giving the impression that we accept the new Republic.
We will claim a border and stick to it, no official forces must cross into Rebel space.
We will challenge and destroy any and all enemy forces entering our space. This must be done with absolute power and at any cost to show how costly any Rebel raid or campaign into our sector will be.
After an attack upon us we must release any and all prisoners taken as a sign of good will and to stop the Rebels from launching joint rescue missions that might escalate into full campaigns against our territory.
We must appear peaceful and friendly as long as we are left alone, while we silently stockpile weapons.
We will establish deliberately unfair trading relations with rivaling systems to create jealousy among the Rebels.
We will establish and support opposition forces beyond our borders to create problems and unrest among the Rebels.
We will let the Rebels fight in-between themselves without taking sides. When the Rebels have exhausted their forces and loyalty we will attack them with a small independent strike force to test their strength, I will personally do this, I must therefore be reported Missing so that I can attack freely without provoking a joint rebel attack on the Imperial sector.
If the Rebels are weak I might be able to take them myself, or at least diminish their forces enough to allow an attack by our official forces without endangering our own home worlds security.
Planet Capture Operations
But before we can establish an Imperial controlled sector
we must secure several important but rebellious systems in our border zone.
I have already sent strike forces to several of the systems in question and
they should all come under our control within one month.
In one weeks time we should cease all opposition against the rebel push towards
Coruscant and withdraw our forces towards the borders of my suggested Imperial
sector, this should give our forces enough time to establish themselves in the
systems we are interested in taking and clear them for most Rebel forces before
we strike.
As soon as the Rebels have defeated Coruscants local Imperial forces and
taken the planet we should send our declaration of independence and start cease
fire negotiations, we should keep the negotiations going until we have secured
the systems we are interested in.
I have deliberately included several systems at the border of our sector that are emotionally important to some of the most powerful Rebel fractions. These are bargaining chips to be used in the negotiations to give the Rebels some negotiation victories while keeping their eyes away from the really important planets.
Stay loyal to the Emperors Ruling Circle and soon we can re-establish law and order across the galaxy.
Grand Admiral Thrawn
MESSAGE ENDS......

ASF Tarkin: Technical info
One of the systems Thrawn want is the Yoti, this is the home world of the great admiral Motti, constructor of the first Death Star. The Yoti have large resources and are good soldiers. There is also a great number of important Imperial Bases in their area, among them the Motti base which holds a secret Escort Shuttle factory that supports several Imperial Strike Forces, among them the Advanced Strike Force Tarkin.
ASF Tarkin technical data:
Main ships: - ISD GM Tarkin, heavily modified ISD
- Super SD scanner 3X standard range
- Wide specter cloacker. Can hide an entire fleet
- Robot Factory. TIEs and Shuttles are stored in
half fabricated form, gives 4 times fighter capacity
- Improved storage & recycle facilities
- Heavy automation, to give room for its special
modifications the crew is down to 15 000 and only
250 soldiers (Special units only)
- T/A: Tyrant
- T/I: Terminator
- T/B: Thunder
- E/S: ASF Tarkin
- VSD Vandal, Modified VSD
- ISD scanner
- Clocker. Can only cloack the ship itself
- All fighter repair and supply facilities removed
depends on ISD GM Tarkin for repairs & supplies
2X fighter capacity.
- Heavily upgraded & automated, only 1500 crew
no soldiers (taken from ISD GM Tarkin when needed)
- T/F: Venom
- T/I: Vigilant
- T/B: Violator
- E/S: ASF Tarkin
- VSD Saxon, Modified VSD, same specs as VSD Vandal
- T/A: Shocker
- T/I: Slayer
- T/B: Shredder
- E/S: ASF Tarkin
ASF Tarkin is specially trained for hit and fade tactics using the Delta Class JV-7 Escort Shuttle (E/S) Militarized version of the Lambda-class Shuttle built under subcontract to Sienar, modified at Motti for greater torpedo capacity, stealthynes and TIE towing capability.
The ISD Tarkin is used as a undetectable mobile scanner base, when a target is detected one or both VSDes bring the Escort shuttles into striking distance. The shuttles will if necessary tow its own TIE escort into the battlezone, upon exiting hyperspace the TIEs are slingshot past the shuttles to knock a hole in the hostile fighter screen allowing the shuttles to unchallenged get within torpedo range of their targets. If necessary the TIEs are left behind to cover the shuttles escape, or to draw away the defense while other shuttle wings attack from another angel.
The Stardestroyers only enters the battlezone if their firepower is needed or to clean up the area and pick up stranded TIEs.
The near suicidal TIE tactic will be less necessary as soon as the ASF gets a proper supply of T/A fighters.
ASF modifications and battle tactics developed by Monks of the LEAR.

Orders to ASF Tarkin
Message from: Grand Admiral Thrawn
Message to: Advanced Strike Force Tarkin
ORDERS : Support of Imperial loyal Forces in the Yoti
system.
Protect Imperial Base Motti.
If - NECESSARY - destroy VSD Yoti Marauder.
TARGETS : - ANY- ships, bases or people opposing the Empires control of Yoti.
CONDUCT: Free hands, use any means necessary.
TIMESCALE: Yoti System must be in Imperial friendly hands in one months time.
Immediately set course for the Yoti system, you can not expect any assistance from other Imperial forces than those present in the system so capture any ships needed.
The Rebel friendly Yoti leaders are currently in control of the system, but the Empire still have large support among both people and leaders on Yoti Prime. We have many spies and supporters among the Yoti military so information on Rebel and hostile Yoti movements should be relatively easy to acquire.
The Yoti are Hero worshipers and I believe it is the Rebel victory at Endor that have turned them to the Rebel side, you should therefore make as Heroic and Dramatic strikes as possible to turn them back to our side. The Yoti art and old religion shows great respect for their enemies and no feeling of loss for their own fallen warriors, so you dont have to hold back when attacking Yoti targets, they also idolizes Suicidal assassins so acts of terror is advisable if it sets the attacker in grave danger.
Known mobile hostile forces:
- Rebel CAL: Sleeping Dog
- Rebel FRG: Rebel Star
- Rebel FRG: Spac Monac
- Rebel STR: Corsair
- Rebel ESC: Pengo
- Yoti VSD: Yoti Marauder (The Rebel suporting Yoti leaders have put their men in charge of this Imperial gift)
- Yoti FRG: Yoti Hickoc
- Yoti STR: Yoti Nonac
Several unidentifide hostile capital ships have been spoted in and around the system.

Mission list
(The number after the mission name is the ID number of the mission in the mission directory. The file Yoti01B.tie is the file for 'Assassination of Rebel Yoti Leader' etc..I kept them in this file so you could easier edit the missions to your own taste and skill level.)
Text between >> and << are not present in the game itself, they are purely 'story continuity help', Lukas arts would probably have made them as video cuts, but I really don't have the time to do that.
Imperials captures Muurian Transports 00
Advanced Strike Force Tarkin attacks rebel friendly transport company to capture newly arrived Murrian Transports.
ASF Tarkin show some teeth 01
The Rebels meet a Yoti delegation for further talks, ASF Tarkin decides to gatecrash the party and assassinate the negotiators by destroying the Yoti Nonac and then shoot down their shuttles.
Assassination of Rebel Yoti Leader 01B
A Rebel Yoti leader visits Yoti Military outpost to turn Imperial friendly officers to the right way. Their response is to inform the Imperials about his presence and hand over his travel schedule, ASF Tarkin moves in to kill him as he approaches his next destination in the FRG Yoti Hickok, an imperial friendly weapons officer will disable the Hickoks attack computer, making it an easy target.
Let Sleeping Dog DIE: The Bait 01C
The Rebels have a weapons convoy parked in a nearby system, the Rebel CAL Sleeping Dog is expected to pick it up and move it to Yoti prime in the near future. ASF Tarkin plans to take the convoy and use it to destroy the Sleeping Dog.
Let Sleeping Dog DIE: The Kill 01D
In exchange for the arms cargo the mystical Monks Of the LEAR have modified the Rebel Transports. Equipped with Heavy Rocket launchers the Transports will destroy the Rebel CAL Sleeping Dog when it comes to pick them up.
Rebel MTR recapture operation 02
The Rebels are curious on what the Imperials want with Muurian Transports, its probably nothing good, so when three MTRs are detected on a Imperial Platform they decide to recapture them to find out.
>> The Rebel recapture is successful, the MTR's are partly disassembled. The Imperials seems to have made room for a heavier warhead load, improved communication and TIE towing capability, The Rebel engineers think it will be used as a replacement or addition to the ASF modified JV-7 Escort Shuttle. The Rebel tacticians have come to the conclusion that either the unknown Imperial factory modifying the JV-7 have been destroyed or a Advanced Strike Force is planing a heavy strike in the near future, probably to draw Rebel forces away from the Coruscant campaign. <<
ASF Tarkin vs Cronos 03
A Rebel goodwill convoy to the newly converted Yoti homeworld is intercepted by ASF Tarkin.
Yoti Attack on Imperial Border Guard 04
In response to ASF Tarkin attacks on Yoti Friendly Convoys the Yoti controlled VSD Yoti Marauder intercepts the Imperial border guard INT Cushing. Rebel X-Wing Blue aids the attack with necessary torpedo capacity.
Rebel Yoti Vs Imperial Yoti 04b
VSD Yoti Marauder approaches an Imperial friendly Yoti military platform to stop spying activity and to capture the leaders of the Yoti Imperialist party.
VSD Yoti Marauders last stand 05
The Imperial commanders can not tollerate the use of an Imperial gift, theYoti Marauder, against their own forces and send the full might of ASF Tarkin against the Yoti Rebel ship.
The Yoti Marauder and STR Corsair are on assimilation
exercises when the Imperial Strike Force finds them.
>>ASF Tarkin have caused a lot of damage, the rebel support on Yoti is
fading fast. The Rebels must destroy ASF Tarkin or lose the Yoti to the Empire.
<<
VSD Saxon raid Yoti Supply depot 06
ASF Tarkins victories have come at a price, and they have to resuply their Escort Shuttle wings, as a distraction the VSD Saxon take the Muurian transports on a raid into Yoti territory.
First target is a Supply depot, the platform itself is of no interest but VSD Saxon will attack it to draw defence away from the containers.
Rebels intercepts Imperial Shuttle 07
Finding ASF Tarkin in space is close to impossible, so the Rebels want to take out their supply points. First on the list is the hidden Escort Shuttle Factory, a rebel spy have revealed the flight rout of an earlier factory Commander . The FRG Rebel Star will try to capture the Commander.
>>The Rebels meet more resistance than expected, the TIE Interceptors Escorting the Shuttle seemed to be equipped with shields, but the Commander was captured and brought into safety.
After some convincing Wokie arguments the Imperial Commander reveals that the factory is hidden in the large Motti Imperial base. Destroying the base wont be easy, if the Rebel attack is detected it could face a torpedo barrage from several dozen Escort Shuttles. To avoid detection one of Mottis sentinel scanners must be replaced.
ESC Pengo is asigned to destroy the Scanner while the Millenium Falcon leads the attack on Motti.<<
A-Wings VS Murrian Transporters 08
An A-Wing patrol from ESC Pengo Stumbles upon an Imperial freighter refuelling one of ASF Tarkins Muurian Wings.
>>Due to the heavy loss of fighters against ASF Takins Murrian wing the ESC Pengo is left nearly undefended as A-W Red and ATR Hurra Torpedo leave to attack the Scanner Base<<
VSD Saxon Finds ESC Pengo 09
The unexpected A-Wing attack makes the Saxon commander suspicious, he brake of his raid to search Deep space in the area of the attack.
After a day a probe finds the rebel Carrier, the lack of heavy protection invites an instant attack.
A-Wing attack on Imperial scanner 10
The small and stealthy A-Wings arrive at the imperial Scanner undetected, the Imperials must
Attack on Imperial Shuttle Factory 11
The rebels have detected the Shuttle Factory hidden in the Imperial Base Motti, and have committed a major strike force to destroy it.
Unaware of the rebel presence the ISD G.M. Tarkin And VSD Vandal are approaching the base for Escort Shuttle Reinforcement.
>> The rebels managed to destroy two of the factories, but only CAL Obi One Kenobi, FRG Rebel star and a handful of fighters are known to have survived the attack. The Millennium Falcon was seen hypering out seriously damaged so there is hope it survived. The Obi Wan is beyond repair and must be abandoned, The Rebel Star is flyable but it is far from battle ready.
The ISD GrandMoff Tarkin is damaged but VSD Vandal is in hot pursuit of the fleeing rebels. The hunt is made easy by a vapour trail left by the Obi Wan Kenobi. VSD Saxon join the hunt as the imperial forces locate the remains of the rebel strike force.<<
Imperial Strike on battered Rebel Fleet 12
The CAL Obi Wan Kenobi and FRG Rebel Star have managed
to reach a Rebel fortification in deep space, The few surviving A-wings from
the Pengo have joined them. The Obi One is beyond repair and its crew
is being evacuated to the Rebel Star.
In mid evacuation the Imperial force attack.
>> The Imperials chose to tow the Obi Wan back to Motti instead of destroying it, all that material could come in handy when repairing the base.
The Holly Monks of the LEAR feels offended by the Rebel capture of a person under their protection, the LEAR DRE Tithonus have joined the Imperial forces at IB Motti. They are planing a payback, the wreck of Obi One catch their interest.<<
Monks of the LEAR destroy Yoti outpost 13
Totally unexpected the wreck of the Obi One Kenobi shows up at a large Yoti outpost known as the Triple K, Rebel fighters are launched to find out whats going on. As the Rebels close in a TIE Advanced wing is launched from the Obi One, even worse, the Obi One holds a direct collision course with two of the Yoti Platforms.
>>Han Solo and The Millennium Falcon reaches the 7th Rebel Fleet, commanded by Lando Carlissian, after hearing about the Rebel defeat at Motti and the current situation on Yoti prime the Rebels decides to immediately reingage the Imperial forces. Landos ISD Liberator and five Frigates loads up all the torpedo carrying fighters they can carry and set course for Motti.
On way to Motti a Rebel scout detects the Imperial VSD Vandal, the Vandals improved scanners makes a direct attack impossible. It must be tricked into a set point in space and kept busy, allowing the Rebel capital ships to approach it undetected.<<
VSD Vandal walks into a trap 14
The VSD Vandal is sent on a search and destroy mission, the target is the possible pressence of suply and suport ships for the now destroyed Rebel strike force, several unidentified transporters are detected in a smal asteroid field.
Rebel revenge strike on Motti Base 15
The Rebel ISD Liberator leads a strike force against the remains of the Imperial Base Motti. to destroy the base and ASF Tarkin currently being repaired there.
(This last mission is a test mission where you can testfly many strange ships, it is also a machine speed test, even my 200 MHz MMX gets serious problems updating all the capital ships. (hey, its not polygon fallout, its the ISD's cloaking device kicking in!))
To be continued in
Monks of the LEAR: Seeds of Chaos

Download ASF: Tarkin
WARNING: ASF Tarkin will probably not work on a minimum installed XvT. I don't know how Tarkin will behave if you use a XvT 3D upgrade, it might disconnect the upgrade. Check if the 3D upgrade file contains a z_xvt__.exe file, if it doesn't then you could try to install ASF: Tarkin. If the 3D upgrade is missing try to reinstall it. If the 3D upgrade contains the z_xvt__.exe file then you just have to chose witch upgrade to keep, or you could use a ship editor to give the 3D exe the same ship values as the Tarkin exe has.
I have divided this game into two seperat
ZIP files and three smal lst files.
Download: Tarkin.zip 1 383 kb
Download: Tar-opt.zip 583 kb (read below before downloading)
Download: Rebel.lst 2 kb
Download: Imperial.lst 2 kb
Download: Missions.lst 2 kb (i don't know if you need this,but it's only 2 kb so who cares)
Tar-opt.zip
If you want to you can ignore the Tar-opt.zip file and instead go into XvT's Ivfiles directory and copy and rename the following files.
Original file name - Copy and rename to
Conc.opt - Contain.opt
Tieadv.opt - Tiedel.opt
Assault.opt - Mislbt.opt
Freight.opt - Frtc.opt
To copy and rename the files do this: Press once on the file to copy, go into the 'Edit' menu on top of the Window and select 'Copy', the menu will automatically close so re-enter the menu and press 'Past'. You will now have a new file in the Ivfiles directory called 'Copy of -file name-', press once on this file, wait a second and then press once more. The cursor should now blink at the end of the file name, use the 'Back arrow' key to erase the name, type in the new name and press 'enter'.
If you chose to download the Tar-opt.zip file then simply unpack the files into XvT's 'Ivfiles' directory.
Tarkin.Zip
The Tarkin.zip file should contain the following:
<Combat> 20 .tie mission files
<Data> ship.dat
<Frontres> Spec640.lst, frntspec.lst
<Ivfiles> contain.opt, tiedel.opt, mislbt.opt, frtc.opt
z_xvt__.exe
fronttex.txt
specdesc.txt
strings.txt
read-me.htm (read-me.htm is just a short version of this file so ignore it if
you want to)
(If you want the shipdata, mission info and story text then you have to save this page as that stuff isn't in the read me file, go to the 'file' menu on top of the browser window and chose 'Save')
Load Tarkin.zip into Winzip (or another zip prog), click on the Extract icon. Use the 'Extract to' or 'Folders/Drives' directory window to locate the XvT main directory (you should see a list of folders named: Battle, Combat, Data, Frontres ect...). The folowing options should be marked, 'All Files', 'Overwrite Existing Files' and 'Use Folder Names'. Click on extract to finish instaling Tarkin.zip.
The .lst Files
If ASF: Tarkin are the first missions you add to XvT then simply copy the 3 'lst' files into the 'combat' directory of XvT.
(The lst files are identical as all missions can be played by both sides, so if one is missing then just copy and rename one of the others, see the Tar-opt.zip part above to learn how to copy and rename files.)
If you already have custom missions added to XvT then use the notepad to copy the ASF: Tarkin part of one of my 'lst' files, then simply past it back at the end of your own 'lst' files and change the ID numbers to some that are unused in your 'lst' files.
(To copy the Tarkin part: Load one of my lst files into notepad. Press and hold the left mouse button at the beginning of the ASF: Tarkin headline, look for '//'. While holding the mouse button pressed move the mouse down until you reach the end of the file (make sure all the text is marked), now let go of the mouse button. Go to the Edit menu on top of the window and click on 'Copy'. Close the file and load one of your own lst files, go to the end of the file, select the Edit menu and click 'Past'. Check if the ID numbers are already used or not, if they are used then change the numbers so all missions have their own number. (they don't have to be in any particular order), save the file and load the next of your lst files and repeat the 'Past' part.)
That's it XvT should now have plenty of new ships to fly, 20 new missions and fast and dangerous capital ships.