###### ######## ### ######## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ## ## ######## ## ## ######### ## ## ## ## ## ## ## ## ## ###### ## ## ## ## ## ## ## ### ######## ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ######## ###### ## ## ## ######### ## ## ## ## ## ## ## ## ## ## ## ## ### ### ## ## ## ## ###### ###### ####### # # ## ##### ##### # ###### # ##### #### # # ##### # # # # # # # # # # # # # ## # # ###### # # # # # ##### ##### # # # # # # # # # # ###### # # # # # ##### # # # # # # # # # # # # # # # # # # # # ## # ###### # # # # ###### ###### # # # #### # # # ### ### # # # # # # # # # # ### ### FAQ/Walkthrough by TripleJump FAQ Written for the PC Version Created: December 27th, 2006 Last Updated: April 15th, 2008 Contact: triplejumpfaqs[at]gmail[dot]com Copyright (c) 2006-2008 TripleJump =============================================================================== TABLE OF CONTENTS I. Introduction II. Controls III. Units a.) Republic Units Clone Trooper Heavy Trooper Clone Sharpshooter Clone Engineer Clone Commander Jet Trooper Clone Pilot Clone Marine b.) Confederacy of Independent System (CIS) Units Super Battle Droid Assault Droid Assassin Droid Engineer Droid Magnaguard Droideka Droid Pilot Droid Marine c.) Rebel Units Rebel Soldier Rebel Vanguard Rebel Marksman Rebel Smuggler Bothan Spy Wookiee Warrior Rebel Pilot Rebel Marine d.) Imperial Units Stormtrooper Shock Trooper Scout Trooper Imperial Engineer Imperial Officer Dark Trooper Imperial Pilot Imperial Marine IV. Heroes/Villains a.) Heroes Aayla Secura Chewbacca Han Solo Ki-Adi Mundi Luke Skywalker Mace Windu Obi-Wan Kenobi Princess Leia Yoda b.) Villains Anakin Skywalker Boba Fett Count Dooku Darth Maul Darth Vader General Grievous Jango Fett The Emperor V. Vehicles/Turrets VI. Weapons VII. Rise of the Empire Campaign VIII. Galactic Conquest IX. Instant Action X. Awards/Medals XI. FAQ XII. Credits XIII. Copyright +-----------------------------------------------------------------------------+ | Introduction | +-----------------------------------------------------------------------------+ Welcome to my Star Wars: Battlefront II FAQ. Thanks to my new computer from the Christmas of 2006, I now have a PC that supports new games. This is great, as now I can write for even more games. Battlefront II has been a favourite of mine since it came out; my friend had it for PS2. We wasted hours away on it, as well as on it's predecessor, Star Wars Battlefront. Battlefront is a sort of Battlefield: 1942 meets Clone Wars sort of game. You choose a side in the fight, pick a unit, then a command post and battle away. The goal is to capture the opponent's command posts while defending yours. You can also eliminate the enemy forces to bring the reinforcement count down. Once you hold all command posts for twenty seconds, or the enemies are all eliminated, you achieve victory. Failure to achieve this results in a defeat. BattleFront II brought what the first one lacked; a real story mode. In the mode, you play as the 501st Division of the Republic army, the most elite clone division. You have to liberate planets, and eventually follow the story of Revenge of the Sith and turn on the Jedi, forming the early Empire. You then fight to dominate the galaxy. Galactic Conquest mode also returns and with a major facelift. You now get to purchase fleets to invade planets. You also must purchase upgrades and new unit types. Several new maps from locations in Revenge of the Sith are in this game. However, some gems have been removed. Such as Bespin: Platforms, it was possibly the best map in both games combined. Graphics have been toned down to improve framerates. We have new modes, and the ability to play as a Hero, not just get one in the level. We also get to play in space, which is a great idea… but it came out fairly mediocre. I had a ton of Gift Cards from Christmas relatives, which I put towards this game, which was preowned at EB Games. 19.99. A great deal. This guide contains the ideal strategies used to be successful at this game. If you have any other strategies, tips, hints or anything helpful to give to the readers, please send it to me over email. You can read up on the Campaign Walkthrough in the Rise of the Empire section. If you are looking for strategies for single maps on Instant Action, please take a gander at the Instant Action section. Enjoy reading, and may the Force be with you. --------------- VERSION HISTORY --------------- Date: April 15th, 2008 Notes: Changed email. Date: March 21, 2008 Notes: Added some more instant action strategies. Trying to finish this guide and get it off of my conciousness. Date: November 27th, 2007 Notes: Added a tiny bit of strategy to some maps and gave some sniping spots in them too. This is going to be forever until it finishes. Date: July 3rd, 2007 Notes: I added a couple things to the Death Star map. Date: March 22nd, 2007 Notes: Added some more missions. Only two are left now, then I will tackle the instant action things. I probably will finish by next monday, maybe later. MULTIPLE UPDATE FROM MARCH 22nd, 2007: I finished the last two missions and started doing some instant action. I made the section look nicer, but almost all the stuff has to be done. Date: March 21st, 2007 Notes: I finished up the Galactic Conquest section and added about 5-6 missions. I I also did the weapons section. Now all I have to do is 7 more missions and revamp the entire Instant Action map section. That's gonna take a long while. Date: March 20th, 2007 Notes: I had decided to submit it at about 3/5 completion. It's accepted, and I'm now finishing up the primary weapons (just did) for your next update. Date: March 11, 2007 Notes: Deciding to take this old project on as my Spring Break project. The Units are all done, and same with the Heroes, controls and Awards. Yay! Only 3/4 of the guide to go. Date: December 27th, 2006 Notes: Started Guide. Put up the Introduction, headers, title, contents and started some level strategies. +-----------------------------------------------------------------------------+ | Controls | +-----------------------------------------------------------------------------+ INFANTRY/JEDI -------- MOVEMENT -------- W: Forward A: Strafe Left S: Backwards D: Strafe Right Space Bar: Jump (Press twice to Force Jump or activate the Jetpack) Mouse: Aim/Look/Turn C: Crouch Shift: Sprint Alt: Roll (While Moving) ------ BATTLE ------ Left Mouse Button: Shoot Primary Weapon/Lightsaber Right Mouse Button: Shoot Secondary Weapon/Force Power Mouse Wheel Up: Cycle Primary Weapon Mouse Wheel Down: Cycle Secondary Weapon R: Reload Q: Lock On Target F4: Order Units (Follow Me, Move Out, Get In, etc.) Click Mouse Wheel: Zoom in ------------ OTHER/ONLINE ------------ M: Map TAB: Player List (Online Only) F5: Enemy Spotted! (Online Only) F6: Medic! (Online Only) F7: Repair (Online Only) F8: Ammo (Online Only) F9: Pick Up (Online Only) F10: Follow Me (Online Only) F11: Attack Target (Online Only) F12: Defend Area (Online Only) -------- VEHICLES -------- W: Forward A: Strafe Left S: Backwards D: Strafe Right Space Bar: Jump (Speeder Bikes only) Take off (in space) Mouse: Aim/Look/Turn Alt: Dodge (Space only) Shift: Speed Boost Left Mouse Button: Shoot Primary Weapon Right Mouse Button: Shoot Secondary Weapon Mouse Wheel Up: Cycle Vehicle Position Mouse Wheel Down: Cycle Vehicle Position Q: Lock On Target Click Mouse Wheel: Zoom in +-----------------------------------------------------------------------------+ | Units | +-----------------------------------------------------------------------------+ a.) Republic Units ------------- Clone Trooper ------------- Clone Troopers are the standard infantry for the republic army. They are based genetically on Jango Fett. The Clones were ordered from the Kaminoans by the Supreme Chancellor Palpatine, ten years before he came into power. He ordered it anonymously, as he did not want to reveal that the troops would betray the Jedi in his master plan. The Clones are equipped for most situations. They have a Blaster Rifle for power, and range. They have a Blaster Pistol for close range combat, and a backup weapon for when the rifle is out of ammo. They carry several Thermal Detonators to take out enemies, and damage vehicles. This would be one of the best choice for everyone to choose. Beginners, intermediate and expert. EQUIPMENT: Primary Weapon(s): Blaster Rifle Blaster Pistol Secondary Weapon(s): Thermal Detonators ------------- Heavy Trooper ------------- Heavy Troopers provide artillery for the Republic army. They can be used on both offense, and defence effectively. The Rocket Launcher can be used to take down a vehicle that is pinning you down. The mines can be placed in openings to an area to make traps. For example: Putting them in between the openings to the Oil Refinery on Kashyyyk. I once played an online game on Jabba's Palace, where I was Darth Maul. A Human player dropped mines as I Force Sprinted towards him, blowing me, him and his teammate up. The moral of the story? Mines can stop Jedi, at a sacrifice. Experts will be able to use the unit effectively. The Heavy Trooper also comes with a Blaster Pistol, which is used in combat in place of the Rocket Launcher. Thermal Detonators can make short work of the ground troops, and help finish off Vehicles. I wouldn't reccomend beginners to this position unless you are in single player mode. Online, intermediate users can use this to clear large groups of enemies. I myself have practiced with them and don't mean to brag, but am quite skilled with one. Mines are also the best vehicle killing too, they 1 hit kill small assault vehicles and will damage the heck out of AT-ATs and other similar vehicles. EQUIPMENT: Primary Weapon(s): Rocket Launcher Blaster Pistol Secondary Weapon(s): Thermal Detonators Mines ------------------ Clone Sharpshooter ------------------ Clone Sharpshooters are Snipers. Simple as that. They shouldn't be used by beginners, unless you have some experience in other games at picking off enemies with head shots. The Sniper Rifle is very powerful, and can destroy a Droideka shield in a few shots. However, there are only 7 shots in each clip of ammo. Which is bad, so you should reload whenever you have a second or two. The Sniper also has a Blaster Pistol, which can replace the Sniper Rifle in close quarters. The Sniper Rifle is terrible at point blank range, unless you practice hard and train. Throwing a grenade will bring up the target, giving you time to aim a little at the enemy before shooting. The good news for snipers is that you can now deploy an Auto Turret nearby, so you can have some defence against units that think it is their day to seek glory by getting you. You also have some Thermal Detonators, which can be thrown in such a way that they all run right where you want them, as well as provide some cover as you reload. Keep it close to ammo droids, you will be needing to get ammunition more often than you think. This unit can be deadly on levels such as Kamino. I can rack up a good 30-40 kills in one life before someone notices me. EQUIPMENT: Primary Weapon(s): Sniper Rifle Blaster Pistol Secondary Weapon(s): Thermal Detonators Auto Turret -------------- Clone Engineer -------------- Clone Engineers are the in-battle version of medics. They can repair your vehicle, heal you, and replenish your ammo. They can really repair anything that has a small enough health range. They also can slice into enemy vehicles. Pulling out a fusion cutter and going to an occupied enemy vehicle will cause a meter to appear that says "Slicing XX%". It goes up 4-6% every third of a second or so. (Third, Second, where's first?). Once it reaches 100% the enemy is out of the vehicle, allowing you to hijack it. The engineer is also equipped with a handy dandy shotgun. The shotgun is not that great of a weapon in my opinion, but can be very effective in levels such as Tantive IV. You see, the shotgun, as in real life, spreads out after you shoot it. This can take care of enemies in a hallway in a shot or two. The unfortunate part of it is that the Shotgun has few shots in each clip, and it takes a while to be able to shoot again. It's still okay, but I prefer a blaster rifle in open levels. The Engineer also has a Dispenser of Health and Ammo, which you can drop to other units and yourself. Which can be helpful when you don't have time to repair a droid. Detpacks are also included in the package, for destruction of targets and enemy heroes. Expert users should be this class, as Detpacks are the most deadly weapon in the game, if used properly. If you hold down the Secondary Fire button, it takes out a detpack but doesn't throw it. If you release it, and run and aim up, it tosses a detpack quite farther than normal. Detonating after release makes short work of enemies. I can rack up about 40 kills and stay ahead of the pack in a no bot Tantive Level. EQUIPMENT: Primary Weapon(s): Shotgun Fusion Cutter Secondary Weapon(s): Detpack Dispenser Health and Ammo --------------- Clone Commander --------------- Clone Commanders are the Purple Clones that you see on Mygeeto in Revenge of the Sith. They are powerful warriors, and great scouts. The Commander carries a Recon Droid, which you can remotely control. The Recon Droid can self destruct and fire laser cannons to shake the enemy up before an assault. It can also be stopped from blowing if shot while charging up for the blast. The Rally skill increases the adjacent unit's defense, allowing for more durability. They also come with a Chain Gun, one of the best guns in the game. The Chain Gun takes a second to fire, but then fires rapidly like a machine gun. This can mow down enemy troops in seconds. It can fire for a long time before overheating. This would probably be the second unit of choice. Anyone can use this simple class. The Clone Commander also carries a Blaster Pistol, which overheats a lot faster than the chain gun, and is less powerful. But it doesn't have the lag before it fires. Clone Commanders require 8 points in battle for you to use this character. I'd recommend it for spread out situations with fewer enemies as opposed to large amounts of units. The more units, the more can shoot him, as it takes too long to fire at a group. EQUIPMENT: Primary Weapon(s): Chain Gun Blaster Pistol Secondary Weapon(s): Rally (Defense Increase) Recon Droid ----------- Jet Trooper ----------- The Jet Trooper is the most mobile unit for the Republic. The Jet Trooper is a combination of artillery and infantry. The EMP Launcher is a weapon especially effective against Droideka shields. It also can damage enemy vehicles. The Commando Pistol on back up is slightly more powerful than a Blaster Pistol, but fires slower, and overheats quicker. The jetpack on the back of the troop gives him an edge over the enemy, as he can quickly traverse the battlefield, capturing command posts before enemies. They can also "snipe" enemies with the Commando Pistol by flying somewhere unheard of and camping out. Thermal Detonators can provide cover as you make your airborne escape. Because you don't have any mines to worry about, the Jet Trooper can be used by beginners too. If you can get 10 points, that is. The Jet Trooper's EMP launcher can also fire several times before reloading, making it a good weapon to use. It may be weaker, but can move faster. EQUIPMENT: Primary Weapon(s): EMP Launcher Commando Pistol Secondary Weapon(s): Thermal Detonators ----------- Clone Pilot ----------- The Pilot class is a special class. It comes with a pistol for close range combat, and Time Bombs to blow up enemy innards. This unit isn't that good for taking out enemies, but it awesome at taking out innards of a ship in space. It also has the special ability of healing spacecraft as you fly. Helping you recover quicker. Teaming up a Marine and a Pilot will be most effective. The Time Bomb can take out any innard of the ship in 3 bombs, 2 for the turret control. This means that you enter an area, blow things up, reload your ammo and continue on. The Fusioncutter will let you repair ship systems and fix the droids for ammo and health. EQUIPMENT: Primary Weapon(s): Commando Pistol Fusion Cutter Secondary Weapon(s): Time Bomb ------------ Clone Marine ------------ The Marine is sort of the combat unit in space. The Marine has a Blaster Rifle, much better than that weak old pistol the Pilot has. It will be a dominant presence in the hangar, as those pilots won't fare well. It also has a Rocket Launcher, to rack up some damage on those ship weakpoints. They aren't that good at the job though, which is why they should be escorting the Pilots. The grenades are death to most enemies coming in doors, and the rifle can finish off those pesky turrets. Primary Weapon(s): Blaster Rifle Rocket Launcher Secondary Weapon(s): Thermal Detonators ------- b.) Confederacy of Independant System (CIS) Units ------------------ Super Battle Droid ------------------ The Super Battle Droid is a slightly different version of the Clone Trooper. It has a Wrist Blaster instead of a Blaster Rifle. He also has a Tri-Blaster to use on backup. It fires three shots in a triangle shape at the enemy. Great for headshots. They have a rather slow rate of fire overall, but will damage more. The Wrist Rockets are a substitute for the grenades. They are better for removing single units, but are bad for enemy groups. The opposite of the other grenades. The head on this unit is sort of built into the bottom and harder to see, so snipers might clip the shoulder instead. EQUIPMENT: Primary Weapons(s): Wrist Blaster Tri-Shot Secondary Weapon(s): Wrist Rockets ------------- Assault Droid ------------- Assault Droids provide artillery for the Separatist army. They can be used on both offense, and defence effectively. The Rocket Launcher can be used to take down a vehicle that is pinning you down. The mines can be placed in openings to an area to make traps. For example: Putting them in between the openings to the Oil Refinery on Kashyyyk. I once played an online game on Jabba's Palace, where I was Darth Maul. A Human player dropped mines as I Force Sprinted towards him, blowing me, him and his teammate up. The moral of the story? Mines can stop Jedi, at a sacrifice. Experts will be able to use the unit effectively. The Heavy Trooper also comes with a Blaster Pistol, which is used in combat in place of the Rocket Launcher. Thermal Detonators can make short work of the ground troops, and help finish off Vehicles. I wouldn't reccomend beginners to this position unless you are in single player mode. Online, intermediate users can use this to clear large groups of enemies. I myself have practiced with them and don't mean to brag, but am quite skilled with one. Mines are also the best vehicle killing too, they 1 hit kill small assault vehicles and will damage the heck out of AT-ATs and other similar vehicles. EQUIPMENT: Primary Weapon(s): Rocket Launcher Blaster Pistol Secondary Weapon(s): Thermal Detonators Mines -------------- Assassin Droid -------------- Assassin Droids are Snipers. Simple as that. They shouldn't be used by beginners, unless you have some experience in other games at picking off enemies with head shots. The Sniper Rifle is very powerful, and can destroy a Droideka shield in a few shots. However, there are only 7 shots in each clip of ammo. Which is bad, so you should reload whenever you have a second or two. The Sniper also has a Blaster Pistol, which can replace the Sniper Rifle in close quarters. The Sniper Rifle is terrible at point blank range, unless you practice hard and train. Throwing a grenade will bring up the target, giving you time to aim a little at the enemy before shooting. The good news for snipers is that you can now deploy an Auto Turret nearby, so you can have some defence against units that think it is their day to seek glory by getting you. You also have some Thermal Detonators, which can be thrown in such a way that they all run right where you want them, as well as provide some cover as you reload. Keep it close to ammo droids, you will be needing to get ammunition more often than you think. This unit can be deadly on levels such as Kamino. I can rack up a good 30-40 kills in one life before someone notices me. EQUIPMENT: Primary Weapon(s): Sniper Rifle Blaster Pistol Secondary Weapon(s): Thermal Detonators Auto Turret -------------- Engineer Droid -------------- Engineer Droids are the in-battle version of medics. They can repair your vehicle, heal you, and replenish your ammo. They can really repair anything that has a small enough health range. They also can slice into enemy vehicles. Pulling out a fusion cutter and going to an occupied enemy vehicle will cause a meter to appear that says "Slicing XX%". It goes up 4-6% every third of a second or so. (Third, Second, where's first?). Once it reaches 100% the enemy is out of the vehicle, allowing you to hijack it. The engineer is also equipped with a handy dandy shotgun. The shotgun is not that great of a weapon in my opinion, but can be very effective in levels such as Tantive IV. You see, the shotgun, as in real life, spreads out after you shoot it. This can take care of enemies in a hallway in a shot or two. The unfortunate part of it is that the Shotgun has few shots in each clip, and it takes a while to be able to shoot again. It's still okay, but I prefer a blaster rifle in open levels. The Engineer also has a Dispenser of Health and Ammo, which you can drop to other units and yourself. Which can be helpful when you don't have time to repair a droid. Detpacks are also included in the package, for destruction of targets and enemy heroes. Expert users should be this class, as Detpacks are the most deadly weapon in the game, if used properly. If you hold down the Secondary Fire button, it takes out a detpack but doesn't throw it. If you release it, and run and aim up, it tosses a detpack quite farther than normal. Detonating after release makes short work of enemies. I can rack up about 40 kills and stay ahead of the pack in a no bot Tantive Level. EQUIPMENT: Primary Weapon(s): Shotgun Fusion Cutter Secondary Weapon(s): Detpack Dispenser Health and Ammo ---------- Magnaguard ---------- The Magnaguards are the only fully powered droids that have the ability to think. They are also the cheapest units in the game, in my opinion. They come with a Bulldog RLR. Which is like a mini rocket launcher that will fire several rockets, that curve and will target enemies and usually 1 hit kill them. After they run out of ammo with those, they will simply pull out the Radiation Launcher, which is around 90% the same thing as the Grenade Launcher, only more powerful because the explosion lasts longer. If you do manage to get close enough to attack the enemy, it will use it's Secondary Weapon: Neuropoison. Which basically lets out a "Rally" like stream that will poison enemies, making them lose HP at a drastic rate. Lastly, the other weapon happens to be a Recon Droid. Which doesn't help matters, considering it can now attack and scout at a distance. Abusing these will get you many kills, but not praise from me. It takes a meer 8 points to use this cheapbag. More on the Recon Droid, (which I forgot to type earlier) it can shoot blaster bolts, and then self destruct. Self Destruct is extremely powerful against human opponents, but the Droid itself will be destroyed in seconds against a bot. It can also be stopped from blowing if shot while charging up for the blast. EQUIPMENT: Primary Weapon(s): Bulldog RLR Radiation Launcher Secondary Weapon(s): Neuro Poison Recon Droid -------- Droideka -------- Droideka's are like the Clone Commander unit meets the Jet Trooper. They are mobile, and can move quickly along the ground. Then when deployed, they can set up a defensive shield around them for a short period of time around you. It can take abuse while you can shoot out at the enemy clones. The Repeating Blasters are very fast and powerful. However, there are a few flaws with this unit. The Droideka is VERY weak when it's shield is down. The shield will be taken down with a detpack or a rocket or two, and a mine will eat through the shield AND kill the unit inside. When rolling, it can also be killed. Units standing next to a Droideka will also have a problem, as the Droideka is a Grenade magnet. So look out. It takes 10 points to use a Droideka. Primary Weapon(s): Repeating Blasters Secondary Weapon(s): Shield Emitter ----------- Droid Pilot ----------- The Pilot class is a special class. It comes with a pistol for close range combat, and Time Bombs to blow up enemy innards. This unit isn't that good for taking out enemies, but it awesome at taking out innards of a ship in space. It also has the special ability of healing spacecraft as you fly. Helping you recover quicker. Teaming up a Marine and a Pilot will be most effective. The Time Bomb can take out any innard of the ship in 3 bombs, 2 for the turret control. This means that you enter an area, blow things up, reload your ammo and continue on. The Fusioncutter will let you repair ship systems and fix the droids for ammo and health. EQUIPMENT: Primary Weapon(s): Commando Pistol Fusion Cutter Secondary Weapon(s): Time Bomb ------------ Droid Marine ------------ The Marine is sort of the combat unit in space. The Marine has a Blaster Rifle, much better than that weak old pistol the Pilot has. It will be a dominant presence in the hangar, as those pilots won't fare well. It also has a Rocket Launcher, to rack up some damage on those ship weakpoints. They aren't that good at the job though, which is why they should be escorting the Pilots. The grenades are death to most enemies coming in doors, and the rifle can finish off those pesky turrets. Primary Weapon(s): Blaster Rifle Rocket Launcher Secondary Weapon(s): Thermal Detonators ------- c.) Rebel Units ------------- Rebel Soldier ------------- Rebel Soldiers are the standard infantry for the Rebel army. They are humanoid creatures. The Rebels are equipped for most situations. They have a Blaster Rifle for power, and range. They have a Blaster Pistol for close range combat, and a backup weapon for when the rifle is out of ammo. They carry several Thermal Detonators to take out enemies, and damage vehicles. This would be one of the best choice for everyone to choose. Beginners, intermediate and expert. EQUIPMENT: Primary Weapon(s): Blaster Rifle Blaster Pistol Secondary Weapon(s): Thermal Detonators -------------- Rebel Vanguard -------------- Rebel Vanguards provide artillery for the Rebel army. They can be used on both offense, and defence effectively. The Rocket Launcher can be used to take down a vehicle that is pinning you down. The mines can be placed in openings to an area to make traps. For example: Putting them in between the openings to the Oil Refinery on Kashyyyk. I once played an online game on Jabba's Palace, where I was Darth Maul. A Human player dropped mines as I Force Sprinted towards him, blowing me, him and his teammate up. The moral of the story? Mines can stop Jedi, at a sacrifice. Experts will be able to use the unit effectively. The Heavy Trooper also comes with a Blaster Pistol, which is used in combat in place of the Rocket Launcher. Thermal Detonators can make short work of the ground troops, and help finish off Vehicles. I wouldn't reccomend beginners to this position unless you are in single player mode. Online, intermediate users can use this to clear large groups of enemies. I myself have practiced with them and don't mean to brag, but am quite skilled with one. Mines are also the best vehicle killing too, they 1 hit kill small assault vehicles and will damage the heck out of AT-ATs and other similar vehicles. EQUIPMENT: Primary Weapon(s): Rocket Launcher Blaster Pistol Secondary Weapon(s): Thermal Detonators Mines -------------- Rebel Marksman -------------- Rebel Marksman are Snipers. Simple as that. They shouldn't be used by beginners, unless you have some experience in other games at picking off enemies with head shots. The Sniper Rifle is very powerful, and can destroy a Droideka shield in a few shots. However, there are only 7 shots in each clip of ammo. Which is bad, so you should reload whenever you have a second or two. The Sniper also has a Blaster Pistol, which can replace the Sniper Rifle in close quarters. The Sniper Rifle is terrible at point blank range, unless you practice hard and train. Throwing a grenade will bring up the target, giving you time to aim a little at the enemy before shooting. The good news for snipers is that you can now deploy an Auto Turret nearby, so you can have some defence against units that think it is their day to seek glory by getting you. You also have some Thermal Detonators, which can be thrown in such a way that they all run right where you want them, as well as provide some cover as you reload. Keep it close to ammo droids, you will be needing to get ammunition more often than you think. This unit can be deadly on levels such as Kamino. I can rack up a good 30-40 kills in one life before someone notices me. The odd thing is that they are called "men" when in 80% of the levels they are women. Strange. EQUIPMENT: Primary Weapon(s): Sniper Rifle Blaster Pistol Secondary Weapon(s): Thermal Detonators Auto Turret -------------- Rebel Smuggler -------------- Rebel Smugglers are the in-battle version of medics. They can repair your vehicle, heal you, and replenish your ammo. They can really repair anything that has a small enough health range. They also can slice into enemy vehicles. Pulling out a fusion cutter and going to an occupied enemy vehicle will cause a meter to appear that says "Slicing XX%". It goes up 4-6% every third of a second or so. (Third, Second, where's first?). Once it reaches 100% the enemy is out of the vehicle, allowing you to hijack it. The engineer is also equipped with a handy dandy shotgun. The shotgun is not that great of a weapon in my opinion, but can be very effective in levels such as Tantive IV. You see, the shotgun, as in real life, spreads out after you shoot it. This can take care of enemies in a hallway in a shot or two. The unfortunate part of it is that the Shotgun has few shots in each clip, and it takes a while to be able to shoot again. It's still okay, but I prefer a blaster rifle in open levels. The Engineer also has a Dispenser of Health and Ammo, which you can drop to other units and yourself. Which can be helpful when you don't have time to repair a droid. Detpacks are also included in the package, for destruction of targets and enemy heroes. Expert users should be this class, as Detpacks are the most deadly weapon in the game, if used properly. If you hold down the Secondary Fire button, it takes out a detpack but doesn't throw it. If you release it, and run and aim up, it tosses a detpack quite farther than normal. Detonating after release makes short work of enemies. I can rack up about 40 kills and stay ahead of the pack in a no bot Tantive Level. The Rebel Smuggler gun looks ugly, so I hate being rebels and a smuggler. EQUIPMENT: Primary Weapon(s): Shotgun Fusion Cutter Secondary Weapon(s): Detpack Dispenser Health and Ammo ---------- Bothan Spy ---------- The first of the Rebel Units is the Bothan Spy. The Bothan isn't very useful. Let me explain why. It comes with the Incinerator, a weapon that is rather ineffective in groups, it can hit a few, but will probably not kill or heavily damage most of the enemies. It also has a stealth, which makes you invisible but drains the stamina. This is bad for two reasons. One is that it limits mobility, if you want to run quickly to an area, and then sneak in, you can't. Why not make a stealth bar like the Jetpack has a Jetpack Bar? The other reason it is bad is because after you use up most of the stamina sneaking in, you will shoot, and most likely not kill the enemy, then not be able to dodge by rolling much. The last reason is that it is easy to see you, and if you think someone is trying to sneak up on you in multiplayer, push Q and you can lock onto the enemy while they are invisible. Not very handy for the Bothan. You can't shoot while invisible, as Stealth is a primary weapon. On the plus side, the Bothan has the Regeneration, which will heal units around you. It also has a timebomb, so you can sneak up invisible and rig a vehicle without being seen, as it is a secondary weapon. Overall, don't use it unless you are there for fun and not serious play. The Bothan takes 8 points to unlock. EQUIPMENT: Primary Weapon(s): Incinerator Stealth Secondary Weapon(s): Regeneration Time Bomb --------------- Wookiee Warrior --------------- This is more like it. The Wookiee Warrior is a Powerhouse combat unit, designed for enduring hard areas. The Wookiee Warrior has a primary weapon of a Bowcaster, which fires out a wide stream of blaster bolts at enemies. It can be charged up. When fully charged, it is a single, slightly oversized, superfast powerful bolt that will almost 1 hit kill the enemy. Sometimes it will. But wait a second, there is more! It also carries a Grenade Launcher, a heavily powerful weapon (that both sides have, so it's fair) that will launch a grenade great distances and blow on contact. It can also be charged up to have a fuse, which means it won't blow on contact and it will slide a distance, which can be launched around corners. On the Secondary weapons is the Thermal Detonator. Which we are familiar with if you read the above. Lastly is a Recon Droid, the Recon Droid can shoot, and self destruct, which kills nearby units. The Droids do not stand a chance against bots, but will be good against human players. It can also be stopped from blowing if shot while charging up for the blast. The Wookiee Takes 10 points to unlock. Did I mention that is has around twice the health of a normal infantryman? Hard to bring down and takes around 4-5 headshots with a blaster rifle. Primary Weapon(s): Bowcaster Grenade Launcher Secondary Weapon(s): Rage Recon Droid ----------- Rebel Pilot ----------- The Pilot class is a special class. It comes with a pistol for close range combat, and Time Bombs to blow up enemy innards. This unit isn't that good for taking out enemies, but it awesome at taking out innards of a ship in space. It also has the special ability of healing spacecraft as you fly. Helping you recover quicker. Teaming up a Marine and a Pilot will be most effective. The Time Bomb can take out any innard of the ship in 3 bombs, 2 for the turret control. This means that you enter an area, blow things up, reload your ammo and continue on. The Fusioncutter will let you repair ship systems and fix the droids for ammo and health. EQUIPMENT: Primary Weapon(s): Commando Pistol Fusion Cutter Secondary Weapon(s): Time Bomb ------------ Rebel Marine ------------ The Marine is sort of the combat unit in space. The Marine has a Blaster Rifle, much better than that weak old pistol the Pilot has. It will be a dominant presence in the hangar, as those pilots won't fare well. It also has a Rocket Launcher, to rack up some damage on those ship weakpoints. They aren't that good at the job though, which is why they should be escorting the Pilots. The grenades are death to most enemies coming in doors, and the rifle can finish off those pesky turrets. Primary Weapon(s): Blaster Rifle Rocket Launcher Secondary Weapon(s): Thermal Detonators ------- d.) Imperial Units ------------ Stormtrooper ------------ The successor of the Clone Trooper, the Snowtrooper on Hoth, it's none other than the infamous Stormtrooper. If you have never heard of one, you don't deserve to play this game. Stormtroopers are the standard infantry for the Empire. They are based genetically on Jango Fett and other people. The Troops were ordered from the Kaminoans by the Supreme Chancellor Palpatine, ten years before he came into power. He ordered it anonymously, as he did not want to reveal that the troops would betray the Jedi in his master plan. The Stormtroopers are equipped for most situations. They have a Blaster Rifle for power, and range. They have a Blaster Pistol for close range combat, and a backup weapon for when the rifle is out of ammo. They carry several Thermal Detonators to take out enemies, and damage vehicles. This would be one of the best choice for everyone to choose. Beginners, intermediate and expert. ------------- Shock Trooper ------------- Shock Troopers provide artillery for the Imperial army. They can be used on both offense, and defence effectively. The Rocket Launcher can be used to take down a vehicle that is pinning you down. The mines can be placed in openings to an area to make traps. For example: Putting them in between the openings to the Oil Refinery on Kashyyyk. I once played an online game on Jabba's Palace, where I was Darth Maul. A Human player dropped mines as I Force Sprinted towards him, blowing me, him and his teammate up. The moral of the story? Mines can stop Jedi, at a sacrifice. Experts will be able to use the unit effectively. The Heavy Trooper also comes with a Blaster Pistol, which is used in combat in place of the Rocket Launcher. Thermal Detonators can make short work of the ground troops, and help finish off Vehicles. I wouldn't reccomend beginners to this position unless you are in single player mode. Online, intermediate users can use this to clear large groups of enemies. I myself have practiced with them and don't mean to brag, but am quite skilled with one. Mines are also the best vehicle killing too, they 1 hit kill small assault vehicles and will damage the heck out of AT-ATs and other similar vehicles. EQUIPMENT: Primary Weapon(s): Rocket Launcher Blaster Pistol Secondary Weapon(s): Thermal Detonators Mines ------------- Scout Trooper ------------- Scout Troopers are Snipers. Simple as that. They shouldn't be used by beginners, unless you have some experience in other games at picking off enemies with head shots. The Sniper Rifle is very powerful, and can destroy a Droideka shield in a few shots. However, there are only 7 shots in each clip of ammo. Which is bad, so you should reload whenever you have a second or two. The Sniper also has a Blaster Pistol, which can replace the Sniper Rifle in close quarters. The Sniper Rifle is terrible at point blank range, unless you practice hard and train. Throwing a grenade will bring up the target, giving you time to aim a little at the enemy before shooting. The good news for snipers is that you can now deploy an Auto Turret nearby, so you can have some defence against units that think it is their day to seek glory by getting you. You also have some Thermal Detonators, which can be thrown in such a way that they all run right where you want them, as well as provide some cover as you reload. Keep it close to ammo droids, you will be needing to get ammunition more often than you think. This unit can be deadly on levels such as Kamino. I can rack up a good 30-40 kills in one life before someone notices me. EQUIPMENT: Primary Weapon(s): Sniper Rifle Blaster Pistol Secondary Weapon(s): Thermal Detonators Auto Turret ----------------- Imperial Engineer ----------------- Clone Engineers are the in-battle version of medics. They can repair your vehicle, heal you, and replenish your ammo. They can really repair anything that has a small enough health range. They also can slice into enemy vehicles. Pulling out a fusion cutter and going to an occupied enemy vehicle will cause a meter to appear that says "Slicing XX%". It goes up 4-6% every third of a second or so. (Third, Second, where's first?). Once it reaches 100% the enemy is out of the vehicle, allowing you to hijack it. The engineer is also equipped with a handy dandy shotgun. The shotgun is not that great of a weapon in my opinion, but can be very effective in levels such as Tantive IV. You see, the shotgun, as in real life, spreads out after you shoot it. This can take care of enemies in a hallway in a shot or two. The unfortunate part of it is that the Shotgun has few shots in each clip, and it takes a while to be able to shoot again. It's still okay, but I prefer a blaster rifle in open levels. The Engineer also has a Dispenser of Health and Ammo, which you can drop to other units and yourself. Which can be helpful when you don't have time to repair a droid. Detpacks are also included in the package, for destruction of targets and enemy heroes. Expert users should be this class, as Detpacks are the most deadly weapon in the game, if used properly. If you hold down the Secondary Fire button, it takes out a detpack but doesn't throw it. If you release it, and run and aim up, it tosses a detpack quite farther than normal. Detonating after release makes short work of enemies. I can rack up about 40 kills and stay ahead of the pack in a no bot Tantive Level. EQUIPMENT: Primary Weapon(s): Shotgun Fusion Cutter Secondary Weapon(s): Detpack Dispenser Health and Ammo ---------------- Imperial Officer ---------------- The Imperial Officer is the funnest, probably the best unit for the Empire in a regular game. The Officer can run around with it's Sonic Blaster, which deals small damage at short range. When it gets really mad, it can pull out the Mortar Launcher, which is the Grenade Launcher. It can be fired at an enemy and blow on contact, or it can be charged up for bouncing and sliding across walls and floors to blow up later. It's fun shooting into a closed room and watching them run out. It also has the Status Boosting attack Rage. It carries more Mortars than the Wookie, but is MUCH weaker. Lastly, it holds the fabled Recon Droid. When dropped, you can control it. Shooting enemies with the blaster and then Self Destructing it, destroying several enemies in a room. But bots will kill it easily as soon as they see it. It can also be stopped from blowing if shot while charging up for the blast. It takes 8 points to play as this unit. EQUIPMENT: Primary Weapon(s): Sonic Blaster Mortar Launcher Secondary Weapon(s): Rage Recon Droid ------------ Dark Trooper ------------ The Dark Trooper is an effective unit, IF you know how to use it properly. I myself avoid it, merely because the Jetpack isn't like the Jet Trooper. Instead of a continous hover effect, it will cause you to jettison straight up into midair, hard to aim. If you move forwards, it can launch you up a small distance ahead. I prefered the other one. The Arc Caster is a lightning attack gun. If you hold it down, it charges up and will be more powerful. A full charge will affect multiple units nearby and damage them greatly. A good weapon, but you need to learn how to use it well. It has a Commando Pistol on backup, just in case. Last weapon is carries is the Thermal Detonators, used for covers on the quick escapes, or to throw at enemies. Unlike the Wookiee, it has less health than the normal infantry. It takes 10 points to play as this unit. Primary Weapon(s): Arc Caster Commando Pistol Secondary Weapon(s): Thermal Detonator -------------- Imperial Pilot -------------- The Pilot class is a special class. It comes with a pistol for close range combat, and Time Bombs to blow up enemy innards. This unit isn't that good for taking out enemies, but it awesome at taking out innards of a ship in space. It also has the special ability of healing spacecraft as you fly. Helping you recover quicker. Teaming up a Marine and a Pilot will be most effective. The Time Bomb can take out any innard of the ship in 3 bombs, 2 for the turret control. This means that you enter an area, blow things up, reload your ammo and continue on. The Fusioncutter will let you repair ship systems and fix the droids for ammo and health. EQUIPMENT: Primary Weapon(s): Commando Pistol Fusion Cutter Secondary Weapon(s): Time Bomb --------------- Imperial Marine --------------- The Marine is sort of the combat unit in space. The Marine has a Blaster Rifle, much better than that weak old pistol the Pilot has. It will be a dominant presence in the hangar, as those pilots won't fare well. It also has a Rocket Launcher, to rack up some damage on those ship weakpoints. They aren't that good at the job though, which is why they should be escorting the Pilots. The grenades are death to most enemies coming in doors, and the rifle can finish off those pesky turrets. EQUIPMENT: Primary Weapon(s): Blaster Rifle Rocket Launcher Secondary Weapon(s): Thermal Detonators +-----------------------------------------------------------------------------+ | Heroes/Villans | +-----------------------------------------------------------------------------+ To use a hero, you have to get a certain amount of points in the game. Once you have it, a prompt will come up asking you. Accepting will mean you can spawn as a hero. It won't count as a death, so if you are falling off a ledge, quickly accept. You should go on a suicide run if you can spawn as a hero, because dieing will make it available as you spawn. After you have it, you have a time bar shown by the lightsaber. The more enemies you kill, the longer the bar is. If you take damage or team kill, the bar will lower. When it runs out, you leave. And in a chosen amount of time, it becomes available again. Heroes are better, faster and stronger. And have only a couple weaknesses you have to exploit. Mainly mine dropping, missles and detpacks. Otherwise, they can block enemy attacks with the center mouse button. HEROES ------------ Aayla Secura ------------ Aayla Secura is an alien creature with tentacles and little clothing. She holds two lightsabers and will devastate small areas with her sweeping strokes. Droidekas and other heroes have a hard time escaping her, as she blows them apart easily. She was on Felucia in the Clone Wars, but is in some other areas in the game. She can throw one of her Lightsabers, and the other move she has is Force Pull, where she pulls an enemy into her reach and then uses her long strokes to her advantage. Most players choose her to duel with in duel only games online. EQUIPMENT: Primary Weapon(s): Dual Lightsabers Secondary Weapon(s): Saber Throw Force Pull --------- Chewbacca --------- Chewbacca is a top notch Wookiee unit. He carries a Bowcaster, just like the other Wookiee units. This weapon is the same as last time. Firing brings up a heavy stream of fire that covers a large amount of an area, but is weak. If you hold down the fire button, it charges up a smaller blast that does more damage when released Chewbacca also carries a Guided Missle Launcher, which fires a missle that you can control, then use a speed boost to come in an make a HUGE explosion that will erradicate the enemies in the way of it. He also has a Time Bomb, which he can drop down near command posts to blow people up as they spawn. His last move is rage, which will increase the damage the ally units inflict. EQUIPMENT: Primary Weapon(s): Bowcaster Guided Rocket Secondary Weapon(s): Rage Time Bomb -------- Han Solo -------- Han Solo, the smuggler that owes Jabba big time. He has a death mark on his head, and is hiding out with the alliances, giving them his skills. He carries a DL44 blaster, which is the Award Rifle with an overheat instead of an ammo clip. His secondary weapon happens to be a Fusion Cutter, and is the only hero in the game that can repair things or slice. So this is a very handy thing to have around. On the Secondary Weapons, we have the Detpack, which is the best weapon in the game if used properly, and the Rally move. Which will give our adjacent allies a better defence. A very good unit against bots. EQUIPMENT: Primary Weapon(s): DL44 Blaster Fusioncutter Secondary Weapon(s): Detpack Rally ------------ Ki-Adi Mundi ------------ Ki-Adi Mundi is the alien on the Jedi Counsel with the gigantic head. In this game, he is rather fun to play with. His strokes cover a wide area, and will stop you. While if he lines enemies up in a row, dashing and mashing the attack button will make him do forward flips and strike the enemies ahead of him with a hammering blow. He also has the mighty Saber Throw attack, and the Force Push skill. Which you can use to throw enemies into the wall and then run up to finish them off. It can also be used to buy time to fight other enemies by pushing them against the wall, and attacking someone else. Overall he is a good unit for single player, but you might need to choose someone else for Dueling in multiplayer. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Saber Throw Force Push -------------- Luke Skywalker -------------- Luke Skywalker, Vader/Anikan's son. Not only is he a whiny, cocky little brat, he is a whiny, cocky, powerful SKINNY little brat. He looks like George's Grandma from Roald Dahl's classic book "George's Marvelous Medicine". No joke. He has a Ki-Adi Mundi style like attack, but has a different charge forward attack. To play around with enemy units, he comes with a Saber throw, and will chuck his girly lightsaber at the badguys. His second attack is Force Push, which again can be used to cover yourself and to push enemies into the wall to finish off without a serious counter attack occuring against you. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Saber Throw Force Push ---------- Mace Windu ---------- Mace Windu is the only African American (or Coruscantian Geonosian.. whatever) Jedi in history. There should be more of them. Anyway, he is powerful. He has a slightly slower, more powerful Obi-Wan style of play, but comes with a big bonus. When he jumps in the air, he can slam down hard on the ground, making a huge blast appear and kill enemies nearby. He is defeated in Episode 3 by the Emperor (with help from Anakin). He comes with Saber Throw, for range and the common Force Push. Which we know by now can be used as cover and offense by pushing enemies into walls to buy time or start a combo with no counterattack. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Saber Throw Force Push -------------- Obi-Wan Kenobi -------------- General Obi-Wan Kenobi was a mere Jedi Apprentice when he defeated Darth Maul, a feat that his powerful master could not complete. He then took Anakin as his learner and did a crap job, as Anakin turned to the Dark side. In the Clone War, he fought with the Republic as a General against the Separatists. He then nearly killed Anakin, but let him live and caused him to survive in his suit. His style is passive aggressive. His attacks will never leave him extremely open, as he makes deliberate strokes instead of wild range attacks. His dash attack will make him twirl his lightsaber, blocking fire and killing enemies at 12 o'clock. He comes with the Saber Throw, to chuck his lightsaber at a distance at his foes. And guess what? He comes with the common FORCE PUSH! Which will Provide cover and give you time to attack with no counter attack. How did you know that? EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Saber Throw Force Push ------------- Princess Leia ------------- Princess Leia, Luke's twin sister. A powderpuff princess that couldn't kill an enemy unless she had a Sporting Blaster and Thermal Detonators, which she does. The Sporting Blaster is basically a Sniper Rifle with a reticule to aim with. She comes with several grenades, good for normal levels but almost useless in an Assault, where everyone moves a mile a minute. The Invulernability skill is GREAT! If used on allies, they will not take damage for a short time. Which will give you the split-second edge needed to turn the tide on the battle of Hallway 12. Try to avoid using her in an assault, but use her in a normal battle. EQUIPMENT: Primary Weapon: Sporting Blaster Secondary Weapon(s): Thermal Detonators Invulernability ---- Yoda ---- The most prestigious member of the Jedi Order in the history of the galaxy. Yoda is the small green guy that talks funny, but can destroy you in battle. He is one of the few Jedi that survived Order 66. Yoda wields a green lightsaber that is custom built to be his size. He can Push and Pull his enemies around, and his size makes him hard to hit. His attacks are mostly aggressive, as he is easily hit and doesn't move much when he strikes. Some consider him to be "cheap". His force connection is unmatched and can make several jumps as he battles for all that is good. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Force Push Force Pull VILLANS ---------------- Anakin Skywalker ---------------- Anakin Skywalker is a Jedi that turned to the Sith. He grew up as a slave on Tatooine and helped the Queen of Naboo get off the rock he lived on. He came with Obi-Wan Kenobi and Qui-Gon Jinn to Coruscant, and was rejected by the Jedi Counsel. They reconsidered, and Obi-Wan became his master. He had fallen in love with the Queen he helped long ago, and eventually married her. His attachment caused him to join the Emperor and kill almost all of the Jedi. In the game, Anakin comes with Force Choke, a great move, and saber throw. Another good skill. He can be a force to be reckoned with if used properly, and has a strong force connection, allowing him to jump several times. He wields a Blue Lightsaber and has a balanced style of attack and defense, never over asserting himself while striking. His dash move will block oncoming fire while attacking. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Saber Throw Force Choke --------- Boba Fett --------- Boba Fett is Jango Fett's "son". Actually, he is a Clone Trooper that wasn't altered to make them less independant or grow faster. A regular child. He lost his father in the first Battle of Geonosis during the Clone Wars. He had to train alone to become better at bounty hunting than his father, and boy did he succeed. He has an EE-3 Blaster Rifle, the equivalent of the Award Rifle (maybe with a clip, I have to check up on it). His secondary weapon is a Flamethrower, which when used will set enemies on fire, damaging them slowly over time. He also has Wrist Rockets, for small enemy groups and Detpacks for large enemies or tough enemies. He is equipped for almost ALL situations and is the best non Jedi hero there is. He also has a Jetpack on his back, which he can fly around in similar to a Jet Trooper. EQUIPMENT: Primary Weapon(s): EE-3 Blaster Rifle Flamethrower Secondary Weapon(s): Wrist Rocket Detpack ----------- Count Dooku ----------- Count Dooku. Watching this guy play makes me roll on the floor laughing my head off. Look at him. He jumps like a freak and looks creepy. His attacks are kind of cool looking though. And his dash attacks are very cool. He has a slow Luke style. He comes with two great Force Powers: Force Choke and Force Lightning. Lightning can be used on groups and Choke on individuals. To really cheaply kill someone, you can use this glitch. Start choking someone, hold down the secondary fire button and switch to Lightning. He will choke and start using lightning at the same time, and he NEVER runs out of Stamina until they die. Quite a useful cheat, but will get you booted from most assault games. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Force Choke Force Lightning ---------- Darth Maul ---------- Possibly the coolest villan of the lot. Darth Maul is a sith lord trained by Darth Sidious to kill the Jedi and capture the queen of Naboo. He failed. And was defeated by Obi-Wan afted he felled Qui-Gon Jinn. Darth Maul wields a Doublesaber. A Lightsaber with two sides. He has a LOT of reach and does some neat little acrobatics. He is VERY fast and will deal a lot of damage. His secondary attacks include Saber Throw, which is COMPLETELY revolutionized by his gigantic Saber that will probably not miss. His last move is Force Push. Which we know, will provide you with time, and will let you set up some combos without a counter attack. EQUIPMENT: Primary Weapon(s): Doublesaber Secondary Weapon(s): Saber Throw Force Push ----------- Darth Vader ----------- Darth Vader, formerly known as Anakin Skywalker, was brutally torn apart by Obi-Wan's lightsaber, then burned by the lava on Mustafar. He was barely alive when found by the Emperor, and then placed in a Breathing Suit that would walk, breath and move for him. Though the former 1/2 of a chosen one, he still packs a wham with his Force Powers. His style of swordplay is slow, deliberate strokes that pack more damage than Celine Dion can do to your ears. He also has Saber Throw, which will be the same as usual. As well as Force Choke. In which we can use the same glitch as the one earlier, to infinite Choke them. He is overall a powerhouse, but needs more speed. His run gives him that, and he can also float by jumping twice in place of his force Jump. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Saber Throw Force Choke ---------------- General Grievous ---------------- General Grievous used to be an alien like life form. But he was brutally injured, much like Anakin, only worse. So the Separatists took him in, removed his organs (brain, heart, lungs) and strapped him into a droid body. He walks around with a terrible wheezy cough, but can run like the wind and do some fancy moves. He was also trained by Count Dooku to be like a Jedi. He has a collection of four stolen lightsabers which he fights with. Although he wields a lightsaber, he does NOT use force powers. Which means no Force Jump. He has a quick leap though. His attack uses all sabers and covers his whole body, back to front. His dash attack will have him fling sabers around wildly, killing most of the enemies. He also has rage, to increase his ally's damage. It says he has unlimited, but really he only has one, but it can be refilled at an ammo droid. EQUIPMENT: Primary Weapon(s): Lightsabers (x4) Secondary Weapon(s): Rage ---------- Jango Fett ---------- Jango Fett was selected by The Emperor (before he was the emperor) to be the person the Clones were based on. He agreed and received a paycheck, as well as a Clone for himself. He is the best bounty hunter in the Republic days. His arsenal is a little outdated compared to Boba's stuff, but still works well. He has a Westar 33 Blaster Pistol, which is like the Precision Award Pistol. It can snipe and do a lot of damage. He also has a Flamethrower, to deal damage to groups of enemies close up. He has a Wrist Rocket to blow close range enemies. He lastly has the Time Bombs, which are less useful than the Detpacks, but can be good against vehicles. He has a Jet Pack to fly around in like the Jet Troopers. EQUIPMENT: Primary Weapon(s): Westar 33 Blaster Flamethrower Secondary Weapon(s): Wrist Rocket Time Bomb ----------- The Emperor ----------- The Emperor is the master of all evil schemes. His extremely elaborate plan could probably been easier, but still worked. He was a Sith Lord, pretending to be a Senator from Naboo. But got elected as Supreme Chancellor with his own influences. He then tricked Anakin into becoming his friend and, and started the clone wars. Showing Anakin the powers of the Dark Side, he got him to convert to his side and killed the Jedi. Seizing control of the Republic, but at a physical cost to his looks. Which were never good anyway. He stayed this way until he decided to mess with Luke. Vader got mad and killed him. Anyway, he has a Lightsaber that is always put away unless he attacks. He fights like Vader, but has a Dooku dash attack. When he double jumps, he floats. And when he attacks in mid-air, he slams into the ground and uses lightning on the enemies around him. I have done this in Duels and won as him. He is VERY slow otherwise unless he has stamina. He uses Force Lightning and Choke just like Count Dooku did. To really cheaply kill someone, you can use this glitch. Start choking someone, hold down the secondary fire button and switch to Lightning. He will choke and start using lightning at the same time, and he NEVER runs out of Stamina until they die. Quite a useful cheat, but will get you booted from most assault games. EQUIPMENT: Primary Weapon(s): Lightsaber Secondary Weapon(s): Force Choke Force Lightning +-----------------------------------------------------------------------------+ | Vehicles/Turrets | +-----------------------------------------------------------------------------+ There are 41 total vehicles and turrets in the game. They are explained below. Note that 1 and 2 in weapons show the posistions of players and what they control. Note also that Space Vehicles have no weak point. --- AAT --- Side: CIS Weak Point: Panel on the Back Troop Capactity: 2 Weapons: 1 Medium Blaster Cannons Concussion Missles 2 Manned Particle Turret This is the CIS standard support vehicle. It is larger, and more armored than the republic IFT-X tank, but it is slower and less powerful. It is found in Naboo, Mygeeto, Polis Massa and in Utapau. The turret on the top is mainly used for anti-infantry in large groups, but it can take down Vehicles as well. Since this is a medium assault vehicle, it should be on constant guard for the Heavy troopers. The mines can blow this up in one hit. So avoid them. The weak point is located in the back, so when fighting other tanks, try to make it so that you face the enemy (no brainer). The AAT can hold it's own in most battle situations, but try to get a turretman as much as possible. It will make life easier on you. -------------- Alliance AAC-1 -------------- Side: Rebels Weak Point: None Troop Capacity: 2 Weapons: 1 Medium Blaster Cannons Particle Cannons 2 Manned Missle Turrets This is the Rebel support vehicle for your infantry. It is small, compact and low health. However, it has the strongest mounted turret in the game, the missle turret. The missles are the best part of the whole craft. If you want to drive, you have to use the anti-infantry Particle Cannons. The turrets should focus on other turrets and Vehicles to take the enemy down. The missles are too strong to focus on weak troopers with. Unless they are Shock Troopers, because the mines are again a 1 hit kill on this. There is no weak point, but like I said, it has lower health so it balances out. It is found on Yavin 4, Polis Massa, Felucia, Kashyyyk and Mygeeto. ---------------------- Alliance Assault Craft ---------------------- Side: Rebels Weak Point: None Troop Capacity: 4 Weapons: 1 Heavy Blaster Cannon Proton Torpedoes 2 Guided Rockets 3 Ball Turret 4 Ball Turret This is the space command vehicle for the Rebels. If landed, you can spawn at it. It carries four units. The pilot, the missleman and the two turretman. The pilot has heavy cannons for slow moving vehicles and the proton torpedoes for Frigate and Auto Turrets. The Guided Rockets should be fired at the Auto Turrets, as they blow them up in one hit. The Concussion Missles are limited, so use them wisely. The two Ball turrets give about 240 degrees of cover, missing only some parts of the back, and can be used to get enemies off of your tail. They work best against enemy fighters, but can be used on weak points of ships or frigate as well. They have immense health, but almost no speed. They cannot dodge enemy fire like the other nimble craft, but they can take around 3-4 times the damage. ------------------- ARC-170 Starfighter ------------------- Side: Republic Weak Point: None Troop Capacity: 1 Weapons: 1 Light-Medium Blaster Cannons Proton Torpedoes The ARC-170 is the X-Wing of the past, it is fast, powerful and moderately strong. A normal starfighter to do combat with against enemy craft. The Missles can lock on, and you have infinite of them. The blaster cannons can make short work of enemy scout fighters and other similar craft. They aren't going to do much to the mobile assault vehicles. Choose this for most dogfights and for landing individual craft into the hangar. As it will survive the enemy turrets. ------------------ Armored Tank Droid ------------------ Side: CIS Weak Point: The back end. Troop Capacity: 1 Weapons: 1 Shock Rifle Mortar Cannon The Armored Tank Droid is powerful, fast and Armored. It still has a huge flaw in it's design, however. The back area of it is the weak point, and since it is flat, it will almost always stick out. The other flaw is that it can only fire forward and doesn't strafe, meaning that once you are close up, it is hard for it to hit you with it's weaponry. Meaning you can slice it or blow it up with a mine. However, it is extremely powerful. The Shock Rifle is basically mini missles that fire like a shotgun. The Mortar Cannon is a Grenade Launcher that shoots supercharged thermal detonators very quickly. It's anti-infantry and anti-tank. However, it needs infantry support, or it will get blow up by enemy troops nearby. It is only found on Kashyyyk. ----- AT-AT ----- Side: Empire Weak Point: The neck between the head and the body. Troop Capacity: 1 Weapons: 1 Heavy Blaster Cannons Heavy Particle Cannons The AT-AT from Hoth is toned down by a billionfold this time around. Before, it was nearly impossible to destroy and took maybe 20 minutes of continous playing to bring it down. This one, it can be destroyed in a matter of minutes by using a Hoth Dish Turret. Mines are also effective against it. However, it is pretty much defense wise perfect. If you get to close to it, it can step on you. If you stay at a distance, it will shoot you. If you get in between, the units spawning at it (it is a mobile command post) will shoot you. It can take down speeders, turrets and the shield generator in no time. Well, the only time really is the 10 minutes it takes to walk in it. It is slow, and will take a long time to near it. Other than Dish turrets, it just has to shoot down the enemy snowspeeders. They will be circling below trying to wrap your legs up to trip you. They take one hit. So enjoy using this, and kill everything in sight. As it will take infantry out easily with it's Particle Cannon and Blaster Cannons. Jedi also have little chance, except to avoid it. Stay away from the bases with the windows, or it will shoot inside and kill you. It is only from Hoth. ----- AT-RT ----- Side: Republic Weak Point: Below the cockpit, where the legs meet the body. Troop Capacity: 1 Weapons: 1 Blaster Cannon Mortar Launcher This is like the AT-ST meets the Armored Tank Droid meets the Speeder Bike. It is weak, fast and can damage. It looks like an AT-ST without the head. Instead is a platform for the unit to stand on, virtually unprotected. But it can move quickly throught the battlefield and support tanks by firing supercharged Grenades from it's secondary weapon, and it can take out infantry with the blaster cannons. Avoid the Heavy Troopers, and grenades are your foe. But use it if you can, it's better than nothing. It's found on Utapau, Naboo and Felucia. ----- AT-ST ----- Side: Empire Weak Point: The back, the part just below the head. Troop Capacity: 1 Weapons: 1 Blaster Cannon Particle Cannon 2 Guided Rockets The AT-ST is a weaker version of the AT-AT. It's less powerful, less armored, but way faster. Not by much, but it is. The Pilot gets to shoot at the infantry units running around below and fire cannons at other vehicles, while the Co-Pilot can launch Guided missles in areas with infantry to weaken them for assaults, or fire at vehicles. Try to shoot them before you get in firing range of blasters, you can then build speed and not worry about getting hit. They are found in Endor, Felucia and Hoth. ----- AT-TE ----- Side: Republic Weak Point: The part below it's head, it's a box shape. Troop Capacity: 3 Weapons: 1 Heavy Blaster Cannons Heavy Particle Cannons 2 Repeating Blasters 3 Particle Cannon Turret The AT-TE is a faster version of the AT-AT, and the AT-AT clearly came from it. It is smaller and weaker than the AT-AT, but makes up for it in more ways to fire. You have a main turret gunner for infantry and vehicles, a Repeating Blaster Turret for Infantry, and the big main guns for enemy vehicles. It is very powerful and men can spawn at it. Making it similar to defense mechanisms as the AT-TE. The only defense against it is hitting the weak point with the Rockets, Mines and the Vehicles that the CIS has. The turrets on that level do not help you much, so it's even worse for them. The top turret on the AT-TE is powerful, and if you are Count Dooku, you can stand on top of it and hack away at the turret, killing the man on it. I read this on a guide somewhere, I'm sure it was on GameFAQs but I can't remember which one (it was a long time ago) so if you know which one it was, please Email me. Anyway, use it if you are a skilled driver. But the problem is that Geonosis is more about capturing CPs, and the only level this appears on is the Geonosis. Ah well. ------ A-Wing ------ Side: Rebels Weak Point: None Troop Capacity: 1 Weapons: 1 Light Blaster Cannons Homing Rockets The A-Wing is the Alliance Scout Fighter. It is fast, deadly against normal fighters and good at dodging. It doesn't have very much health. Auto Turrets will bring you down easily. Best for dog-fighting. As landing it is harder when there are turrets and other craft leaving the hangar. It can easily kill medium fighters with it's secondary weapon, the homing rockets are deadly against the enemy. Fire them as much as possible. It's like the Armored Tank Droid firing homing Blast Rifles. ------------ BARC Speeder ------------ Side: Republic Weak Point: The Whole Thing. Troop Capacity: 1 Weapons: 1 Light Blaster Cannons The BARC Speeder is here for the sole purpose of a quick getaway. Do not try and use it as a tank. It will get picked apart by grenades, you will take a lot of damage, as you are simply not protected and vehicles will take little damage from this. The point of the cannon is for some slight infantry protection, fire it before getting off. And use it only to travel otherwise. A skilled sniper will have no problem shooting you off, so keep moving irradically. It is found on Kashyyyk. ------------------ Beam Cannon Turret ------------------ Side: All Weak Point: The Turret itself. Troop Capacity Weapons: 1 Medium Beam Turret The Beam Cannon Turret is found on most levels like Kashyyyk. It is identical to the Laser Turret, except it fires a steady beam instead of single blaster fire. It can be blown up easily with grenades, and the enemies will fall. It's mainly anti-vehicle, but can be used on infantry as well. Headshots are easy to get on the enemies that are in these. ----------------- CIS Strike Bomber ----------------- Side: CIS Weak Point: None Troop Capacity: 1 Weapons: 1 Particle Cannon Proton Bombs The Bomber for the CIS is one of my favorites. It has a heavy cannon for those auto turrets, and drops MANY bombs down on the enemy. Best suited for taking out enemy frigate and other weak points on a ship. If you go head to head and fly towards each other, you can launch a bomb seconds before you hit and blow the enemy up, taking little to no damage. Handy. ------------------------ Concussion Cannon Turret ------------------------ Side: All Weak Point: None Troop Capacity: 1 Weapons: 1 Concussion Missle Turret The Concussion Cannon Turret is the exact same thing in looks to the Particle Cannon Turret, except it fires mortars instead. It will launch a supercharged Thermal Detonator (it is affected by gravity) at the enemy. It's best to fight against the enemy Vehicles, because of the fact that it curves. It's harder to hit enemy infantry. If you are attacking in numbers, keep spaced out from your other troops, or someone might shoot at you and blow you up in a couple hits. It is still probably one of the best Anti-Tank turrets there is. ------------- Droid Gunship ------------- Side: CIS Weak Point: None Troop Capacity: 6 Weapons: 1 Beam Cannon Homing Rockets 2 Guided Rockets 3 Particle Cannon 4 Particle Cannon 5 Passenger 6 Passenger The Droid Gunship is the BEST ship in the whole game. The weaponry of the pilot is incredible, the rockets are awesome, the beam cannon can make short work of the enemy. Hanging around the enemy ship and tailing human opponents as they come out of the hanger is a cheap and effective trick. The missles are nearly impossible to avoid if you shoot them from up close. This makes it simple to take down a lot of guys in a small amount of time. It seems to travel faster than the enemy and it's ability to hold spare passengers makes it good to land in a hanger. ----------------- Droid Starfighter ----------------- Side: CIS Weak Point: None Troop Capacity: 1 Weapons: 1 Light-Medium Blaster Cannons Proton Torpedoes The CIS basic Starfighter is the CIS version of the ARC-170 Republic Fighter. It is fast, powerful and moderately strong. A normal starfighter to do combat with against enemy craft. The Missles can lock on, and you have infinite of them. The blaster cannons can make short work of enemy scout fighters and other similar craft. They aren't going to do much to the mobile assault vehicles. Choose this for most dogfights and forlanding individual craft into the hangar. As it will survive the enemy turrets. ----------------- Droid Tri-Fighter ----------------- Side: CIS Weak Point: None Troop Capacity: 1 Weapons: 1 Repeating Blaster Homing Rockets The Droid Tri-Fighter is the best Scout in the game in my opinion. It comes with the powerful homing rockets that the Droid Gunship has, and it has a Repeating Blaster, which is one of my favorite weapons to use, as it is cool. Easy to take down most fighters (light to medium). As well as a lot of speed and ability to dodge. Reccomended for dogfights against weak enemies. -------------- Hailfire Droid -------------- Side: CIS Weak Point: It's just below the main body. Troop Capacity: 1 Weapons: 1 Repeating Blaster Missles The Hailfire Droid is a balanced craft, with Anti-Infantry, Anti-Tank and speed, it is very good at almost everything. The missles can be fired but they will curve away, so you have to have SOME skill with them. It can't strafe, but it can move on it's wheels quickly, so you can just escape and turn around. Be careful of the Heavy Troopers with their mines, as they can hurt. ---------------- Hoth Dish Turret ---------------- Side: Empire and Rebel Weak Point: It's the turret itself. Troop Capacity: 1 Weapons: 1 Particle Cannon The Hoth Dish Turret is the Anti-Tank turret on Hoth. It will make short work of an AT-AT or an AT-ST. The developers made them stronger than last time around. There is one near Echo Base that is the perfect place to bombard the AT-ATs. The only problem is that the rest of them are placed for you to be at a disadvantage, you will need several units firing at once to keep from getting blown from the turret. Ignore the infantry around you and leave that to the next turret, the Defense Turret. If you can't tell, it's only in Hoth. ------------------- Hoth Defense Turret ------------------- Side: Empire and Rebel Weak Point: It's the turret itself. Troop Capacity: 1 Weapons: 1 Blaster Cannon The Hoth Defense Turret is Anti-Infantry. It is there for you to bombard the troops on the ground with. If you are in one, ignore the AT-AT and AT-ST. It will just draw attention to yourself. A smart AT-AT driver will take out the turrets as soon as they can, but not everyone does that. So you might survive long enough to kill the enemies. The turret has little health but you are completely covered and can't be killed unless the turret goes, so you won't get blown off by a grenade. ----- IFT-T ----- Side: Empire Weak Point: The Circle on the back. Troop Capacity 2 Weapons: 1 Blaster Cannon Concussion Missle 2 Beam Turret This Vehicle is by far my favorite tank in the game. It's a small, speedy, less defensive than the AAT craft with blasters and missles. It's the perfect weapon for infantry AND tanks. It's turretman is powerful against infantry as well as the vehicles. It's very fast. The only real weakness is that the turret is open, not closed. So the turretman can be picked off. The weak point is harder to hit. Again, this is a small attack vehicle, so it can be blown up with a mine easily. Use the concussion missles on the infantry as well, because you have unlimited. To kill it, have a vehicle and a heavy class. While the vehicle concentrates on the other one, blow it up with a mine. ----- IFT-X ----- Side: Republic Weak Point: The Circle on the back. Troop Capacity 2 Weapons: 1 Blaster Cannon Concussion Missle 2 Beam Turret This Vehicle is by far my favorite tank in the game. It's a small, speedy, less defensive than the AAT craft with blasters and missles. It's the perfect weapon for infantry AND tanks. It's turretman is powerful against infantry as well as the vehicles. It's very fast. The only real weakness is that the turret is open, not closed. So the turretman can be picked off. The weak point is harder to hit. Again, this is a small attack vehicle, so it can be blown up with a mine easily. Use the concussion missles on the infantry as well, because you have unlimited. To kill it, have a vehicle and a heavy class. While the vehicle concentrates on the other one, blow it up with a mine. ------------ LAAT Gunship ------------ Side: Republic Weak Point: None Troop Capacity: 4 Weapons: 1 Heavy Blaster Cannon Proton Torpedoes 2 Guided Rockets 3 Ball Turret 4 Ball Turret This is the space command vehicle for the Republic. If landed, you can spawn at it. It carries four units. The pilot, the missleman and the two turretman. The pilot has heavy cannons for slow moving vehicles and the proton torpedoes for Frigate and Auto Turrets. The Guided Rockets should be fired at the Auto Turrets, as they blow them up in one hit. The Concussion Missles are limited, so use them wisely. The two Ball turrets give about 240 degrees of cover, missing only some parts of the back, and can be used to get enemies off of your tail. They work best against enemy fighters, but can be used on weak points of ships or frigate as well. They have immense health, but almost no speed. They cannot dodge enemy fire like the other nimble craft, but they can take around 3-4 times the damage. ------------- Landing Craft ------------- Side: Empire Weak Point: None Troop Capacity: 7 Weapons: 1 Particle Cannon Homing Rockets 2 Guided Rockets 3 Repeating Blaster 4 Passenger 5 Passenger 6 Passenger The Landing Craft is the Fleet ship that the Emperor travels in in Episode 6. It contains 3 weapon users, the Particle cannon and a Homing Rocket launcher is available to the pilot. The Rocket Launcher fires around 7-8 rockets at once at an enemy as fast as it can. The Guided Rockets should be fired at turrets and to support you attacking the ship systems. A single repeating blaster is on the bottom and fires at the enemy ships, it gives a 180 degree view of the area and it is very easy for you to hit enemies, as long as a human is driving. The computer will just drive you somewhere random and terrible. The three passengers make it great for boarding parties, but the loss is worse if you die in the ship. ------------- Laser Cannons ------------- Side: All Weak Point: The Turret Itself Troop Capacity: 1 Weapons: 1 Medium Laser Cannon The laser Cannon is in Mos Eisley, on the ship in the middle of the Arena. It is a rather powerful turret, located in the worst location imagineable. It is stuck up above, with no cover and room for enemies to sneak up behind you, or to assault you from both sides. You'd need at least 3 people to man the turrets nearby to make a defense successful. It's Anti-Infantry, as there aren't any vehicles. If you have it as your last post, use them as the other teammates defend the ground. Be sure to stick some snipers on the roof around it, or you will be shot by an enemy on the roof. ------------ Laser Turret ------------ Side: All Weak Point: The Turret itself. Troop Capacity: 1 Weapons: 1 Medium Blaster Cannon The Beam Cannon Turret is found on most levels like Kamino and Naboo. It fires several medium blaster fire at an enemy. These turrets are weak, as they can be blown up by a simple grenade. The shooter is unprotected, as a rocket will kill them, and headshots on them are easy to get with almost any weapon. Only reccomended for infantry, as they aren't very strong. It is identical to the Beam Cannon Turret, only it fires laser bolts instead of a steady beam. It is also found in levels like Coruscant and Mos Eisley. ----------- LR1K Cannon ----------- Side: CIS Weak Point: The Turret itself. Troop Capactity: 1 Weapons: 1 Sonic Disruptor Cannon The LR1K Cannon is found in Geonosis. It is the Sonic Turret that everyone both loves and hates. It has little range, medium power and fires slowly. The turret WILL damage vehicles. It's better to have a Republic troop steal it to shoot at the Hailfire and Spider Droids, as they are weaker than the AT-TE. It should otherwise be used against infantry. It can sometimes be a problem because you will take some hits in this low class turret. But it's better than nothing, right? ---------------------- Particle Cannon Turret ---------------------- Side: All Weak Point: The Turret itself. Troop Capacity: 1 Weapons: 1 Particle Cannon The Particle Cannon turret looks identical to the Anti-Tank Concussion Cannon Turret, except it fire a Particle Cannon. It is extremely powerful, and will take down an AAT in a couple of hits. However, it has an extremely weak rate of fire and you can easily be blown off. Use it as a distraction or some support for your infantry, as it won't be much good otherwise. If you are being the Republic, aim it at some Droideka's. It is in a bad spot, could be worse, but it still helps. Use it for Vehicle purposes only though. It is typically found on Mygeeto and on the Sea Wall in Kashyyyk. ------------------ Repeating Blasters ------------------ Side: All Weak Point: None Troop Capacity: 1 Weapons: 1 Repeating Gun The Repeating Blaster is a turret used in Space Battles as the anti-aircraft turret. This one is reccomended over the Beam turret. It fires exactly like a chaingun, and you can lock onto enemy aircraft and blast them away. Use this if you are not very good at flying an aircraft. It can be used to help human ally units by shooting down other people on the tails of them. It takes a while to overheat and you have to keep moving, but it works fairly well and comes on all large ships. -------------------- Republic Starfighter -------------------- Side: Republic Weak Point: None Troop Capacity: 1 Weapons: 1 Light Blaster Cannons Homing Rockets The Republic Starfighter is the Scout for the Republic. It is fast, deadly against normal fighters and good at dodging. It doesn't have very much health. Auto Turrets will bring you down easily. Best for dog-fighting. As landing it is harder when there are turrets and other craft leaving the hangar. It can easily kill medium fighters with it's secondary weapon, the homing rockets are deadly against the enemy. Fire them as much as possible. It's like the Armored Tank Droid firing homing Blast Rifles. ----------- Snowspeeder ----------- Side: Rebels Weak Point: Troop Capacity: 2 Weapons: 1 Blaster Cannons Particle Cannon 2 Toe Cables The infamous Snowspeeder is located on Hoth. It is Anti-Tank and Anti-Infantry at the same time. It flies at low altitudes and can take out infantry with it's main blaster cannon, then take out Turrets and AT-ST's with it's Particle Cannons. The only real defense against AT-AT's are Dish Turrets and these, and they can be shot down by the AT-AT in one hit, so they have to be used by a pro to really be effective. The Gunner in the back has been toned down from last game. I remember a game my friend and I played in Split Screen (For PS2). We had 1 reinforcement left and the enemy had 20. So we both got in separate Speeders and flew over the battlefield, taking out infantry. We actually won that map 1-0. Long story short? Use it against infantry as much as possible. The AT-AT will only spawn once and a while, and you take out few enemies when destroying it, but you also take out a command post. Use it wisely for landing parties, and pretty much any situation. ------------ Speeder Bike ------------ Side: Empire, Rebels Weak Point: The Whole Thing. Troop Capacity: 1 Weapons: 1 Light Blaster Cannons The Speeder Bike is here for the sole purpose of a quick getaway. Do not try and use it as a tank. It will get picked apart by grenades, you will take a lot of damage, as you are simply not protected and vehicles will take little damage from this. The point of the cannon is for some slight infantry protection, fire it before getting off. And use it only to travel otherwise. A skilled sniper will have no problem shooting you off, so keep moving irradically. It is found on Endor. ------------- Spider Walker ------------- Side: CIS Weak Point: The fuel cells between the legs and the body. Troop Capacity: 1 Weapons: 1 Blaster Cannon Beam Cannon The Spider Walker is a powerful Anti-Infantry Craft. It has four legs (Spiders have eight legs though, what gives?) and a main body. The Body has a Blaster Cannon, which is not even close to a decent weapon. It is hard to aim, does little damage and is terrible. The second weapon, the Beam Cannon is much better. It fires like a Beam Cannon Turret and will take out several enemies in a single burst. It can also kill the AT-TE quickly, because if you aim at the weak point, it will take about 1/10 of the health. It also fires very quickly, so it will be dead soon. Not very many people will aim for the weak point, they will aim for the body. As this Walker is hard to hit. ---------- TIE Bomber ---------- Side: Empire Weak Point: None Troop Capacity: 2 Weapons: 1 Particle Cannon Proton Bombs 2 Guided Rockets The Bomber for is one of my favorites. It has a heavy cannon for those auto turrets, and drops MANY bombs down on the enemy. Best suited for taking out enemy frigate and other weak points on a ship. If you go head to head and fly towards each other, you can launch a bomb seconds before you hit and blow the enemy up, taking little to no damage. Handy. The TIE bomber also has a second spot for a person to join in and fire some Guided Rockets at other turrets and ship systems. ----------- TIE Fighter ----------- Side: Empire Weak Point: None Troop Capacity: 1 Weapons: 1 Light-Medium Blaster Cannons Proton Torpedoes The TIE Fighter is the imperial version of the Rebel Alliance's X-Wing fighter. It is fast, powerful and moderately strong. A normal starfighter to do combat with against enemy craft. The Missles can lock on, and you have infinite of them. The blaster cannons can make short work of enemy scout fighters and other similar craft. They aren't going to do much to the mobile assault vehicles. Choose this for most dogfights and forlanding individual craft into the hangar. As it will survive the enemy turrets. --------------- TIE Interceptor --------------- Side: Empire Weak Point: None Troop Capacity: 1 Weapons: 1 Light Blaster Cannons Homing Rockets The Interceptor is the Empire Scout Fighter. It is fast, deadly against normal fighters and good at dodging. It doesn't have very much health. Auto Turrets will bring you down easily. Best for dog-fighting. As landing it is harder when there are turrets and other craft leaving the hangar. It can easily kill medium fighters with it's secondary weapon, the homing rockets are deadly against the enemy. Fire them as much as possible. It's like the Armored Tank Droid firing homing Blast Rifles. ------ V-Wing ------ Side: Republic Weak Point: None Troop Capacity: 1 Weapons: 1 Particle Cannon Proton Bombs The V-Wing bomber for the Republic looks stange. It has a heavy cannon for those auto turrets, and drops MANY bombs down on the enemy. Best suited for taking out enemy frigate and other weak points on a ship. If you go head to head and fly towards each other, you can launch a bomb seconds before you hit and blow the enemy up, taking little to no damage. Handy. ------ X-Wing ------ Side: Rebels Weak Point: None Troop Capacity: 1 Weapons: 1 Light-Medium Blaster Cannons Proton Torpedoes The X-Wing is the craft that destroyed the Death Star. It is currently the Rebel Alliance's standard and normal Service vehicles. Luke pilots this baby. It is fast, powerful and moderately strong. A normal starfighter to do combat with against enemy craft. The Missles can lock on, and you have infinite of them. The blaster cannons can make short work of enemy scout fighters and other similar craft. They aren't going to do much to the mobile assault vehicles. Choose this for most dogfights and forlanding individual craft into the hangar. As it will survive the enemy turrets. ------------------ Yavin Tower Turret ------------------ Side: Rebels Weak Point: The Turret Itself. Troop Capacity: 1 Weapons: 1 Laser Cannon The Yavin Tower turret is a safer version of the Mos Eisley turrets on the giant Skiff. It is high above the ground, easy to shoot. It fires like the turrets on the Skiff, and takes a long while to overheat. They are sometimes hard to spot, and you have to aim up to defeat them. While it takes a rocket to kill it, vehicle drivers may not notice it. But it is more of an Anti-Infantry turret. If you haven't noticed, the turret is only found in Yavin 4. I'd not reccomend using it, I prefer to run out and go guns ablazing, gung ho kind of guy. Though I hate Yavin, so don't listen to me. ------ Y-Wing ------ Side: Rebels Weak Point: None Troop Capacity: 2 Weapons: 1 Particle Cannon Proton Bombs 2 Guided Rockets The Bomber for is one of my favorites. It has a heavy cannon for those auto turrets, and drops MANY bombs down on the enemy. Best suited for taking out enemy frigate and other weak points on a ship. If you go head to head and fly towards each other, you can launch a bomb seconds before you hit and blow the enemy up, taking little to no damage. Handy. The Y-Wing (like the TIE Bomber) also has a second spot for a person to join in and fire some Guided Rockets at other turrets and ship systems. +-----------------------------------------------------------------------------+ | Weapons | +-----------------------------------------------------------------------------+ The weapons are listed in the order that I could remember them. If I missed one can you please tell me? Max Ammo: How much ammo it can hold Clip: The amount of ammunition fired until it has to reload Side: The Sides that can use it. Note that the clip and Max Ammo sizes can vary depending on the side. ============================= Primary Weapons ============================= ------------- Blaster Rifle ------------- Max Ammo: 200 Bullets Clip: 50 Bullets Side: Republic, Rebels, Empire The Blaster Rifle is the easiest weapon to use in the game. It is perfectly balanced with accuracy, clip size, power and is good in almost all situations. The regular units carry this, including the Pilots. Headshots with this gun is pretty damaging. ------------- Wrist Blaster ------------- Max Ammo: 250 Bullets Clip: 50 Bullets Side: CIS This is the CIS version of the Blaster Rifle. It has more ammo, but fires less quickly. It is weaker, but much more accurate. As it is part of the arm itself and not an external weapon. The Wrist Rockets help a lot, because it takes a very small amount of time to fire them, because you don't have to put the gun down to throw something. -------- Tri-Shot -------- Max Ammo: Infinite Clip: Overheat Based Side: CIS This is the CIS version of the Blaster Pistol, it is much more powerful than the Blaster Pistol, it fires three shots at once and can be lethal. But it can only fire two shots (three at a time) before it overheats and needs to wait the few seconds. Which balances it out. -------------- Blaster Pistol -------------- Max Ammo: Infinite Clip: Overheat Based Side: All This weapon is a backup for almost all troops except for the Engineer Class, the Super Battle Droid and those units who have the Commando Pistol. The Marine included. It fires slowly, does little damage but has several shots per clip. --------------- Rocket Launcher --------------- Max Ammo: 7 Rockets Clip: 1 Rocket Side: All The weapon is carried by the Heavy class and the Marines. It is powerful, as one hit direct hit will kill the enemy, with plenty of splash damage possibly killing more. It is the standard anti-tank weapon. The only problem is that it has 1 shot per clip and reloads slowly. Making you need to use your backup weapons and secondary weapons just to stay alive. ------- Shotgun ------- Max Ammo: 320 Shotgun Shells Clip: 40 Shells, 5 Shots Side: Rebels, CIS, Republic All Engineers on each side carry a shotgun, the Empire's just has a unique name to shotgun. It fires five shots in a clip and can 1 hit kill with a headshot. It sprays out 8 mini shots and each does about 1/8 or less of damage. If only a couple hit, little damage is done. If you hit them with all not in the head, they barely survive. You need more skill with a shotgun than you do with a Blaster Rifle. It fires 40 bullets per clip, 8 per shot. So ammo will run low if you do not keep an eye on it. Note that the Max ammo for the Rebels is only 240. ------------ Blast Cannon ------------ Max Ammo: 320 Shotgun Shells Clip: 40 Shells, 5 Shots Side: Empire This is just a simple shot gun, Empire's just has a unique name for it's shotgun. It fires five shots in a clip and can 1 hit kill with a headshot. It sprays out 8 mini shots and each does about 1/8 or less of damage. If only a couple hit, little damage is done. If you hit them with all not in the head, they barely survive. You need more skill with a shotgun than you do with a Blaster Rifle. ------------- Fusion Cutter ------------- Max Ammo: Infinite Clip: Infinite Side: All The Fusion Cutter can't kill anyone. However, it can do multiple functions. It will repair a destroyed Ammo/Health droid, a Vehicle or any other thing that takes damage besides people. This means you can repair the Shield Generator in Hoth, or internal systems in space. It will just take a while. It can also let you hijack a vehicle. Move up to an enemy occupied vehicles (it has to be one that all sides can go in, not a command walker) and take out the Fusion Cutter. Stay close to the vehicle and start using it. It should say "Slicing __%". The slicing goes up 5% every third of a second. It will eventually release 100% and the Vehicle is electrified, ejecting the enemy out of it. You can then enter the vehicle. The enemy can just get right back in, however. ------------ Sniper Rifle ------------ Max Ammo: 56 Bullets Clip: 8 Bullets Side: All The Sniper Rifle is probably the most powerful GUN in the game. A single shot with it will at least damage an enemy 3/4. A headshot is a certain death. It can zoom in twice and pick off enemies at a distance. It has 8 shots in a clip and they fire rather slowly, but are very strong. ------------------- Award Blaster Rifle ------------------- Max Ammo: 180 Bullets Clip: 36 Bullets, 12 Shots Side: Empire, Rebels, Republic The Award Blaster Rifle shoots three bullets in one firing, so you can fire the gun 12 times before reloading. Each shot does a little more than a normal rifle can do, so it can be lethal to pretty much everything. The Award Rifle is awful at fighting groups, however. It doesn't fire rapid enough to keep the enemies at bay. So you will pick up a lot of enemy fire on you. Not helpful. ------------------- Award Wrist Blaster ------------------- Max Ammo: 144 Bullets Clip: 12 Bullets Side: CIS This is the CIS version of the Award Blaster Rifle. It shoots three bullets in one firing, so you can fire the gun 12 times before reloading. Each shot does a little more than a normal rifle can do, so it can be lethal to pretty much everything. The Award Rifle is awful at fighting groups, however. It doesn't fire rapid enough to keep the enemies at bay. So you will pick up a lot of enemy fire on you. Not helpful. ---------- Beam Rifle ---------- Max Ammo: 24 Clip: 4 Side: All The Beam Rifle is the Award Sniper Rifle. The only thing it does better than the normal sniper rifle is damage. It only has one zoom, 4 shots in a clip and fires rather slowly. However, a hit on the leg will pretty much give you a 1 hit kill. The only thing is that you have to be close to an enemy to kill him, close enough to get shot by an enemy. ----------------- Flechette Shotgun ----------------- Max Ammo: 252 Shotgun Shells Clip: 48 Shells, 6 Shots Side: All This is the Award Shotgun. It is basically a shotgun with a larger clip, more damage and a new color of bullets. This thing can kill someone in one hit with a chest shot depending on the shells that hit the enemy. It is extremely strong and only a slight upgrade from the other model. --------- Chain Gun --------- Max Ammo: Infinite Clip: Overheat Based Side: Republic This is a fun weapon to play with. It takes a second to start up, but then will begin firing a load of bullets super fast at the enemy, with a great overheat time, you can fire for about 6-7 weapons and tear apart enemies non-stop. ------------ EMP Launcher ------------ Max Ammo: 8 EMPs Clip: 2 EMPs Side: Republic This is the less powerful, more mobile rocket launcher used by the Republic's Jet Troopers. It fires 2 in one clip, but they are less powerful with less splash damage. The EMPs disrupt a Droideka Shield better, and can damage some enemy tanks, but should primarily be used against infantry. --------------- Commando Pistol --------------- Max Ammo: Infinite Clip: Overheat Based Side: All This is a more powerful Blaster Pistol that overheats much quicker. It is used by pilots in space and the Jet Trooper. I prefer the normal pistol, mainly because it comes with better units. But this one can be used for unlocking the Award Precision Pistol, so it's better to earn Medals with as it does more damage. -------------- Guided Rockets -------------- Max Ammo: 5 Rockets Clip: 1 Rocket Side: All The Clip says that it is 1, but it is really infinite. Why? By the time you regain control the launcher is reloaded. The Guided Rockets can be controlled and is a reward for getting the Demolition medal. They do more damage the faster they are going (hold shift to speed them up). They aren't the best weapon in the game, but they can sure shake up the enemy. Fireworks! ---------------- Precision Pistol ---------------- Max Ammo: 96 Bullets Clip: 16 Bullets Side: All The Precision Pistol is a MUCH better upgrade for the pistol. When shot, it shoots very fast and powerful (slightly better than normal Blaster Rifle) bolts at the enemy. They are purple and are quite precise (hence the name). It can be used as a temporary sniper rifle in some situations, and if you have it, you should switch to it while reloading, it's a great substitute. The only problem is the rather small clip size and low maximum ammo, but it works well. ---------------- Grenade Launcher ---------------- Max Ammo: 15 Grenades Clip: 5 Grenades Side: Rebels This is the Wookiee's Primary Weapon (besides the Bowcaster). It fires super charged thermal detonators at the enemy, they explode on contact, or if you hold down fire, they can be slid along the floor at the enemies and explode after a short fuse. Devastating. The problem with the Wookiee one is that it has little clip size, but playing smart can save you. This weapon will give you control over your grenades, and no it doesn't sap your thermal detonators. ----------- Bulldog RLR ----------- Max Ammo: 30 Rockets Clip: 6 Rockets Side: CIS Used by the CIS, this weapon is probably the cheapest in the game for normal deathmatches. It fires super powerful rockets at the enemy, and will tear them to pieces if you hit them. You have to aim AT the person, because they travel in a straight line. They have a fast rate of fire and move fast, so you will be needing to switch back and forth a lot between weapons to stay alive. The rockets can be easy or hard to dodge depending on your distance from them. If you are close to the opponent, move erradically because the rockets will be coming RIGHT at you, jump (which usually isn't reccomended) to get out of the way, and at a distance, roll randomly. --------------- Mortar Launcher --------------- Max Ammo: 25 Grenades Clip: 5 Grenades Side: Empire This is the Imperial Officer's Primary Weapon (besides the Sonic Blaster). It fires super charged thermal detonators at the enemy, they explode on contact, or if you hold down fire, they can be slid along the floor at the enemies and explode after a short fuse. Devastating. The problem with the Officer one is that it has little clip size, but playing smart can save you. This weapon will give you control over your grenades, and no it doesn't sap your thermal detonators. The Imperial Officer also holds more grenades, but still has a tiny clip. ------------------ Radiation Launcher ------------------ Max Ammo: 15 Radiation Grenades Clip: 5 Radiation Grenades Side: CIS This is the Magnaguard's Primary Weapon (besides the Bulldog). It fires super charged thermal detonators at the enemy, they explode on contact, or if you hold down fire, they can be slid along the floor at the enemies and explode after a short fuse. The Magnaguard version has a weaker, but longer lasting explosion to kill enemies. It needs a bigger clip, because it's weapons have reload problems, which is the key to defeating one. --------- Bowcaster --------- Max Ammo: 210 Bolts Clip: 35 Charged Shots, 5 Normal Shots Side: Rebels The Bowcaster is a unique weapon. It fires a large spray of weak bolts at the enemy, making it easy to hit them. You can also hold down the button to charge up a larger, more powerful single blast. It is harder to hit, but saves ammo and does much more damage on your enemy. Use it when the Grenade Launcher runs out of ammo, like a pistol. ----------- Incinerator ----------- Max Ammo: 150 Heat Waves Clip: 15 Heat Waves Side: Rebels This is the primary weapon carried by the Bothan Spy. It fires some heat blasts at the enemy that will totally incinerate them as long as you keep it trained on them, using a sweeping motion will damage groups, but probably not kill them. It is the only REAL weapon, besides the time bomb carried by the Bothan. So you have to learn to use it well. ------------- Sonic Blaster ------------- Max Ammo: 35 Sonic Waves Clip: 7 Sonic Waves Side: Empire The Sonic Blaster is the other Weapon that the Imperial Officer carry's. It is like the Geonosian's weapons, it fires a short range, medium powered sonic blast that will make a lot of noise for your trouble. Not reccomended to use unless you absolutely have to. It is easy to dodge and you should always aim for the upper body with it, it usually misses the head but will occasionally hit it. ---------- Arc Caster ---------- Max Ammo: 25 Lightning Bolts Clip: 5 Lightning Bolts Side: Empire The Arc Caster is the Empire version of a "unique weapon". It can be described as "A lightning gun". It will fire a small little beam that does medium damage at the enemy. It can also be held down to charge up, it will cost the same ammo but deal almost 2-3 times the damage. It can also affect more than one person, like force lightning. It is powerful, but not the best weapon in the game. ------- Stealth ------- Max Ammo: Infinite Clip: Stamina Based Side: Rebels The Stealth move is the Bothan's Primary Weapon, besides the Incinerator. It doesn't damage, instead it makes you invisible. You can move around. It drains your stamina, however and it doesn't always work properly, you can still be seen sometimes. When your stamina is up, you will be visible. So walk when using it, sometimes randomly it will make it so that it's forever used. But that is a glitch. In my opinion, it would have been smarter to make a separate bar for this. You can use this to sneak in an area and shoot an enemy from behind. You won't show up on the map, but can still be targeted with Q. ------------------ Repeating Blasters ------------------ Max Ammo: Infinite Clip: Overheat Side: CIS The Repeating Blasters are used by the Droideka unit, they will fire very fast and medium powered (blaster rifle) and will overheat after a while, but can take enemies down. The shield emitter will protect you as you start to destroy any and all things around you with several blasts. This fires like a chaingun that is slow and easier to hit with. ------------ Flamethrower ------------ Max Ammo: 60 Flames Clip: 20 Flames Side: Empire, CIS The Flamethrower is carried by Jango and Boba Fett. It is like the Incinerator, fires the same at least. The Flamethrower can spread, and when an enemy is hit they will burn slowly. Eventually dieing or surviving, the flame will last a 5-8 seconds and can be put out faster by rolling around. It takes a couple seconds for the flames to be fully put out, then reload. ---------- Lightsaber ---------- Max Ammo: Infinite Clip Size: Infinite Side: All The Lightsaber is the elegant weapon of a Jedi, it's far less clumsy than a Blaster. It is the most powerful weapon in the game, it can reach short and far and do massive damage. If hit, an enemy will tumble over and (if not dead) will take a few seconds to stand back up. Most heroes have it and can use it to destroy the enemy. Each Jedi has a different style of play with one, so learn the moves well to conquer the opponents. It never runs out of ammo, because you swing it and you can do as many as you want in a "clip". The only way this is limited is by how fast you can press the attack button. ---------------- Sporting Blaster ---------------- Max Ammo: Infinite Clip Size: Overheat Side: Rebels The Sporting Blaster is carried by Princess Leia, it is similar to the Beam Rifle, but less powerful, no clip and it overheats very quickly. It will do some damage, about as much as the normal sniper rifle, and can zoom once to deal a serious injury to the enemy. All it is good for is self defense and will not serve well as an assault weapon, Leia plays more of a support class and this should be used as such. ------------ DL44 Blaster ------------ Max Ammo: Infinite Clip: Overheat Side: Rebels The DL44 is the Award Rifle. It shoots three bullets in one firing, and it has no reloading due to overheating instead. Each shot does a little more than a normal rifle can do, so it can be lethal to pretty much everything. The Award Rifle is awful at fighting groups, however. It doesn't fire rapid enough to keep the enemies at bay. So you will pick up a lot of enemy fire on you. Not helpful. The name "DL44" is what Han Solo holds. ------------------ EE-3 Blaster Rifle ------------------ Max Ammo: 144 Bullets Clip: 12 Bullets Side: Empire The EE-3 is the Award Rifle. It shoots three bullets in one firing, so you can fire the gun 12 times before reloading. Each shot does a little more than a normal rifle can do, so it can be lethal to pretty much everything. The Award Rifle is awful at fighting groups, however. It doesn't fire rapid enough to keep the enemies at bay. So you will pick up a lot of enemy fire on you. Not helpful. The name "EE-3" is what Han Solo holds. ----------------- Westar-33 Blaster ----------------- Max Ammo: 128 Clip: 16 Side: CIS The Westar-33 Blaster is a MUCH better upgrade for the pistol. When shot, it shoots very fast and powerful (slightly better than normal Blaster Rifle) bolts at the enemy. They are purple and are quite precise (hence the name). It can be used as a temporary sniper rifle in some situations, and if you have it, you should switch to it while reloading, it's a great substitute. This version of it is better, because it has a larger clip size and more ammo, it works well. It is the award Pistol, but named Westar-33 because Jango Fett holds it. ============================= Secondary Weapons ============================= "Max Ammo" for these weapons varies depending on the unit. So I'm not listing them. Almost all sides use the weapons unless otherwise noted. ------------------ Thermal Detonators ------------------ Thermal Detonators are Grenades, they are carried by nearly all the units and can be thrown. They have a fuse that begins on the ground, you have about 3 quick seconds to get away from it. Rolling is the best way to dodge it, and throwing it straight at the ground causes it to stay in place, like a mine that detonates automatically. They will also bounce off of walls, allowing for a surprise attack. They are useful, but still not the best weapon. It can be used as some cover by throwing them to make enemies roll away, giving you time to aim at them. ------------- Wrist Rockets ------------- Wrist Rockets are used by the CIS and a couple villans in place of the Thermal Detonators. They travel in a straight line, about half the speed of a blaster bolt and make a mini-explosion on contact. It has enough splash damage to throw enemies nearby off the edge, and can be used in place of the Tri-Shot when the Wrist Blaster runs out of ammo, just fire they will fall. These can be easy to dodge, but are usually unexpected. ----- Mines ----- Mines are the second most ultimate weapon in the game. They cause a huge explosion when stepped on, killing enemies withing 7 feet. They can be placed on walls, command posts and other areas, causing enemies to stand on them and get blown away. They can destroy enemy heroes, and best of all they won't hurt the AI units on your team, unless an enemy blows it when you are nearby. The only flaw is that they can't kill an engineer directly. They will kill them if someone besides an engineer triggers it and the engineer is nearby, but not otherwise. They can be disarmed if a fusioncutter is used on it. The red glow gives it away, but if you place it on the command posts, the enemy will see the red CP and not the mine, then step on it. A sleazy but effective trick. ----------- Auto Turret ----------- The Auto Turret is used by the sniper. Only one can be deployed at a time, so if you place one, get ammo and put another down, the old one is destroyed. It will sit there, and wait for an enemy to come by. There is about a 1 second lag period, but then it starts firing blaster pistol shots at the enemy. Usually very rapidly, with a pause every once and a while. It can cause a distraction, as the enemy has two units to deal with, giving you time to wound or kill. If they kill you, there is a chance the turret will get them. Very handy. It can also be used as a warning beacon, if you are camping, set it behind you a bit and if you hear it firing, you know someone is trying to ambush you. Also, for those who spawn kill, if you put it near a CP and hide, then hear it, you know someone has spawned there. ------- Detpack ------- The Detpack is the best weapon in the game. It can be thrown, dropped or used as a short range explosive if TK is turned off. To throw a detpack, hold down the secondary fire button, then move forward and hold shift. You move from a slow walk to a brisk one. Then aim up, and let go of the secondary fire button. The Detpack will fly quite far, depending on how high you aimed up. This can be used to kill enemies without getting too close. There is a flaw with Detpacks that I like to call "detlag". After using one, you have to wait a few seconds to use another one. Which is a problem, because you are vulernable and can only shoot. If you have detlag, keep moving, at an angle to the other player, but just out of detpack or explosive reach. Then when it's over, blow them up. If the opponent gets detlag, run right after them and start trying to blow them up instead. Usually they expect you to back away. Running up to enemies and then detonating one right next to you can kill those nearby. However, if team kills are on you will die too. They can be used as traps, and put on the walls. Then when someone opens a door, you can detonate it and they die. Rigging doors is a skill. NEVER put it ON the door. Put it as close as you can to the door, but not quite on it. That way, when the door opens it won't move up with it. You can also place it on the wall next to the door, so if they run towards you, they might think it safe but it isn't. To get in a rigged door, either open the door and blow a detpack with one of your's, or open it, then back away. They should foolishly blow it. The second is reccomended because it won't give you detlag. This is carried by the Engineer class, as well as some heroes/villans. ------------------------- Dispenser Health and Ammo ------------------------- Dispenser Health and Ammo is carried by the Engineer class. You can drop it to yourself, or an ally. Even an enemy. It can't be thrown very far, and it's only one ammo pack or health pack. It won't refill your Dispenser Health and Ammo ammo, so you can't expect to have infinite. You can only get more by standing near an ammo droid. It's useful to be able to heal yourself in battle. I don't know how many times on accident I have had my Ammo out, then tried to throw a detpack at someone and ended up healing them, then dieing from my stupidity. --------- Time Bomb --------- Time Bombs are useful in destroying vehicles and things in space, such as the internal systems. When placed on, it has about 5 seconds before it blows up. You can see the time it has left by looking at it. It then makes a large BOOM! Killing enemies nearby and damaging whatever it is. After it is placed, there is no disarming it. It can be used to clear enemy landing craft from your hangar. You can carry few of them. The Bothans also have it, and going into a group of enemies with stealth and dropping one will usually go unnoticed. ---- Rage ---- Rage is used by several units. When used, it emits a wave around you, any ally in the wave will instantly receive a War Hero bonus. You can tell because you will be glowing red. It wears off after a while or when you die. Quite useless, you can get more by going to the ammo droid. Grievous's inventory says this is infinite, but it actually isn't. He can only use ONE before getting another from the droid. It's not the most useful, but it can help you win a firefight in a small area. ------------ Neuro Poison ------------ Neuro Poison is an offensive wave attack. Using it makes the wave appear, but any enemy caught in it will receive a force choke effect. With no floating on the spot, they can move around. It can be annoying and result in some cheap kills, but it will clear an area fast. It lasts a while, and you can survive it by going to a health droid, but if you are low by then, you won't make it. It will still eat away health, so you will need to drop some health to yourself sometime. Magnaguards carry this weapon. ----- Rally ----- Rally is used by several units. When used, it emits a wave around you, any ally in the wave will instantly receive a Guardian bonus. You can tell because you will be glowing green. It wears off after a while or when you die. Quite useless, you can get more by going to the ammo droid. But it can help you win a firefight in a small area. ---------------- Shield Generator ---------------- This is used by the Droideka. When it uses it, the shield appears around it. It has a health of it's own. A bar is on the side, it slowly depletes, or you can attack it to hurry that depletion up. To get rid of them, stay behind and attack. Jedi are best at this, or you can mine it to kill the whole thing in 1 hit. But at a distance, it can defend you from most missles and attacks. This is the only reason the weak Droideka can survive. ----------- Recon Droid ----------- Recon Droids are scout units. When deployed, you are completely defenseless, as you stand still in a spot. So find a quiet location where you are unlikely to be disturbed by the enemies. Then you can control one, if you are using first person, you see first person from the droid. In levels like Death Star, you will want to go third person so you don't guide it off the edge. It can then go in areas and shoot with a gun. If you want to kill many, the secondary weapon is self destruct. Which will kill the enemies around you. The explosion can be escaped, but if you shoot it before it blows, it also stops. Bots will destroy this unit. In fact, that is about all they are good for. If you move it into a short distance from bots, they will shoot it in seconds. ---------- Force Push ---------- Force Push will send a wall of force at an enemy that will not hurt them, but will send them flying, then they have to get up and will be stuck for a second, giving you time to attack them or escape them. Units can't be pushed when crouching, and the skilled person can block it from hitting them with the lightsaber. It can be used offensively and defensively. ---------- Force Pull ---------- Force Pull is the opposite or Force Push, it will pull an enemy TOWARDS you. Often overpulling over your head. It is easy to begin a combo with this move. Using it as defense isn't wise, unless you are thinking that your best defense is a good offense. Then go for it. ----------- Saber Throw ----------- Saber Throw is exactly as it sounds, you will throw the lightsaber at the enemy and it will come back, allowing for double damage. It gives you some range, as almost all Jedi have this. You can block it once, but as it comes back like a boomerang, you can get hit from behind on the way back. Remember this, as you can change it's flight back by moving. ----------- Force Choke ----------- Force Choke is used by a few of the villans, more than the ones that use Force Lightning. It will lock the enemy in your grasp, and they will float there, their health will slowly deplete until you run out of stamina. It can be blocked with a lightsaber. They will stop being choked if you are attacked, or if you look away from them slightly. It can be used forever by switching the secondary weapon (while choking, holding down attack). This is most effective with the Emperor or Dooku, as they can use lightning at the same time when this happens. You can also choke someone, then run up to them and slash with the saber. --------------- Force Lightning --------------- Force Lightning is used only by those most evil. It fires blue lightning at the enemy, it can hurt several enemies as it spreads to them. It will also harm the friendly units nearby, which is one of the reasons that the Villans almost always lose the game in Mos Eisley assault. It will last as long as the stamina holds. It can be blocked, however. Not completely. The enemies won't stagger when this happens, so you have to keep moving to dodge attacks. --------------- Invulernability --------------- Princess Leia is the only person with this move. It will set a wave around you, making all allies nearby you invincible for a short time. Using this, coupled with Rage and Regeneration will make you pretty much win any firefight. As normal, you can only get more at a droid. ------------ Regeneration ------------ This sets a wave around you that is the opposite of Neuro Poison. It will cause nearby allies to regain their health slowly. It can help you win firefights and is much more useful than some of the other wave moves. The Bothan Spy carries it and you can only get more at a droid. +-----------------------------------------------------------------------------+ | Rise of the Empire Campaign | +-----------------------------------------------------------------------------+ The Rise of the Empire Campaign mode shows the progress of the Republic army, as it battles the Droid Army, until Order 66 is executed and they turn on the Jedi. You play as a Clone Trooper in the 501st division, the most elite of all and battle on many planets the war has taken place on. During this campaign, the enemy has infinite units. You do not have infinite, but you gain them by completing objectives. This mode is reccomended to play because it gives you a kick start to your medal collection. NOTE: IN YOUR PROFILE, I RECCOMEND YOU TURN OFF TEAM KILLING. IT WILL MAKE THIS WALKTHROUGH EASIER, MAKE MORE SENSE AND MORE LIKE ONLINE PLAY. -------------------- TRAINING MISSION Geonosis Attack of the Clones -------------------- This Training Mission is incredibly easy, and optional. I would not do it unless you have never played before. If you have, it will be a breeze. It also allows you to get easy medals. Objective #1: Follow the Yellow Arrows on the map to Checkpoint Alpha. This objective is the easiest in the level. Simply run over to the arrows you can see and the next objective is prompted. Objective #2: Destroy the droid scouts in the area. Three Super Battle Droids will appear nearby you, they are marked with some arrows and are very easy to kill, as long as you keep fire on them. Aim for the upper body to make it easier. After they are dead, you receive the next task. Objective #3: Destroy the damaged Hailfire droid with your Thermal Detonators. Walk over to the tank with the wheels and throw a Grenade onto it. It should nearly kill it. Finish it off with the Blaster Rifle. The next objective comes up. Objective #4: Capture the Downed Techno Union Ship. The droids are heading towards you, you need a command post to hold the area. It is nearby, the giant wreck. Stand near the object emitting the white light. A bar appears, wait for it to fill and then get the next objective. Objective #5: Change into the Engineer Class. Go to the command post and press E. Then switch to the engineer. Objective #6: Repair the Health and Ammo Droids. They are to the left of the post (facing away from the battle). They are marked by an arrow and on different sides of the rocks. Heal them with the Fusion Cutter, the second primary weapon. If you have damage, heal with the health and Ammo dispenser in your inventory. Don't wait for the droids to heal you. Objective #7: Enter the AT-TE assault vehicle. Turn around and head towards the giant friendly craft. It's hard to miss. When next to it, press E to enter. Objective #8: Destroy a Spider Walker. There are two ahead of you. Start firing with the primary and secondary weapons at the same time at the spider walker. Aim for the bulb thing on the center of it. When one of the them blows it's over. Objective #9: Change to the Jet Trooper Class. Get out of the Vehicle and head over to the command post. Press E and change into the Jet Trooper. Objective #10: Aquire the Sith Holocron. Return it to Checkpoint Alpha. Get out from the CP and fly on top of it. The holocron is on top. Get it and go back down to the ground. Bring it down to the arrow that is back at Checkpoint Alpha. You cannot fly while you have it, so don't try. Objective #11: Capture the Hill Bunker. The enemies are up on the hill. Turn left and start flying up the hill to the enemy bunker. It should take minimum effort to capture this. Note that the CP is OUTSIDE the bunker below it. In a normal game it is located IN the bunker. You might have to fire some emps or throw some grenades to clear a couple enemies, but nothing big. After you have it, you get another easy task. Objective #12: Change to the Sniper Class. Simply change your class here to the Sharpshooter. Objective #13: Take out three enemy droids with the Sniper Rifle. Use your height advantage over the enemies and shoot down on the units below. A couple headshots work but so do chest shots. It is easier to see the enemy by pressing "Q" to lock on. Objective #14: Change into the Heavy Class. Go to the nearest CP and change into the Heavy Trooper. Objective #15: Destroy a Spider Walker with the Rocket Launcher. Press Q on a vehicle to lock on. Wait for the circle around the enemy to turn red and fire. It will go quicker at a distance, so you should hang out around the