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/ Star Wars: Empire at War Forces of Corruption Consortium Unit FAQ /
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Version History
Version 1.00 - Finished all units.
Version 1.01 - More sites hosting the guide, additional info.
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/ 1. Table of Contents (TBLCO)/
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To jump to a specific unit, press ctrl-f and type the code next to
the boss' name. Be sure to include the parenthesis.
1. Table of Contents------------------------------------------(TBLCO)
2. Introduction-----------------------------------------------(INTRO)
3. Space Units------------------------------------------------(SPAUN)
I.Space Unit Format---------------------------------------(SFORM)
II.StarViper----------------------------------------------(STVIP)
III.Skipray Blastboat-------------------------------------(SKIPY)
IV.Crusader Gunship---------------------------------------(CRUSR)
V.Interceptor IV------------------------------------------(INTIV)
VI.Vengeance----------------------------------------------(VENGA)
VII.Keldabe-----------------------------------------------(KELDB)
VIII.Aggressor--------------------------------------------(AGRES)
4. Space Heros------------------------------------------------(SPAHE)
I.Bossk (Hound's Tooth)-----------------------------------(BOSHT)
II.IG-88 (IG-2000)----------------------------------------(IG200)
III.Tyber Zann (Merciless)--------------------------------(TZMER)
5. Ground Units-----------------------------------------------(GROUT)
I.Ground Unit Format--------------------------------------(GFORM)
II.Grenadier----------------------------------------------(GREND)
III.Mercenary Assault Squad-------------------------------(MERAS)
IV.Nightsister--------------------------------------------(NIGHS)
V.Vornskr-------------------------------------------------(VOSKR)
VI.Ewok Handler-------------------------------------------(EWOKH)
VII.Destroyer Droid Mk II---------------------------------(DDMK2)
VIII.F9-TZ Cloaking Transport-----------------------------(F9TZT)
IX.Missile Attack Launcher--------------------------------(MIALA)
X.MZ-8 Mobile Pulse Cannon--------------------------------(MZ8PC)
XI.Canderous Assault Tank---------------------------------(CANAT)
XII.Consortium Mobile Defense Unit------------------------(CMMDU)
6. Ground Heros-----------------------------------------------(GROHE)
I.Tyber Zann----------------------------------------------(TYBZA)
II.Urai Fenn----------------------------------------------(URAIF)
III.Silri-------------------------------------------------(CSILR)
IV.IG-88--------------------------------------------------(CIG88)
V.Bossk---------------------------------------------------(CBOSS)
VI.Defiler------------------------------------------------(DEFLR)
7. Frequently Asked Questions---------------------------------(FAQS!)
8. Credits----------------------------------------------------(CREDS)
9. Contact Information----------------------------------------(CINFO)
10. Copyright Information-------------------------------------(COPYI)
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/ Introduction (INTRO)/
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Hello! I'm PenguinOwl222, and this is my Consortium Unit FAQ for Star
Wars: Empire at War Forces of Corruption. This is my second guide, my
first being the Star Wars: The Force Unleashed Boss FAQ. This guide
is for those wanting a FAQ on all Consortium units, different
strategies, ect.
I was very surprised to see that not only was there a lack of a
Consortium Unit guide for this game, but there wasn't a single FAQ
for the entire game. That is what inspired me to write this guide.
The Zann Consortium is generally considered to be the strongest
playable faction in the game. I agree with this, as they have some
very powerful units at their disposal, not to mention 2 different
capital ships, double that of the Rebels or Empire. So, let's get
into the units!
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/ Space Units (SPAUN)/
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/ Format (SFORM)/
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This is the format I'll use to describe all the space units,
including space Heros.
Name: Self-Explanitory
Class: Is this unit a fighter, corvette, frigate, or Capital Ship?
Supply: How much supply this unit takes up.
Cost: How many credits you have to dish out for it in skirmish mode.
Hard Points:What hard points this unit has (if any).
Abilities: What abilities the unit has, and what they do.
Strong: What it's strong against.
Weak: What it's weak against.
Description: A description of the unit.
Strategy: How to use this unit effectively.
Opinion: On a scale of 1-10, and why I think so.
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/ StarViper (STVIP)/
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Name: StarViper
Class: Fighter
Supply: 1
Cost: 650 Credits
Hard Points:No Hard Points
Abilities: Deploy Buzz Droids-Deploys Buzz Droids that attack enemy
fighters and corvettes. Not very consistent, though, as sometimes
they just hover in place, not doing anything.
Strong: TIE Interceptor, TIE Bomber, X-Wing, Y-Wing
Weak: Corvette class ships
Description: A powerful and versatile fighter. It has extremely high
maneuverability, an impressive array of firepower and carries a
payload of Buzz Droids that when deployed wreak havoc on enemy ships.
Strategy: They can hold their own in a fighter only battle, in fact,
they are better than X-Wings or TIE Interceptors, mostly because of
their Buzz Droids. However, in large scale battles, they will be
taken down in the blink of an eye by the enemy's corvette class
ships. Good in the beginning, but not very useful later on.
Opinion: I'll give it a 6, because they are superior fighters, but
practically useless later on. The Buzz Droids seem to work only half
the time, and are taken down fairly easy by enemy corvettes. Besides,
in late game, I don't use any fighters at all.
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/ Skipray Blastboat (SKIPY)/
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Name: Skipray Blastboat
Class: Fighter
Supply: 1
Cost: 750 Credits
Hard Points:No Hard Points
Abilities: Sensor Jamming- Hides units from enemy radar. I can't tell
a difference whether it's on or off, I just don't bother with it.
Strong: Capital Ships, Frigates, Space Stations
Weak: Corvettes and Fighters
Description: A heavy unit once favored by the empire, it was
eventually phased out and replaced. However, Tyber Zann redesigned
the ship as a bomber by converting its cargo hold and adding sensor
jamming equipment.
Strategy: These guys are your bombers, only use these guys against
Capital Ships, Frigates, and Space Stations. In a large battle, have
your other units charge in first to distract the firepower from your
bombers, then let them wreak havoc on the enemy. They can take down
an individual hard point in the blink of an eye, I recommend taking
out hangars and shield generators first, so they stop spawning extra
units, and so that your other units can help in destroying the Space
Station/Ship. Also, if you are playing Galactic Conquest, make sure
you have one in orbit before you attack an enemy planet, so that you
have access to bombing runs during the assault.
Opinion: 9, these guys will be in your fleet for a long time, and
for good reason. With the ability to destroy hard points with ease,
and not to mention bombing runs, these are going to be a major thorn
in your enemy's side.
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/ Crusader Gunship (CRUSR)/
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Name: Crusader Gunship
Class: Corvette
Supply: 2
Cost: 1900 Credits
Hard Points:No Hard Points
Abilities: Point Defense Laser System- Causes the Crusader to fire a
laser at any torpedo or missile. This ability is great for defending
not only the Crusader, but also other frigates, Capital Ships, and
Space Stations. Keep in mind, however, that it also affects your own
torpedos and missiles, so don't have it on when your Skiprays go on
the offensive.
Strong: Fighters of any sort
Weak: Frigates, Capital Ships
Description: Named for the crusaders of Mandalorian past, this
gunship is well armed with highly accurate point defense laser
cannons designed to destroy incoming enemy missiles and efficiently
eliminate fighters.
Strategy: This is the only corvette-class ship in the entire
Consortium, so there will be many of these in your fleet. These
units should be used to decimate enemy fighters, especially bombers.
If your enemy is sending wave after wave of bombers at you, the best
solution is to have these guys with their Point Defense Laser Systems
ability on. The big laser takes care of the torpedos, while the
regular laser destroys the bombers in seconds.
Opinion: 8, there is no better anti-fighter unit in the Consortium.
However, their use is limited against non-fighters.
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/ Interceptor IV (INTIV)/
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Name: Interceptor IV
Class: Frigate
Supply: 3
Cost: 2400 Credits
Hard Points:Turbo Laser Battery x2
Concussion Missile Launcher x1
Abilities: Full Salvo- The Interceptor IV continuously fires
concussion missiles at a target. Basically, as soon as you encounter
an enemy, use Full Salvo to thin out the enemy's force.
Strong: Corvettes of any kind
Weak: Bombers, Capital Ships
Description: Refitted with better engines, shielding and most
notably, increased firepower over its predecessors. The
Interceptor IV has become the workhorse of the Consortium fleet.
Strategy: It's better to keep these guys behind your main fleet and
pepper the opposition with concussion missiles from Full Salvo.
They aren't very good against Space Stations, mostly because they
don't have enough hard points. Just use these guys to keep the
battlefield free of enemy frigates so that your bombers can do most
of the work.
Opinion: 4, I find these units useless. The only good part about it
is Full Salvo, but it only lasts a few seconds, and has a long cool
down time. It doesn't destroy fighters very well, it can't hold it's
own against enemy frigates, and Capital Ships just tear these guys
apart. The worst part of this unit is its armor. With only three
hard points that are incredibly vulnerable, bombers can destroy them
in the blink of an eye. Just leave these guys home, if you want a
frigate, go with the Vengeance instead.
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/ Vengeance (VENGA)/
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Name: Vengeance
Class: Frigate
Supply: 3
Cost: 3300 Credits
Hard Points:Mass Driver x2
Turbo Laser Battery x2
Engines x1
Abilities: Cloak- Makes unit invisible to the enemy. I love to use
this ability to sneak them right on top of the enemy Space Station,
and spring a surprise attack on them. Also useful to protect a
weakened Vengeance frigate, and fly it away to safety.
Strong: Fighters, Corvettes, Lighter Frigates, Space Stations
Weak: Bombers, Heavy Frigates, Capital Ships
Description: A unique frigate class unit with mass driver cannons
that bypass shields and do direct damage to the hull of their target.
The ship contains no shields, but is equipped with a cloaking
generator allowing it to disappear from enemy radar and visual range.
Strategy: These guys can take down almost any enemy with ease. The
secret is the mass drivers it has, it can tear apart not only
fighters, but can deal direct damage to hard points or the hull.
However, you want to deal as much damage as you can, then cloak and
get out of there, because they don't have any shields, and are
vulnerable to many attacks as such.
Opinion: 9, this is my favorite frigate in the entire game. The mass
drivers can destroy fighters quickly, a feature that most other
frigates lack. Those same mass drivers can eliminate the most
dangerous hard points on enemy ships incredibly quickly. The only
glaring weakness of the Vengeance is its lack of shields. However,
it usually doen't even come into effect, because the enemy is
destroyed before they can even attack it. Make sure you bring lots
of these guys to the battle with you.
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/ Keldabe (KELDB)/
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Name: Keldabe
Class: Capital Ship
Supply: 4
Cost: 5300 Credits
Hard Points:Mass Driver x2
Turbo Laser Battery x4
Ion Cannon Battery x2
Special Weapon x1
Engines x2 (!)
Abilities: Leech Shield Power- The Keldabe drains the shields of an
enemy unit, and uses it to temporarily power up attacks. The damage
increase isn't that noticable, but the shield draining is. Along with
its two ion cannons, shields on enemy units won't last long.
Strong: Everything
Weak: Bombers
Description: A formidable new Capital Ship. It is fitted with a
weapon that leeches shields from its target, and uses the stolen
energy to power its own weapon systems.
Strategy: There's really nothing to say here, simply send one of
these into a battle, and watch all of the enemy units get destroyed.
Make sure you take out enemy bombers, as they might destroy a hard
point, but other than that, have fun with them!
Opinion: 10, these are the best units in the entire game when it
comes to space. One time, I took out a level 4 Space Station and a
sizeable enemy fleet with nothing but a Keldabe and IG-88.
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/ Aggressor (AGRES)/
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Name: Aggressor
Class: Capital Ship
Supply: 4
Cost: 4800 Credits
Hard Points:Special Weapon x2
Turbo Laser Batery x2
Shield Generator x1
Engines x1
Abilities: Self Destruct- The Aggressor blows up, causing massive
damage to surrounding enemies. The only reason this ability should
ever be used in Skirmish mode, and every had point but the engines
and/or shield generator has been destroyed. In Galactic Conquest,
you should try to save these ships, not have them blow up for damage
that would probably be inflicted anyway.
Strong: Frigates, Capital Ships, Space Stations
Weak: Fighters, Bombers
Description: A Consortium Capital Ship of unique design, the
Aggresor-class Destroyer is built around a pair of cannons that fire
two shots in succession inflicting massive damage on a target.
Strategy: These guys were built to destroy the biggest and baddest
of the enemy fleet. Its basic attack is to shoot one blue ion cannon
shot, followed by one red normal shot. The ion cannon will eliminate
the shields of nearly anything in the game (it does massive shield
damage to Space Stations), while one red shot will be he end of a
individual hard point. Just make sure to have either Bossk, IG-88,
or a Crusader around to eliminate bombers, or they will destroy the
special weapons, and if they are destroyed, the Aggressor losses
everything that makes it useful. Also, don't bother with more than
one of these, your supply would better go to another Keldabe rather
than another Aggressor.
Opinion: 8, these guys can destroy a hard point in one shot. However,
it has such a specialized role that more than one is a waste. It does
have a useless ability, but it doesn't need it. It is always a
benefit to include one in your attack force.
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/ Space Heros (SPAHE)/
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/ Bossk (Hound's Tooth) (BOSHT)/
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Name: Hound's Tooth
Class: Fighter Hero
Supply: 1
Cost: 1200 Credits
Hard Points:No Hard Points
Abilities: Sensor Jamming- Hides units from enemy radar. I never
really noticed a difference when this ability is on or off, so I
usually don't bother.
Strong: Fighters, Bombers
Weak: Corvettes, Frigates, Capital Ships
Description: A tenacious and greedy Trandoshan bounty hunter who
values credits over everything else. Bossk pilots the ship Hound's
Tooth.
Strategy: Treat Bossk like a corvette. Use him against fighters,
but anything larger than that will give Bossk difficulties.
Opinion: 7, He is the worst space hero for the Consortium. Basically
like a corvette, except with an ability that doesn't really do
anything.
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/ IG-88 (IG-2000) (IG200)/
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Name: IG-2000
Class: Fighter Hero
Supply: 1
Cost: 1700 Credits
Hard Points:No Hard Points
Abilities: Corrupt Systems- Causes enemy units to go haywire.
Basically, enemy shields will be drained, abilities will be
deactivated, and the ships will have horrible accuracy. Overall, a
very nice ability.
Strong: Fighters, Bombers, Frigates
Weak: Corvettes, Capital Ships, Space Stations
Description: An assassin droid who's one of the galaxy's most feared
and proficient bounty hunters. IG-88 pilots the ship IG-2000.
Strategy: IG-88 can take down fighters and bombers just as well as
any other corvette. What makes him stand out above other corvettes,
however, is his ability to take on frigates. He can take out hard
points quickly, and even take down the entire ship. IG-88 does better
against Imperial Frigates, however, due to their ability, which
causes their shields to be drained.
Opinion: 9, IG-88 is a fantastic hero. His ability can wreak havoc
among the enemy, he can take out those pesky bombers, and can even
take on frigates. He is the perfect hero to bring with you to space
battles.
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/ Tyber Zann (Merciless) (TZMER)/
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Name: Merciless
Class: Capital Ship Hero
Supply: 4
Cost: 5800 Credits
Hard Points:Special Weapon x2
Turbo Laser Battery x2
Shield Generator x1
Engines x1
Abilities: Blast- The Merciless unleashes two very powerful blasts.
Cloak- The Merciless becomes invisible. An excellent
ability for a Capital Ship.
Strong: Frigates, Capital Ships, Space Stations
Weak: Fighters, Bombers
Description: Self proclaimed leader of the Underworld organization,
the Zann Consortium. Tyber Zann is cold, methodical and ruthless to
the core. Tyber commands his personal flagship, the Merciless.
Strategy: Use him the exact same way you would a normal Aggressor.
One thing to note, however, is his ability to cloak. There is
nothing quite like springing a surprise attack with an invisibe
Capital Ship.
Opinion: 8, for the exact same reasons as the Aggressor. If you bring
Tyber Zann with you on an assault, then you don't need another
Aggressor.
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/ Ground Units (GROUT)/
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/ Ground Unit Format (GFORM)/
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This is the format I'll use to describe all the ground units,
including ground Heros.
Name: Self-Explanitory
Cost: How many credits you have to dish out for it in skirmish mode.
Abilities: What abilities the unit has, and what they do.
Strong: What it's strong against.
Weak: What it's weak against.
Description: A description of the unit.
Strategy: How to use this unit effectively.
Opinion: On a scale of 1-10, and why I think so.
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/ Grenadier (GREND)/
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Name: Grenadier
Cost: 450 Credits
Abilities: Proximity Mines- The Grenadiers lay mines on the ground
that causes damage ot any enemy that
passes over them. Place these at
choke points, and other than that, they
don't really do much.
Stimpack- Increases movement speed and damage of the
Grenadier, but also damages them. I don't use
this ability at all, because the movement and
damage bonuses are so insignificant that it is
pointless to use.
Strong: Infantry
Weak: Anti-Infantry Tanks, Pretty much everything that isn't infantry
Description: The Grenadier Squad is a backup infantry unit. Its
members carry grenade launchers loaded with standard concussion
grenade ammunition. They rarely need to get within blaster range to
do tremendous damage.
Strategy: Use them to capture reinforcement points and build pads.
They can handle infantry squads, but other than that, these guys
will fall to low level vehicles.
Opinion: 3, these guys are pretty much useless. The Mercenary
Assault Squad should be your choice for infantry if you need it.
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/ Mercenary Assault Squad (MERAS)/
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Name: Mercenary Assault Squad
Cost: 600 Credits
Abilities: Stimpack- Increases movement speed and damage of the
Grenadier, but also damages them. I don't use
this ability at all, because the movement and
damage bonuses are so insignificant that it is
pointless to use.
Strong: Infantry, Tanks without shields
Weak: Tanks with shields, Artillery
Description: The Basic Infantry units of Tyber Zann's ground forces.
They carry modified Disruptor Rifles that can be instantly switched
between disruptor and standard blaster ammunition.
Strategy: These guys are slightly better than Grenadiers, because
they can hold their own against nonshielded tanks, such as the AT-ST.
However, they can still be taken down fairly easy by pretty much
anything else, like the T2-B Tank.
Opinion: 5, they are better than Grenadiers, but not by much. I
don't use infantry, I go with heavy tanks, and if I need to capture
a reinforcement point, I simply use a hero.
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/ Nightsister (NIGHS)/
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Name: Nightsister
Cost: 2000 Credits
Abilities: Drain Life- Drains health from nearby infantry, and heals
the Nightsister. Kills infantry in a flash,
but doesn't heal much.
Strong: Infantry, Light Tanks
Weak: Heavy Tanks, Artillery
Description: The Nightsisters of Dathomir are Force sensitive female
warriors who have been seduced by the dark side of the Force. During
battle, Nightsisters use Rancors as weapons, riding on top and
controlling them via the Force.
Strategy: Don't try to chase down anything with a Nightsister,
because they are really slow. However, they make up for that with
sheer power. A light tank will go down in one blow from a
Nightsister, and buildings in two or three. Basically, treat the
Nightsister as if she ws a heavy, melee tank.
In Galactic Conquest, you must have control of the planet Dathomir
in order to produce Nightsisters.
Opinion: 7, Nightsisters have excellent power that can destroy heavy
targets with ease. However, it is annoyingly slow, making it
impossible to chase down fleeing units.
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/ Vornskr (VOSKR)/
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Name: Vornskr
Cost: 650 Credits
Abilities: Prowl- The Vorskr will run around the map, looking for
enemy units.
Detect Stealth- Stealth units will be visible if the
Vorskr is around.
Strong: Force Sensitive Units
Weak: Everything else
Description: Dangerous predators that have been trained to hunt and
attack infantry. They can also sense the Force and are extremely
useful for tracking Jedi and Sith enemies.
Strategy: The best way to use Vornskrs is to not use them.
Seriously, they are horrible. Just don't do it.
In Galactic Conquest, you must have control of the planet Myrkr in
order to produce Vornskrs.
Opinion: 1, these guys are horrible. the only good thing they can
do is fight Jedi, and even then there are better units for that.
Your supply is better used elsewhere.
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/ Ewok Handler (EWOKH)/
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Name: Ewok Handler
Cost: 1250 Credits
Abilities: None
Strong: Buildings
Weak: Infantry, Tanks of all sorts
Description: Fat, disgusting and smelly, Ewok Handlers travel the
galaxy in search of new and interesting creatures to force into
service. Their most lucrative endeavour is to capture Ewoks, strap
bombs to their chests and stuff them in a big bag until needed in
battle.
Strategy: Hmm, reusable suicide bombers! However, they are only good
against buildings, so don't have them g oagainst infantry or tanks.
They are incredibly fragile, so only send them in to blow up
buildings when you have already cleared out all of the enemy forces.
In Galactic Conquest, you need to have corrupted Endor using Slavery
in order to have the option to build Ewok Handlers.
Opinion: 2, these guys are only good against buildings, and they
don't fight back, so it is perfectly fine to leave these guys behind
and spend an extra two seconds destroying them with your other units.
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/ Destroyer Droid Mk II (DDMK2)/
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Name: Destroyer Droid Mk II
Cost: 1200 Credits
Abilities: Swap Weapons- Causes the Destroyer Droid to fire ion
cannons, rather than laser cannons.
Strong: Infantry, Light Tanks
Weak: Vehicles that can pierce shields
Description: This durasteel armored combat droid still maintains its
frightening insectoid design from the Clone Wars Era. The droid is
vulnerable while moving, but will uncoil and deploy shields when
stationary. It has been modified to accomodate Ion Cannon mounts
that are devastating to enemy shields.
Strategy: Make sure you have shields up when you begin attacking, or
the droid won't be alive for very long. A good way to approach a
battle is to stop just before the fight, then move slowly into
battle, so the shields are never down. Don't use the ability, the
regular lasers are capable of taking down shields incredibly quickly.
Opinion: 8, they can destroy targets very quickly. It is incredibly
vulnerable without its shields up, so be careful when entering
battle zones. Other than that, they are fast, powerful, and tough,
so they are an all around great unit.
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/ F9-TZ Cloaking Transport (F9TZT)/
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Name: F9-TZ Cloaking Transport
Cost: 1400 Credits
Abilities: Cloak- The F9-TZ Cloaking Transport becomes invisible.
Great ability for a transport.
Strong: Nothing, it can't attack.
Weak: Everything, once again, it can't attack
Description: The F9-TZ Cloaking Transport houses squads of infantry
units and has the ability to cloak making it invisible to enemy
radar and sight. The transport uses repulsor technology allowing it
to travel over water.
Strategy: Pile your infantry units into the transport, cloak, move
behind the enemy base, and spring a surprise attack from the rear.
I'm not a huge fan of trnsports, but it is really nifty how these
can cloak, meaning you can hide your infantry movements from the
enemy.
Opinion: 5, I don't really like transports, walking is just fine
with me. I also don't use infantry that often, making these guys
useless. If you use infantry, however, then these guys can really
help, as their cloaking ability is invaluable to surprise attacks.
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/ Missile Attack Launcher (MIALA)/
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Name: Missile Attack Launcher
Cost: 1400 Credits
Abilities: Deploy- The M.A.L. stops moving, but can now fire long
distance rocket volleys. Use this, it's how you
attack.
Weapon Swap- Switches from missiles to a carbonite rocket,
which slows enemy units.
Strong: Infantry, Light Tanks
Weak: Heavy Tanks
Description: The M.A.L. employs the use of concussion missiles for
ranged bombardment and anti-vehicle defense. The unit has three rocket
pods that pivot around the vehicle when deployed. When in motion it
can target ground based vehicles without having to stop.
Strategy: This is your artillery, use it as such. Use deploy if you
plan on attacking, it makes a huge difference. If you are fighting
enemy units, have one of your M.A.L.s swap weapons, that way the
enemy can't escape, and you don't lose to much power.
Opinion: 8, these are better than the Imperial artillery, but not as
good as the Rebel's. It has excellent range, and great power, making
it a very good choice for you to bring to the battlefield.
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/ MZ-8 Mobile Pulse Cannon (MZ8PC)/
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Name: MZ-8 Mobile Pulse Cannon
Cost: 1350 Credits
Abilities: Self Destruct- The unit explodes, causing massive damage
to surrounding enemy units.
Strong: Light Tanks, Heavy Tanks, Buildings
Weak: Anti-Vehicle Turrets, PLEX Soldiers
Description: The MZ-8 Mobile Pulse Cannon sacrifices speed and
mobility for its firepower. It houses a heavy pulse cannon that can
level a structure in a short amount of time. The can self destruct
by overloading its power system, creating a tremendous explosion
that causes a large amount of damage.
Strategy: Simply have them attack the enemy, and watch them explode.
It has great range, so make sure you use that to your advanage. It
is slow, but if you find yourself in a situation in which you want
to run away, then you can simply self-destruct, causing the enemy to
lose nearly their entire force.
Opinion: 8, these guys have great defenses and firepower, so it can
take some punishment while dealing some out itself. A great unit to
have when something needs to be destroyed fast.
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/ Canderous Assault Tank (CANAT)/
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Name: Canderous Assault Tank
Cost: 1800 Credits
Abilities: System Control- Causes enemy units to attack the Canderous
Assault Tank. I never use this, I want my
tanks alive.
Strong: Everything
Weak: Heavy Tanks
Description: The best heavy repulsorlift tank Mercenary types can buy.
Canderous Assault Tanks are heavily armored, and armed with mass
driver cannons that bypass shields. The vehicle also houses special
jamming equipment that can trick enemy targeting systems into
targeting the tank instead of other friendly forces.
Strategy: The Rebels have the MPTL-2a artillery, the Empire has
AT-ATs, and the Consortium has Canderous Assault Tanks. Basically,
this is your super unit. Make lots of these, and target enemy units
that can cause the most damage to your forces, like T4-B tanks, and
turrets. If your going against AT-ATs, make sure you attack them
from behind.
Opinion: 10, these are the best ground units for the Consortium.
They can bypass shields, cause massive damage in no time at all,
and are pretty tough to take down themselves. The perfect unit.
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/ Consortium Mobile Defense Unit (CMMDU)/
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Name: Mobile Defense Unit
Cost: 1200 Credits
Abilities: Deploy- Allows build options to be constructed on the MDU.
Strong: Nothing
Weak: Everything
Description: Mobile Defense Units are land vehicles that provide
build pad functionality on a mobile platform. They can be deployed
anywhere on the battlefield and have three buils options.
Build Options:Sensor Scrambler- Jams missiles and enemy radar in a
small radius araound the MDU.
Ysalamiri Cage- Negates Force-based abilities.
Rocket Pod- Fires rocket volleys.
Strategy: The only MDU structure worth building is the rocket pods.
The Sensor Scrambler's range is too small, and the Ysalamiri Cage
hardly ever has any uses. Even then, the rocket pods aren't great.
The only real useful place to use them is in choke points, seeing
as they can't move once deployed.
Opinion: 2, I hate MDUs, they are not very powerful, and two build
options are horrible. Besides, you only get two MDUs per company,
and that isn't much.
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/ Ground Heros (GROHE)/
/////////////////////////////////////////////////////////////////////
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/ Tyber Zann (TYBZA)/
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Name: Tyber Zann
Cost: 3500 Credits
Abilities: Bribe- Bribes enemy units to fight for the Consortium.
Fantastic ability.
Cloak- Tyber becomes invisible to enemy units.
Strong: Infantry
Weak: Heavy Tanks
Description: Self proclaimed leader of the Underworld organization,
the Zann Consortium. Tyber Zann is cold, methodical and ruthless to
the core.
Strategy: He can kill entire squads of infantry in one shot, so use
him agaisnt infantry. However, the rea lreason Tyber Zann is so
strong is his bribe ability. By spending a meager amount of credits,
the Consortium gains a new unit. Use these on the enemy's strongest
units, such as MPTL-2a artillery. An entire enemy attack could be cut
short if the right unit is bribed. If you couldn't tell, use bribe
liberally.
Opinion: 9, mostly for the best ability in the entire game, bribe.
He can kill infantry, and bribe anything else, so he is a good
choice for a hero during a ground assault.
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/ Urai Fenn (URAIF)/
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Name: Urai Fenn
Cost: 2000 Credits
Abilities: Sonic Stunner- Stuns infantry in the area around Urai.
Cloak- Urai can become invisible to the enemy.
Regen (Innate)- Urai constantly recovers health, at all
times.
Strong: Infantry, Light Tanks
Weak: Heavy Tanks
Description: Tyber Zann's second in command, Urai Fenn is a wise
and ancient warrior who prefers the art of hand-to-hand combat.
Strategy: Urai is a melee hero, so if you see enemy artillery,
cloak him until he moves in close. If Urai is in a battle, use
Sonic Stunner to put all of the enemy infantry out of commission.
Also, since Urai regenerates health constantly, you can cloak him
if his health is looking bad, giving him the chance to become as
good as new.
Opinion: 8, Urai is a tough hero to take down, mostly because of his
high defense, his health regeneration, and cloak ability. It's
really frustrating when you have almost killed Urai, and he cloaks
and runs away, regenerating his health back to full.
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/ Silri (CSILR)/
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Name: Silri
Cost: 3800 Credits
Abilities: Drain Life- Drains life from nearby enemy infantry.
Summon Rancor- Summons a Rancor to fight for the
Consortium.
Strong: Infantry
Weak: Light Tanks, Heavy Tanks
Description: Devious, cunning and dangerous, Silri is a Force
wielding Nightsister in Tyber Zann's employ.
Strategy: Silri isn't all that great by herself, the real reason
she's good is her summon Rancor ability. Silri goes after infantry,
which Rancors seem to have trouble with, while the Rancor goes after
vehicles, which Silri seems to have problems with. If Silri gets low
on health, use Drain Life on nearby infantry. It doesn't heal much,
but it's something.
Opinion: 7, I don't really like Silri, I only use her for buying
Black Market technology and Corruption missions. When I do use her,
though, I always her her summon Rancor ability, and mostly forget
about Silri.
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/ IG-88 (CIG88)/
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Name: IG-88
Cost: 1800 Credits
Abilities: Spread Infection- IG-88 shoots poison from his sniper
rifle, causing the health of infantry to
fall fast.
Radioactive Contamination- IG-88 contaminates the ground,
making it dangerous for infantry
and vehicles to travel over.
Strong: Infantry, Light Tanks, Buildings
Weak: Heavy Tanks
Description: An assassin droid who's one of the galaxy's most feared
and proficient bounty hunters.
Strategy: IG-88 uses poison to his advantage. He can wipe out a group
of infantry with the Spread Infection ability, and can use
Radioactive Contamination to make the battlefield deadly to the
enemy. One way to use the Radioactive Contamination ability is to use
it behind you when you are escaping. Most enemies won't follow, and
those that do will suffer heavy damage. Also note that if IG-88 has
low health, he gets healed at a Consortium Repair Station, not a
Bacta Healing Station.
Reece Goding points out that IG-88 is the Consortium's method on
destroying the Death Star. The ability (Hack Death Star) destroys
the planet, but also removes IG-88 from play permanently.
Opinion: 8, IG-88 is a deadly hero in the right hands. His abilities
are very powerful, use them frequently. He can also take down a
building surprisingly fast, making him good during base raids.
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/ Bossk (CBOSS)/
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Name: Bossk
Cost: 1250 Credits
Abilities: Flamethrower- Causes huge damage infront of Bossk, has
good range.
Weapon Swap- Switches between a standard rifle and plasma
grenades, which linger and cause damage to
units who pass through the affected area.
Strong: Infantry
Weak: Heavy Tanks
Description: A tenacious and greedy Trandoshan bounty hunter who
values credits over everything else.
Strategy: Usually, Bossk will take out enemies on his own with his
flamethrower, but if the battle is drawn out, then it's good to throw
one plasma grenade to cause lingering damage, and then switch to his
regular rifle. It's better, though, to contain the enemy with Bossk,
and stop smaller groups of units, rather than have him charge in
guns blazing. Just stop them from moving about the map, and let your
Canderous Assault Tanks do in the enemy.
Opinion: 7, he's a bit more fragile than most heros, but can be
devastating to smaller groups of enemies.
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/ Defiler (DEFLR)/
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Name: Defiler
Cost: 1100 Credits
Abilities: Remote Explosive- The Defiler sets up a remote explosive,
which can be remotely detonated. Causes
good damage, use it against tanks for
the best results.
Strong: Infantry
Weak: Heavy Vehicles
Description: The Defiler is a minor hero that can be used to corrupt
worlds and sabotage enemy structures on a planet. Defilersprefer
long range combat and creating large explosions.
Strategy: The Defiler is pretty much the same as a Rebel Infiltrator.
They can take out one infantry soldier in one shot, so he can take
down infantry squads quickly. If he goes up against tanks, however,
he won't be of much use. He can use his Remot eExplosive ability,
but other than that, he is worthless against them.
Opinion: 6, I didn't like Rebel Infiltrators that much, so I don't
like Defilers either. I prefer something that can take a beating,
and also take out infantry in one big swoop.
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/ Frequently Asked Questions (FAQS!)/
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As of now, there aren't any FAQs, so send them in, and I'll answer
them as best I can.
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/ Credits (CREDS)/
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I'd like to thank the following:
Myself-I did all this work, you know!
Pop-Tarts-I would never have been able to finish the guide without
the help of sweet, sweet Pop-Tarts
George Lucas-Anyone who invents Star Wars should be in this section
Petroglyph-For making an amazing game
Reece Goding- Contributed info on various subjects
Anyone who sends in strategies or additional info will be thanked
here.
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/ Contact Information (CINFO)/
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You can send me an e-mail to give a FAQ, strategy, to comment,
or to fix a typo. Please send to:
SWTFUBossFAQ(at)yahoo.com
Some rules:
-Put SWEAWFOC Unit FAQ somewhere in the Subject bar.
-Put what you are contributing in the Subject Bar as well.
-Make your e-mail readable.
-I only understand English, so send e-mails in English.
-Don't send hate mail.
-Make your e-mail relate to the guide.
That's all for now, but I may add more later.
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/ Copyright Information (COPYI)/
---------------------------------------------------------------------
This guide may not be reproduced without my permission. The guide is
only allowed to be used on gamefaqs.com, neoseeker.com,
gamesradar.com, cheatplanet.com, supercheats.com and their
affiliates. If you see a violation to this rule, notify me
immediatly. You may use this guide for private use only. Any and all
trademarks and copyrights found in this document are owned by their
respective trademark and copyright holders. Any violation of the
above is copyright infringment.
Copyright 2009 Mattias Greer
The End