Star Wars: Battlefront II/Vehicles

Capital Ship
The Capital Ship is the main objective of any Assault-style space battle. These have a powerful set of shields, and a number of internal and external defense systems. All capital ships' in-game interiors are the same (except for the unique hangar design of the CIS cruisers) and have the same systems, though their appearance and external sizes vary widely. Types of player-usable turrets may vary.

Internal Layout


Note: Hangar entrances are on the left and right sides in the CIS ship, but face straight forward on all others.

Systems

 * Life Support: Externally, this critical system appears on the bottom side of the capital ships; internally, it is on the room to the left of the Control Room after you enter it.
 * Sensors Array: On the Imperial Star Destroyer, these appear far to the fore, and just behind the bridge on all others. This system cannot be destroyed internally.
 * Communications Relay: These are antennae that sit just in front of the command bridge. Cannot be destroyed from the inside.
 * Command Bridge: Generally near the back of the ship, these can be easily identified on the Venator- and Imperial-class ships. On the others, they are not as extruding, making them harder to single out from a distance.
 * Engines: There are multiple engines on all ships, and all of them must be destroyed for the entire system to be considered lost. They are obviously at the back of the ship, and can also be destroyed by blowing up the coolants in the room to the right of the Control Room.
 * Shields: The shields must be taken down before anything other than turrets can be destroyed from the outside. This can be achieved by just repeatedly hitting any part of the ship (doesn't have to be the same spot every time) or by destroying a giant pillar of energy behind the Control Room. The former approach takes some time, as capital ship shields can withstand some serious barrages for a while.
 * Auto Turret controls: Controls the external auto turrets of the spaceship. If destroyed, the dozens of small auto-targeting turrets on the surface of the capital ship will not open fire. However, anti-personnel turrets inside the ship, turrets manned from within the Control Room, and autoturrets on Frigates will still operate. The defender must repair the system for the turrets to go live again. Found in the Control Room.

Other notes
While these ships cannot actually be destroyed, their individual systems can be. Also, they give your team a lot of points in Assault matches. Destruction of autoturrets, or their control center, will make the battle much easier. Bombers are most effective at taking out systems, and any Landing Craft is the best choice for Marine invasions, as they will provide an extra spawn point once they land.


 * Appears on: Space

Frigate
These ships work much like NPCs, as the player cannot alter their actions in any way. These have just as much armor as any unshielded capital ship system, and have a number of auto turrets, making them good at harassing passing fighters and bombers. The number of these on a map vary depending on the size of the map being played from 1 to 3, although the number will be the same for both teams in any given game. Of course, these can be destroyed much faster than disabling a capital ship. The Republic employs Acclamator-class carriers as their Frigates, while the CIS uses Munificent class ships; the Rebel Alliance have Corellian Corvettes, and the Empire uses Victory-class Star Destroyers.


 * Appears on: Space
 * Critical Hit: None

Speeder Bike
A quick way to get around, but not very efficient at fighting. Speeder bikes are armed with just a rapid-fire blaster, but they can also run over unsuspecting infantry if they're moving fast enough. One big downside of this vehicle is that it will take massive damage from running into anything heavier than a Wookie (the faster your speed, the more damage you take). This is especially frustrating on Endor, as there are hundreds of trees that you must avoid running into just to survive your ride. Speeder bikes have an exceedingly limited jump function, and very little strafing ability. Tiny armor means that this craft can be shot down by small arms, not just rockets and grenades; also, the fact that your body is completely exposed to any fire at all while riding these mean that you have to constantly watch out for infantry.


 * Appears on: Kashyyyk, Endor
 * Critical Hit: None

Tauntaun
These animals work like a speeder bike, but have no weapons and won't hurt themselves when they run into things. Can walk over the Hoth trenches without falling in. Also, their sprint function comes in very handy when moving from one far-away Command Post to the other.


 * Appears on: Hoth
 * Critical Hit: Head?

Turrets
Turrets are found all over the place, and can be built or repaired with the Engineer or Pilot's fusion cutter. They do not have critical hit locations, but remember, you can usually just kill the gunner (by shooting them from the back or right between the targeting section of the turret).
 * Laser (Basic) Turret: Shoots a stream of anti-infantry laser blasts. Obviously, these are good against infantry, but are minimally damaging to vehicles. They have one level of zoom, but you can hold down the forward button/key to zoom even more. These can be found all over (in fact, almost every map have them).
 * Yavin 4 Turret: These are identical to the basic turrets, but are raised high into the air so as to be able to fire on distant targets. You don't necessarily have to hit them up there to destroy them, though; hits to the base work just as well.
 * Hoth Infantry Turret: A fully enclosed version of the basic turret, these give you the advantage of not taking small-arms damage.
 * Hoth Dish Turret/Particle Cannon Turret: Fires a yellow particle beam that reloads quickly after firing. May be charged up to deal double damage. The Hoth version has two levels of zoom, and happens to be the most efficient way to deal with AT-ATs, especially when used in numbers. The other, differently shaped version, with one level of zoom, can be found on Mygeeto.
 * Grenade Turret: Fires a weapon identical to the secondary weapon of the CIS Tank Droid. They deal a splash attack with enough firepower to kill any infantry unit and do significant damage to vehicles. Shots drop slightly after being fired, much like the Wookie/Officer/Magnaguard's grenade launcher, though the fall is less pronounced. Found on Kashyyyk.
 * Beam Turret: Fires a continuous stream of energy that pierces infantry and does squat to tanks (but can be dangerous to them also if used continuously). Exclusive to Kashyyyk.

Republic Starfighter
The average interceptor-type spaceship, the Republic Starfighter is armed with a rapid-fire cannon and a concussion missile launcher. Both shred through fighter plating (with the missiles, it's imperative that you lock onto your target), but do very little to a capital ship's hull.


 * Appears on: Space.
 * Critical Hit: None

ARC-170
The ARC-170 is the Republic's all-around fighter. The ship is armed with two medium-power laser cannons and a proton torpedo launcher that can fire 3 times in a row before reloading. The ARC-170 is twice as durable as a Republic Starfighter, but it's still two-thirds that of the V-Wing.


 * Appears on: Space.
 * Critical Hit: None

V-Wing
A bomber with a twist, the V-Wing fires two high-damage slug guns for dogfighting instead of the usual cannon given to bombers. This comparatively agile ship flies a little faster than the Galactic Civil War-era bombers. Carries thrice the armor of the Republic Starfighter. Its infinite payload of proton bombs require a reload after sustained fire (usually about seven shots).


 * Appears on: Space
 * Critical Hit: None

LA-AT
The landing craft of the Republic. While it's heavily armed, slow speed and maneuvering make this ship a prime target in space, so it is a good idea to land this ship in your enemy's hangar ASAP, especially if you have teammates to drop off. Once an LA-AT lands in the enemy hangar, it becomes a mobile spawn point, and teammates can choose to spawn from there to attack the enemy until the ship is destroyed or lifts off (the enemy will usually focus fire on this ship once it lands, so it's important to suppress them or have a Pilot repair the craft).

The ship holds five players, each in one of five positions:
 * Pilot, armed with a strong cannon-like weapon and a large (but limited, at 36) supply of dual-firing proton torpedoes.
 * Co-Pilot, who has access to a remote missile. This is tricky to control and even trickier to do damage with, but if handled well this can be a devastating weapon that takes heavy turrets and enemy landing craft out in just a few shots. Besides, it's not nearly as hard to control as in the ground battles.
 * Gunners (Left and Right), who control continuous beam cannons similar to that on the IFT-X
 * Passenger, who gets to sit back, relax, and enjoy the ride.


 * Appears on: Space
 * Critical Hit: Cockpit

AT-RT
The only two-legged walker available to the Republic in the game, the All Terrain Recon Transport (AT-RT) is the precursor to the better-made AT-ST. It is slower than the IFT-X hovertank and poorly armored, but well armed. The vehicle sports a main laser cannon that works like a beefed-up version of the Droideka's rapid-fire laser, as well as a mortar launcher that shoots a volley of two grenades (this will kill infantry in a single hit, and does significant damage to armored vehicles). This walker's greatest weakness is that the driver is not protected in any way; he can easily be shot or lightsaber-ed out of his uncovered seat.


 * Appears on: Utapau, Naboo, Felucia.
 * Critical Hit: "Crotch" (where the legs meet the body)

AT-TE
The squat, six-legged predecessor to the AT-AT, the All Terrain Tactical Enforcer (AT-TE) is well-armed and armored, and doubles as a very slow-moving Mobile Command Post. It has three positions that can be occupied; the driver has access to a powerful blaster cannon (takes out infantry in one shot) and a double-firing, splash-damage-dealing laser that parallels the one used on the AT-AT in terms of sheer firepower—CIS Homing Spider Droids can be destroyed in four or five well-placed shots from this weapon. The concussion turret on the top of the walker is a more powerful version of the driver's main weapon (like the AT-RT's driver, whoever mans this turret is at risk of being killed from outside. The rear is guarded by two chainguns similar to the Clone Commander's.

Note: Works as less of a command post, and more of a spawn point- if your opponent has all the other command posts, they still get the 20 second countdown to a win.
 * Appears on: Geonosis.
 * Critical Hit: A large, black box that protrudes from the underbelly.

BARC Speeder
This speeder bike is extremely fast (with speed boost, it's hard to control even the direction you're going), and that makes up for the fact that it's extremely weak, since you'll be that much harder to hit. The speeder's weak lasers don't do much to anything except infantry, so this should be used almost solely for getting around fast or a quick grab for the flag in CTF games.

Found on: Kashyyyk, Mygeeto

Critical Hit:

IFT-X Hovertank
The IFT-X is the Republic's sole non-walker ground vehicle (excluding the BARC). The tank hovers, but watch out—it will still trigger mines. The IFT-X has two positions, driver and gunner. The driver operates a dual laser cannon for use against infantry and a splash-damaging concussion missile launcher for use against both infantry and armor. The gunner sits atop the tank (leaving him vulnerable to outside fire) and fires a beam cannon that is very efficient at cutting down infantry. This tank also has the ability to run over infantry when using the speed boost (normally, any infantry in front of a moving tank will just get pushed along with the tank).

Appears: Kashyyyk, Yavin 4, Mygeeto
 * Critical Hit: Hatch on the back.

A-Wing
The Rebels' fast but fragile dogfighter, the A-Wing comes armed with two rapid-fire laser cannons and a concussion missile launcher that can fire a large salvo of missiles at once (like in all ships in this class, the missiles will follow a target if you lock on to it). Best for anti-fighter missions.


 * Appears on: Space
 * Critical Hit: None

X-Wing
The Rebels' all-purpose fighter, the X-Wing sports the exact same weaponry as the ARC-170, Droid Starfighter, and the TIE Fighter—namely, dual lasers and proton torpedoes. The ship can dogfight and it can bomb, but does not specialize in one tactic over the other.


 * Appears on: Space
 * Critical Hit: None

Y-Wing
One of the slower bombers in the game, The Y-Wing is equipped with a powerful cannon that can take out an Interceptor in one hit as its primary weapon, and can drop its proton bombs in three groups of two before reloading. This ship also has a secondary position: a gunner who fires a repeating turret on top of the canopy. However, the gun isn't very powerful, and it's nearly impossible to aim when the pilot is swerving.


 * Appears on: Space
 * Critical Hit: None

Rebel Landing Craft
See the Republic version, which happens to be exactly the same.

AAC-1 Hovertank
Previously known as the Rebel Combat Speeder (from the first game), the AAC-1 got slight cosmetic modifications during the transition. When used correctly, this can be the best anti-tank vehicle in the game. The tank has two positions. The driver has access to laser cannons (almost useless against vehicles) and a powerful particle cannon that deals splash damage but is slow to recharge and the projectile of which travels comparatively slowly. The gunner is what makes this tank stand out; he operates twin missile launchers that fires long strings of missiles. If these all hit, any opposing tank (or swarms of infantry) will be completely annihilated. However, these rockets often go astray, so are next to useless at long range. Even when facing a tank at mid range, a few probably will miss their target, so it would be prudent of the driver to help out by using their particle cannon.


 * Appears on: Yavin 4, Kashyyyk, Polis Massa (Empire uses them here as well),
 * Critical Hit: Black barrels near the blasters
 * Notes: Excellent at taking out tanks, especially if you can get close without them noticing.

Snowspeeder
These speeders are built for tripping up AT-ATs, but are equally efficient at terrorizing infantry. They are extremely fast and handle like spacecraft (even their controls are identical to space vehicles, down to the evasive maneuvers), so can be hard to control in even a large ground map like Hoth. The pilot has access to dual blasters as well as a more powerful particle cannon, while the rear gunner is armed only with a magnetic harpoon with which to tangle an AT-AT's legs (here's how this works: the pilot flies near an AT-AT, the gunner fires the harpoon at it, and the pilot keeps spinning around the walker until it trips). The only aircraft to appear in any ground level in Instant Action mode, Snowspeeders are extremely vulnerable to Shock Troopers that lock on to them and fire their rockets. It's a good idea to have at least one of the occupants play as the Smuggler; if damaged, Snowspeeders can be landed on the ground (as long as the terrain is not convoluted; if so, the speeder will be destroyed on landing) and repaired.


 * Appears on: Hoth
 * Critical Hit: None
 * Notes: Extraordinary at wiping out Imperial infantry. AT-ATs are better dealt with by dish turrets.

Droid Starfighter
This is the Confederacy's all-around fighter. Identical to other fighters of its class, though the blasters seem to fire a bit faster.


 * Appears on: Space
 * Critical Hit: None

Droid Gunship
Much like other landing craft, the Droid Gunship is slow but powerful. The gunship has six (yes, six) positions: the pilot can operate a beam cannon and homing rockets, while the co-pilot gets access to a homing rocket launcher. There are two particle turrets on each side of the ship, both of which can be manned; finally, there are spots for two passengers. While this ship is somewhat more powerful than other landing craft as well as more maneuverable, it's still a bright target and should be used primarily as a mobile command post.


 * Appears on: Space
 * Critical Hit: None

Droid Tri-Fighter
An incredibly fast interceptor with a rapid-fire chaingun and blue missiles that shoot 3 per volley, the Tri-Fighter is good at taking out other fighters but is pretty fragile.


 * Appears on: Space
 * Critical Hit: None

CIS Strike Bomber
The fastest bomber, both in actual speed and in the speed with which it can drop its payload. Drops more bombs than any other bomber.


 * Appears on: Space
 * Critical Hit: None

AAT Hovertank
A force to be reckoned with, the AAT can work against troops or tanks with equal prowess. The pilot works an anti-infantry laser cannon and dual missiles much like the IFT-X's, while the gunner gets the real treat- a powerful splash-damage cannon that devastates tanks and can send a cluster of infantry flying.


 * Appears on: Polis Massa, Yavin 4, Utapau, Mygeeto
 * Critical Hit: A black hatch on the back, below the turret cannon.

Hailfire Driod
A whimsical wheeled machine that trundles along the Geonosian landscape unleashing its ineptitude upon those that pilot it. Armed with a salvo of wildly acrobatic purple missiles that are useless at anything but point-blank range, and a chain gun to eat infantry with. Can also run over infantry, and takes a fait bit of damage if it sprints into anything.


 * Appears on: Geonosis
 * Critical Hit: Protrusion beneath cockpit

Spider Walker
A slow, spindly, four-legged monstrosity with a medium-power cannon and, for secondary fire, a continuous-beam anti-infantry cannon. Will eat through infantry from a range, but is next to useless against the AT-TE. To counteract it, get below it.


 * Appears on: Geonosis
 * Critical Hit: The joint where the legs meet the body
 * Notes: If you're taking magical damage and can't see your assailant, they're probably directly below you.

STAP
Like the speeder bike, but slower, with a better strafe and firepower. Takes less damage from running into things and floats a bit higher. Found on Kashyyyk.


 * Appears on: Kashyyyk
 * Critical Hit: None

Tread Tank
A single-treaded tank that carries dual grenade launchers to match those of the AT-RT and dual shotguns to match those of the V-Wing (odd that these are Republic craft, no?). Awkward to use, as the shotgun's placement makes them unable to hit anything directly in front of the tank, but, being shotguns, they are useless at range.


 * Appears on: Kashyyyk, Felucia
 * Critical Hit: The circular face of a cylinder at the very back of the tread.
 * Notes: Cannot strafe

Tie Bomber
Very similar to the Strike Bomber; a tad slower, and has a second position that houses a Remote Rocket.


 * Appears on: Space
 * Critical Hit: None

Tie Fighter
Just like the X-wing, but provides a larger profile due to the absurd hexagonal wings.


 * Appears on: Space
 * Critical Hit: None

Tie Interceptor
Shoots fast green lasers, fires concussion missiles 2 at a time (with a nearly instant lock on)


 * Appears on: Space
 * Critical Hit: None

Landing Craft
Technically a Lambda shuttle, this ship works like all the other landing craft (it doubles as a spawn point). Has a pilot who can fire a bomber-style cannon and an A-wing style concussion missile, as well as a copilot and several passengers.


 * Appears on: Space
 * Critical Hit: None

AT-AT
A gargantuan, lumbering craft that doubles as a spawn point and carries incredible firepower and armor. Two giant blaster cannons can make trouble for infantry, while a tremendously powerful particle cannon can shoot down snowspeeders, shatter turrets and scatter clumps of infantry.


 * Appears on: Hoth
 * Critical Hit: Neck

AT-ST
The armored child of the AT-RT, the -ST is more heavily armed and armored. The laser cannon has gotten an upgrade and is now mildly effective against tanks and turrets, while the grenade launcher has been replaced by a particle cannon (albeit much less powerful than the AT-AT's). A secondary position, armed with a remote rocket, has also been added.


 * Appears on: Mygeeto, Hoth, Endor
 * Critical Hit: Box where legs meet cockpit.

IFT-T Hovertank
See IFT-X, and switch the words "blue" with "green" and the "-T" with a "-X."