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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.
Note: Hangar entrances are on the left and right sides in the CIS ship, but face straight forward on all others.
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.
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.
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.
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.
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).
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.
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.
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).
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:
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.
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.
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:None
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
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.
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.
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.
See the Republic version, which happens to be exactly the same.
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.
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.
This is the Confederacy's all-around fighter. Identical to other fighters of its class, though the blasters seem to fire a bit faster.
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.
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.
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.
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.
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.
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.
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.
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.
Very similar to the Strike Bomber; a tad slower, and has a second position that houses a Remote Rocket.
Just like the X-wing, but provides a larger profile due to the absurd hexagonal wings.
Shoots fast green lasers, fires concussion missiles 2 at a time (with a nearly instant lock on)
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.
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.
The armored child of the AT-RT, the AT-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.
See IFT-X, and switch the words "blue" with "green" and the "-T" with a "-X."