Star Wars: Battlefront II/Vehicles: Difference between revisions

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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.
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====
====Internal Layout====
[[Image:SWBFII_Capital_Ship_Map.jpg|Capital Ship layout]]
[[Image:SWBFII Capital Ship Map.jpg|Capital Ship layout]]


Note: Hangar entrances are on the left and right sides in the CIS ship, but face straight forward on all others.
Note: Hangar entrances are on the left and right sides in the CIS ship, but face straight forward on all others.
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*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.
*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.
*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.
*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. Internally destroying it requires 4 bombs, more than the standard loadout so Supplies is a useful bonus for these maps.
*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.
*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====
====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.
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. Unfortunately, if you don't tell your guys to get out when you land they will take off again and fly into the wall.


*Appears on: Space
*Appears on: Space
===Frigate===
===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.
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.
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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.  
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
*Appears on: Kashyyyk, Endor, Yavin-4
*Critical Hit: None
*Critical Hit: None


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===Turrets===
===Turrets===
(Turrets do not have critical hit locations, but remember you can usually just shoot out the gunner to render them useless or take them for yourself)
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).
*Basic Turret: Shoots a stream of anti-infantry blasts that are minimally damaging to vehicles. Has one level of zoom. Can be found all over. A similar version exists on Yavin 4, but is raised high into the air so as to be able to fire on distant targets. A fully enclosed Hoth version can be found on Hoth.
*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).
*Hoth Dish Turret/Particle Cannon Turret: Fires a yellow cannon that reloads quickly after firing. May be charged to double damage. Has two levels of zoom, and happens to be the most efficient way to deal with AT-ATs on Hoth, especially when used in numbers. The Hoth version is found on Hoth, the other (shaped different but works the same) on Mygeeto.
;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.
*Grenade Turret: Fires a weapon identical to the secondary weapon of the CIS Tread Tank. Splash attack with enough firepower to kill any infantry and deal 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.
;Hoth Infantry Turret: A fully enclosed version of the basic turret, these give you the advantage of not taking small-arms damage.
*Laser Turret: Fires a continuous stream of energy that pierces infantry and does squat to tanks. Exclusive to Kashyyyk.
*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==
==Republic==
===Republic Starfighter===
===Republic Starfighter===
The average Interceptor-style spaceship. Has a rapid-fire cannon and a concussion missile launcher, both of which shred through fighter plating but do very little to a capital ship's hull.
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.
*Appears on: Space.
*Critical Hit: None
*Critical Hit: None


===ARC-170 StarFighter===
===ARC-170===
Your average Starfighter; has two medium-power laser cannons and a proton torpedo that can be fired 3 times before reloading. Has twice the health of a Republic Starfighter, and 2/3s that of the V-Wing.
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.
*Appears on: Space.
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===V-Wing===
===V-Wing===
A bomber with a twist- it fires two high-damage slug guns instead of the usual bomber cannon. Flies a little faster than the Galactic Civil War bombers, and does a little more damage with its bombs than any others (save for the Y-wing). Carries thrice the armor of the Republic Starfighter, and half again the armor of the ARC-170.
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
*Appears on: Space
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===LAAT===
===LAAT===
Landing craft of the Republic. Slow speed and maneuvering make this a prime target in space, so it is a good idea to land this ship in your enemy's hangar ASAP. Has five positions:  
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 as soon as possible, 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).
*Pilot, armed with bomber-style cannons and a large (but limited) supply of dual-firing Proton Torpedoes.  
 
*Co-Pilot, who has access to a near-useless Remote Missile
The ship holds five players, each in one of five positions:  
*Gunners (Left and Right), who have continuous-shot laser cannons similar to that on the IFT-X
*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.
*Passenger, who gets to sit back, relax, and enjoy the ride.
Overall, only useful as a mobile spawn point.


*Appears on: Space
*Appears on: Space
*Critical Hit: None
*Critical Hit: Cockpit


===AT-RT===
===AT-RT===
A two-legged precursor to the better-made AT-ST, slower than the IFT-X, and poorly armored but well armed. Sports a laser cannon that acts much like the Droideka's rapid-fire laser, as well as a grenade launcher that will kill infantry in a single hit, and does significant damage to armored vehicles. Beware, as the pilot is unarmored, and can easily be shot out of his seat.
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.
*Appears on: Utapau, Naboo, Felucia.
*Critical Hit: Crotch
*Critical Hit: "Crotch" (where the legs meet the body)


===AT-TE===
===AT-TE===
The squat, six-legget predecessor of the AT-AT, the AT-TE is well-armed and well-armored, slow, and doubles as a Command Post. It has three positions- the Pilot has access to an medium-strength blaster cannon and a two-shot anti-tank, splash-damaging cannon that parallels that of the AT-AT. The turret on the back of the craft works as a more powerful version of the pilot's anti-tank gun. The rear is guarded by two chain-guns similar to the Clone Commander's.
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—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.


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


===BARC Speeder===
===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:None


===IFT-X Hovertank===
===IFT-X Hovertank===


Works exactly the same way as the Empire's IFT-T, but shoots blue lasers instead of green ones. Has two positions, Pilot and Gunner. The Pilot gets to fire a dual laser cannon for anti-troops and a splash-damaging concussion missile for anti-armor. The Gunner gets to fire a continuous-beam cannon that is very efficient at cutting down infantry, especially Slicers.
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). The IFT-X Hover Tank is one of the most useful and versatile vehicle in game and is well liked.


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


==Alliance==
==Rebel Alliance==
===A-Wing===
===A-Wing===
Fast and fragile dogfighter, armed with two rapid-fire laser cannons and a mult-firing concussion missile that shoots out in a swarm. Best for anti-ship missions.
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
*Appears on: Space
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===X-Wing===
===X-Wing===
Practically identical to the ARC-170. Has two wings instead of 6, shoots red instead of green. Woohoo.
The Rebels' all-purpose fighter, the X-Wing sports exactly the 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
*Appears on: Space
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===Y-Wing===
===Y-Wing===
A slower counterpart of the V-Wing bomber, this ship fires a highly damaging cannon that can take out an Interceptor in one hit, and launches its Photon Bombs (more damaging than regular bombs) in three groups of two before reloading. Has a secondary position, a gunner who fires a machine gun similar to the one on a Tri-Fighter.
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
*Appears on: Space
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See [[#LAAT|the Republic version]], which happens to be exactly the same.
See [[#LAAT|the Republic version]], which happens to be exactly the same.


===Combat Speeder===
===AAC-1 Hovertank===
When used correctly, this is the best anti-tank vehicle in the game. It has two positions, the pilot (armed with a particle cannon for anti-tank and splash damage and a laser cannon for infantry) and the gunner. The gunner is what makes this tank great- his weapon is a long string of missiles that, if they all hit, will completely demolish any opposing tank. However, these rockets often go astray and are next to useless at long range.  
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),
*Appears on: Yavin 4, Kashyyyk, Polis Massa (Empire uses them here as well)
*Critical Hit: Black barrels near the blasters
*Critical Hit: Black barrels near the blasters
*Notes: Excellent at taking out tanks, especially if you can get close without them noticing.
*Notes: Excellent at taking out tanks, especially if you can get close without them noticing.


===Snowspeeder===
===Snowspeeder===
A unit built for tripping up AT-ATs, but equally efficient at terrorizing infantry. The pilot has 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. The only aircraft to appear in any ground level in Instant Action mode.
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
*Appears on: Hoth
*Critical Hit: None
*Critical Hit: None
*Notes: Extraordinary at destroying Imperial infantry, AT-ATs are better dealt with by dish turrets.
*Notes: Extraordinary at wiping out Imperial infantry. AT-ATs are better dealt with by dish turrets.


==CIS==
==CIS==
===Droid Star Fighter===
===Droid Starfighter===
Clone of the other starfighters, though the blasters seem to be a bit faster.
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
*Appears on: Space
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===Droid Gunship===
===Droid Gunship===
Much like any other landing craft- slow but powerful. Sports several weapons and weapon slots.
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 (same as the Tri-Fighter's, but fires double the amount of rockets of the Tri's salvo from two launchers; making it a deadly twelve rocket spray), 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
*Appears on: Space
*Critical Hit: None
*Critical Hit: Back Panel


===Droid Trifighter===
===Droid Tri-Fighter===
An interceptor with a rapid-fire chaingun and nifty blue missiles that shoot 3 at once. Fragile.
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
*Appears on: Space
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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 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
*Appears on: Polis Massa, Yavin 4, Utapau, Mygeeto, Naboo
*Critical Hit: A black hatch on the back, below the turret cannon.
*Critical Hit: A black hatch on the back, below the turret cannon.


===Hailfire Driod===
===Hailfire Droid===
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 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 fair bit of damage if it sprints into anything.  


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


===STAP===
===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.
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, Geonosis


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


===Tread Tank===
===Armored Tank Droid===
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.
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
*Appears on: Kashyyyk, Felucia
*Critical Hit: The circular face of a cylinder at the very back of the tread.
*Critical Hit: The circular face of a cylinder at the very back of the tread.
*Notes: Cannot strafe
*Notes: Cannot strafe but try running over people


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


*Appears on: Space
*Appears on: Space
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*Appears on: Space
*Appears on: Space
*Critical Hit: None
*Critical Hit: Under The Neck


===AT-AT===
===AT-AT===
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*Appears on: Hoth
*Appears on: Hoth
*Critical Hit: Neck
*Critical Hit: Neck, upper leg


===AT-ST===
===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.  
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.  


*Appears on: Mygeeto, Hoth, Endor
*Appears on: Mygeeto, Hoth, Endor
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===IFT-T Hovertank===
===IFT-T Hovertank===
See [[#IFT-X Hoevertank|IFT-X]], and switch the words "blue" with "green" and the "-T" with a "-X."
See [[#IFT-X Hovertank|IFT-X]], and switch the words "blue" with "green" and the "-T" with a "-X."
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