Star Wars: Battlefront II Unit/Vehicle Overview 1. Intro 2. Controller layout 3. Definitions 4. Unit/Faction Description 5. Vehicle Description 6. Hints and Tips 7. Credits 8. Random Artwork 9. Contact Information ======== 1. Intro ======== In Star Wars: Battlefront II, you take on the role of a commander in the Army that you chose to lead. You can choose the Clone Wars, in which you can chose the Republic or CIS. You can also choose the Galactic Civil War, in which you can choose the Rebel alliance, or the Imperial Army. Your unwavering loyalty to your squadmates is surpassed by only your devotion to your leader and the good of the galaxy. No matter which time period you play in, you will be caught in the middle of a drastic government overthrowing by the man you trust, or trusted, the man who orchestrated and dismissed the Clone Wars. As you progress through the game, you will unlock more and more weapons and upgrades. At your disposal you have Blaster rifles, blaster pistols, shotguns, rockets and more. All will be used, for this is war. ==================== 2. Controller Layout ==================== The buttons on your "DualShock2 Analog Controller" are marked and will match the buttons on the following lists. R3 and L3 are triggered by pressing the right or left analog sticks down. -------- Infantry -------- X : Jump O : Crouch/Roll (w/d-pad) Square : Find Target (hold to deselect target) Triangle : Enter Vehicle R1 : Fire Primary Weapon R2 : Switch Primary Weapon R3 : Zoom view R-Analog : Freelook L1 : Fire Secondary Weapon L2 : Switch Secondary Weapon L3 : Sprint L-Analog : Strafe/Walk Start : Pause Menu Select : Toggle Battlefield Map D-Pad Up : Squad Commands (x1-follow, x2-move out) D-Pad Down : Reload Primary Weapon D-Pad Left : Inactive D-Pad Right : Inactive ----------- Starfighter ----------- X : Take Off/Land O : Roll/Loop (w/d-pad) Square : Find Target (hold to deselect target) Triangle : Enter Vehicle R1 : Fire Primary Weapon R2 : Switch Position R3 : Inactive R-Analog : Throttle/Roll L1 : Fire Secondary Weapon L2 : Switch Secondary Weapon L3 : Speed Boost L-Analog : Turn/Change Pitch Start : Pause Menu Select : Toggle Battlefield Map D-Pad Up : Inactive D-Pad Down : Inactive D-Pad Left : Inactive D-Pad Right : Inactive -------------- Ground Vehicle -------------- X : Jump (speederbike only) O : Inactive Square : Find Target (hold to deselect target) Triangle : Exit Vehicle R1 : Fire Primary Weapon R2 : Switch Positions R3 : Zoom view R-Analog : Freelook/Turn L1 : Fire Secondary Weapon L2 : Inactive L3 : Boost L-Analog : Throttle/Strafe (Hover vehicles only) Start : Pause Menu Select : Toggle Battlefield Map D-Pad Up : Squad Commands (x1-follow, x2-move out) D-Pad Down : Reload Primary Weapon D-Pad Left : Inactive D-Pad Right : Inactive ------ Turret ------ X : Inactive O : Inactive Square : Find Target (hold to deselect target) Triangle : Exit Turret R1 : Fire Primary Weapon R2 : Swich Turrets (Flagship Only) R3 : Zoom view R-Analog : Aim/zoom control L1 : Inactive L2 : Inactive L3 : Inactive L-Analog : Freelook Start : Pause Menu Select : Toggle Battlefield Map D-Pad Up : Inactive D-Pad Down : Inactive D-Pad Left : Inactive D-Pad Right : Inactive ============== 3. Definitions ============== Unit: A single character on the battlefield Blaster Shot: A universal projectile that causes your target to lose 1/8 of its total health. Thermal Detonater: A handheld explosive carried by most ground units. These stick to vehicles. Rocket: A heavy projectile capable of causing mass destruction. These weapons explode on impact. Special Unit: A class of unit, specific among factions, that can only be used when a goal has been reached. Vehicle: Any non-unit that can be controlled by any AI or Human pilot. LCP: Light Command Post. These can be contested in 11 sec. and captured in 9 sec. HCP: Heavy Command Post. These can be contested in 17 sec. and captured in 11 sec. MAV: Medium Assualt Vehicle HAT: Heavy Assualt Transport AW: Assualt Walker SV: Scout Vehicle SF: Scout fighters; interceptors MPF: Multi Purpose Fighters B/F: Bomber/Fighter ST: Space transport NC: No Classification (found on Hoth: Echo Base) Reinforcement Points: The number of units available until your army is destroyed. =========================== 4. Unit/Faction Description =========================== ---- Unit ---- Soldier: while the bulk of your units should attack the front lines, use a small group of soldiers to break away from the pack and to use gurella tactics to take enemy CPs. Heavy Weapons: in the first SWB game, the Heavy Weapon's rockets fired inaccurate missiles, one at a time. As such, they were highly inaccurate at range. Now the heavy weapons fires only one rocket, which is more accurate. Use a combination of mines and rockets to punch a hole through a group of enemy vehicles. Sniper: the only long-range unit in the game, snipers are best used in maps with high elevation. Crouch below a wall and take your shot. Engineer: The insurgents and support units of any army, the engineers can be useful to sneak in and plant a detpack. When at a safe distance, hit L2 again to detonate the explosive. ------- Faction ------- ......... REBELLION The Rebel's strength lies in their ability to use underhanded tactics to sneak around and attack CPs while the bulk of the army tries to hold off the advancing Imperial army. Bothan Spy: Easily the most stealthy unit in the game, use the stealth ability to sneak around enemy CPs then unleash a deadly wave of incinerator blasts. Wookie Worrior: As the secondary special unit in the Rebel army, the Wookie can take a punishing before it goes down. It's bowcaster can be charged to produce a high intensity beam, that can be shot like a sniper rifle. Chewbacca: bowcaster/ guided rocket Han Solo: DL 44 blaster Luke Skywalker: lightsaber Princess Leia: sporting blaster ...... EMPIRE The Imperial's strength lies in teamwork, especially with the dark trooper. A small squad of dark troopers can easily overwhelm any enemy CP, forcing the Rebels to back off or take casualities. Imperial Officer : a well rounded unit but lacks a blaster based weapon. His sonic blaster can literally knock enimies off their feet with a single, well placed shot at center mass. Dark Trooper: one of the most impressive units in the game, the Dark Trooper's arc caster can fry groups of up to four enimies when charged fully. The dark trooper is also capable of a double jump. Let your jetpack power up completely. After jumping, press the X button again. When you apex your jump, press X twice to reactivate your jets. This will allow you to nearly double your jump distance. Anakin Skywalker: lightsaber Boba Fett: E-3 blaster rifle Emperor Palpatine: lightsaber Darth Vader: lightsaber ........ REPUBLIC The Republic strenght relies on individual completion of insurgent tactics, but can also be deployed into the heart of the battle. The Republic is a well-rounded faction with no obvious strengths or weaknesses. Clone Commander: The Clone Commander's chaingun has unlimited ammo, and is the only primary weapon of its kind. Use it until it overheats, then hide and rush out again with all guns blazing. The chaingun takes a moment to charge up but once it does, nothing can stop it. Jet Trooper: Essentially the same as the dark trooper, only carrying a rocket launcher and having a more controlled flight. The jet pack is more controllable, able to fly in a straight path instead of just up and down. Aayla Secura: 2 lightsabers Ki-Adi-Mundi: lightsaber Mace Windu: lightsaber Obi-Wan Kenobi: lightsaber Yoda: lightsaber CIS The CIS strength lies in numbers. Don't be afraid to sacrifice a couple of units because there are always more droidekas ready to pick up their lost kills. MagnaGuard: The only unit to carry a semi-auto rocket that can lock onto infantry, Magnaguards should be feard. When attacking them, stay close, because the rockets need time to turn and follow you. Droideka: the droideka is the most powerful unit an the game, capaple of unleashing a devestating salvo of laser fire. After pressing the O button to unroll, immeadiately press L1 to activate your energy shield. Count Dooku: lightsaber Darth Maul: double-saber General Grevious: 4 lightsabers Jango Fett: Westar 34 blaster ====================== 5. Vehicle Description ====================== -------------- Rebel Vehicles -------------- 74-Z/BARC Speeder Bike: By far the fastest unit in the game, but hard to control. When attempting extreme maneuvers, the bike has a tendency to slide. When in a slide, press the X button to fly over any obstacles you may crash into, as the bike will explode on impact. Reserve the Speeder Bike for snipers and soldiers, as they are better used to take the pilot to remote locations. Use a heavy trooper and slap a mine on the front of this bike. Hop on and fly at top speed to your target (usually a vehicle) and bail out before you hit. You will kill your target. If you stay to close to the bike, you will die. This vehicle has no critical hit location. Tauntaun: This thing is basically an undefended STAP with feet. You cannot shoot with it, so it is good only for transport. It is found only on the Hoth: Echo Base battlefront. AAC-1 Tank: Use the AAC-1 for strike attacks against enemy-held CPs. The missle turrets can destroy any mine or turret. But manning this turret takes skill and extreme teamwork. If the pilot is turning to engage an enemy unit, then you cannot get a solid shot on your target. Instead, the pilot and gunner should target the same unit. When you boost, deplete your energy level completely and continue to hold L3 as you move. Your boost will last a couple seconds longer than the energy meter predicts. Snowspeeder: These are the only starfighters on a planetary battle. When piloting one, make sure there is a gunner, as it is hard to switch back and forth to kill an AT-AT. Likewise, if your are in the gunner position, GET A PILOT. Kind of a no-brainer there. You won't even get off the ground, and if you do, you will live no longer than ten seconds. Use the targeting capabilities of the speeder to find the last few unit of the game and win. A-Wing: Interceptor class starfighter, with dual laser cannons and a homing salvo launcher. The immense speed of this unit comes at the price of weak armor. The A-wing will explode on immeadiate contact with a capital ship, or even a salvo if rockets from a TIE Interceptor. X-Wing: Standard Class Starfighter, the x-wing is the middle ground between the Scout, and Bomber. Use them to take out the turrets on a capital ship or frigate, before the bomber moves in for the kill. The Photon Torpedos on the X-Wing will give an instant kill with a solid hit on a TIE Fighter or TIE Interceptor. Y-Wing: The heavy unit of the Rebel fleet, the Y-Wing is best suited for group bombings, and being flanked by friendly protectors while staying on target. The bomber fires two bombs at a time, one laser at a time and the gunner has a repeting blaster. This blaster is nothing short of useless, as you cannot keep a steady aim on your target. Rebel Transport: Identical to the Republic Gunship, this impressive hunk of metal sports twin blaster cannons, Photon Torpedo chambers, a remote rocket, and two bubble turrets. This ship can almost slow to a stop, and speed up for a long boost. There are four positions, and the pilot should be just that (a pilot), and the other positions should be marines. When you land in a hanger, stick together and destroy the critical systems, repetedly spawning at the transport when you die. ----------------- Imperial Vehicles ----------------- 74-Z/BARC Speeder Bike: By far the fastest unit in the game, but hard to control. When attempting extreme maneuvers, the bike has a tendency to slide. When in a slide, press the X button to fly over any obstacles you may crash into, as the bike will explode on impact. Reserve the Speeder Bike for snipers and soldiers, as they are better used to take the pilot to remote locations. Use a heavy trooper and slap a mine on the front of this bike. Hop on and fly at top speed to your target (usually a vehicle) and bail out before you hit. You will kill your target. If you stay to close to the bike, you will die. This vehicle has no critical hit location. IFT-T (TX-130): The fighter tank of the Imperial Army, the IFT-T can engage long range targets with the homing laser. However, this unit is pathetic compared to the AAC-1, so put them in pairs before attacking the tank. Make sure you are in constant motion, or risk getting your turret gunner killed by snipers. When attacking a CP with this tank, get other units to stand on it. This increases your attack force and firepower. Just make sure that there is no friendly in front of the cannons. The critical hit location is the circle on the back of the tank. AT-ST: The only Assualt Walker of the Galactic Civil War, you should be able to take out most individual Rebel vehicles with this unit. The blaster cannons and laser cannons are stronger than most other weapons in the game. The turret gunner should use the remote rocket to patrol the area behind the walker, or fly ahead and take out mines and turrets. The crtical hit location is the exhaust box on the rear of the walker. AT-AT: The guns on this Heavy Assualt Transport can easily destroy anything in its path. Whether it is a Snowspeeder, turret, captured AT-ST, or even a single unit, its guns cannot be stopped. While aiming directly at a Hero is often fatal to you (they deflect shots) aiming at their feet will kill them with splash damage. On Hoth, escort the AT-AT with engineers (for repair), Shock Troopers (to take down snowspeeders and Tauntuans), and Stormtroopers (to kill soldiers attacking the Walker.) The critical hit location is the neck. TIE Interceptor: Interceptor class starfighter, with quad laser cannons and a homing rocket launcher. The immense speed of this unit comes at the price of weak armor. The TIE Interceptor, like the A-Wing, will explode on immeadiate contact with a capital ship, or even a salvo of rockets from said A-Wing. TIE Fighter: Essentially the same as the X-Wing, only with stronger, but fewer cannons. The Tie is much faster, but also much more maneuverable. Standard Class Starfighter, the TIE is the middle ground between the Scout, and Bomber. Use them to take out the turrets on a capital ship or frigate, before the bomber moves in for the kill. The Photon Torpedos on the TIE will give an instant kill with a solid hit on the X and A-Wing fighters. TIE Bomber: The heavy unit of the Imperial fleet, the TIE is best suited for group bombings, and being flanked by friendly protectors while staying on target. The bomber fires one bomb at a time (six on one salvo), one laser at a time and the gunner has a remote rocket. When piloting a TIE Bomber, hang back at your ship while the gunner uses the rocket to take down turrets. Landing Craft: While slow, dont doubt the firepower of the Transport. It fires two salvos of homing missles before reloading, and the lasers can drop an interceptor with a single square hit. But do not use the craft for dogfighting. Instead, just land in the Rebel hanger and start killing footsoldiers before they get to their ships. This will lower the number of rebels in space and let you attack the capital ship. ----------------- Republic Vehicles ----------------- 74-Z/BARC Speeder Bike: By far the fastest unit in the game, but hard to control. When attempting extreme maneuvers, the bike has a tendency to slide. When in a slide, press the X button to fly over any obstacles you may crash into, as the bike will explode on impact. Reserve the Speeder Bike for snipers and soldiers, as they are better used to take the pilot to remote locations. Use a heavy trooper and slap a mine on the front of this bike. Hop on and fly at top speed to your target (usually a vehicle) and bail out before you hit. You will kill your target. If you stay to close to the bike, you will die. This vehicle has no critical hit location. AT-RT: This lacks classification completely. It works like a scout but moves like a MAV. Use it to rush command posts and destroy vehicles. The Mortor cannons are fairly accurate, and if you are an accompished bomber, you know to give the bombs time in the air. The critical hit location is the cylinder between the legs. If you are laughing now, you disgust me. IFT-X (TX-135): The fighter tank of the Republic Army, the IFT-T can engage long range targets with the homing laser. However, this unit is pathetic compared to the AAT, so I put them in pairs before attacking the tank. Make sure you are in constant motion, or risk getting your turret gunner killed by snipers. When attacking a CP with this tank, get other units to stand on it. This increases your attack force and firepower. Just make sure that there is no friendly in front of the cannons. The critical hit location is the circle on the back of the tank. AT-TE: This turtle walker is the predecessor to the AT-AT and sports much of the same artillery. The addition to this walker is the rotating laser on top and the Repeting lasers on the back. The guns on this Heavy Assualt Transport can easily destroy anything in its path. While aiming directly at a Hero is often fatal to you (they deflect shots) aiming at their feet will kill them with splash damage. On Hoth, escort the AT-TE with engineers (for repair), Shock Troopers (to take down snowspeeders and Tauntuans), and Stormtroopers (to kill soldiers attacking the Walker.) The critical hit location is the box running along the front half of the underside of the walker. Republic Starfighter: Interceptor class starfighter, with quad laser cannons and a homing rocket launcher. The immense speed of this unit comes at the price of weak armor. The Starfighter, like the TRI-F, will explode on immeadiate contact with a capital ship, or even a salvo of rockets from said TRI. ARC-170: Essentially the same as the Vulture, only with stronger, but fewer cannons. The ARC is much faster, but also much more maneuverable. Standard Class Starfighter, the ARC is the middle ground between the Scout, and Bomber. Use them to take out the turrets on a capital ship or frigate, before the bomber moves in for the kill. The Photon Torpedos on the TIE will give an instant kill with a solid hit on the CIS fighters. V-Wing: The heavy unit of the Republic fleet, the V-Wing is best suited for group bombings, being flanked by friendly protectors while staying on target. The bomber fires one bomb at a time (six on one salvo) and two blast shots at a time. Republic Gunship: Identical to the Rebel Transport, this impressive hunk of metal sports twin blaster cannons, Photon Torpedo chambers, a remote rocket, and two bubble turrets. This ship can almost slow to a stop, and speed up for a long boost. There are four positions, and the pilot should be just that (a pilot), and the other positions should be marines. When you land in a hanger, stick together and destroy the critical systems, repetedly spawning at the transport when you die. --------------------------------- Confederacy of Indpendant Systems --------------------------------- STAP: By far one of the fastest unit in the game, (second to the BARC) but hard to control. When attempting extreme maneuvers, the STAP has a tendency to slide. When in a slide, press the X button to fly over any obstacles you may crash into, as the STAP will explode on impact. Reserve the STAP for snipers and soldiers, as they are better used to take the pilot to remote locations. This vehicle has no critical hit location. AAT Tank: The fighter tank of the CIS Army, the AAT can engage long range targets with the freakishly accurate turret laser. However, this unit rules over all, compared to the AAT, so I put them in pairs because you are going tobe flanked. Make sure you are in constant motion, or risk a lock on by enemy Heavy Troopers. When attacking a CP with this tank, get other units to stand on it. This increases your attack force and firepower. Just make sure that there is no friendly in front of the cannons. The critical hit location is the hatch on the back of the tank. Armored Tank Droid: This thing is a bomb. It carries the best firepower of any MAV. Charge toward your enemy , firig your mortors, (L1) and stop just in front of him. Take out the Cannon gunner with your shock rifles. If friendly fire is off, slap a mine on the front of this vehicle and use its impressive stability to ram an enemy vehicle. The explosion will kill the vehicle and any units around it. This is a suicide attack, unless you bail before the point of impact. Hailfire Droid: Found only on Geonosis, these are essentially rolling versions of the AAT. Armed with Hailfire missiles and a Repeting blaster, this tank is perfect for taking out the AT-TE on Geonosis. The hailfire milliels are useless at range so roll in close and release all your firepower. The critical hit location is the bottom if the cockpit. Spider Walker: Do I really need to explain this? It is nearly identical to the AT-ST, only instead of a blast cannon, it has a homing laser. Sweep it across the ground and cut down the infantry. And the laser cannon is good for killing the AT-TE. Lets face it, if you cant hit a huge target like that, you shouldnt be playing this game. The critical hit location is the joint where the legs connect to the ball cockpit. TRI-Fighter: Interceptor, identical to the TIE-I in Performance, but the main gun is a repeting blaster. It also sports beam rockets, which pierce the hull and couse mass damage to a fighter. Vulture(Droid) Fighter: Essentially the same as the Vulture, only with weaker, but more cannons. The Vulture is slower, but also much less maneuverable. Standard Class Starfighter, the Vulture is the middle ground between the Scout, and Bomber. Use them to take out the turrets on a capital ship or frigate, before the bomber moves in for the kill. The Photon Torpedos on the ship will give an instant kill with a solid hit on the Republic fighters. CIS Strike Bomber: The heavy unit of the CIS fleet, the Bomber is best suited for single-run bombings, and being flanked by friendly protectors while staying on target. The bomber fires one bomb at a time (six on one salvo, and FAST) and one blast shot at a time. MAF Transport: A unique ship, but used the same as other transports, this impressive hunk of metal sports twin blaster cannons, Beam Missle chambers, and remote rocket. This ship can almost slow to a stop, and speed up for a long boost. There are four positions, and the pilot should be just that (a pilot), and the other positions should be marines. When you land in a hanger, stick together and destroy the critical systems, repetedly spawning at the transport when you die. ================= 6. Hints and Tips ================= -The enemy unit with pistols tend to use them as belly guns, coming right up to you and throwing your aim off balance. To counter this, always aim at center mass, so your aim does not change as much. -The vulture fighter, contrary to the Strat Guide, cannot walk on a ship. -A upgraded sniper rifle (beam rifle) cannot be used for a headshot. You must hit center mass for an effective shot. -The AAC-1's boost lasts longer than the meter indicates. -In FPV, the B2 will fire its upgraded blaster rifle out of the center of the screen, rather than the wrist blaster. -Order a squad of Rebels to follow you, when you encounter an enemy, kill him before your teamates do. They will shoot the dead body. -If Boba or Jango's jet pack runs out in mid-flight, they will flinch before falling. -You can wall-hack the shield room wall. When entering the generator room, turn left and go down the stairs. Step up to the wall on the slope and walk toward the post on the right side, on the left staircase of the stairs, now to your right. You can walk straight through. ========== 7. Credits ========== Microsoft : for Windows and Notepad John Hawes : for building my computer PWizard : for putting my guide on his site Nevermore : for founding Cheathappens.com =============== 8. Contact Info =============== My E-Mail is cyber_gamer@sbcglobal.net Only use it to tell me of problems with this guide