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    FAQ/Walkthrough by Slick Racer Prime

    Version: 0.33 | Updated: 10/05/04 | Printable Version | Search This Guide

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       WARS        WARS        WARS        WARS        WARS        WARS    
    BATTLEFRONT BATTLEFRONT BATTLEFRONT BATTLEFRONT BATTLEFRONT BATTLEFRONT
    >-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-<
    | Author: Slick Racer Prime    |           TABLE OF CONTENTS           | 
    | E-Mail: slickracer@gmail.com |---------------------------------------|   
    | Last Update: 10/5/04         |  I- Introduction                      |
    | Version: 0.33                | II- General Hints (And Weapon Hints)  |
    | Battlefront Name: Boba Fett  |III- Class Specific Hints              |
    | Ninjas or Pirates: Pirates   | IV- Vehicle Specific Hints            |
    |------------------------------|  V- Battlefield Specific Hints        |
    |  [Insert fancy ASCII here]   | VI- Frequently Asked Questions/Credits|
    ------------------------------------------------------------------------
    |                                                                      | 
    |  I- Introduction                                                     |
    ------------------------------------------------------------------------
    
    Shoot. Kill. Capture. There's your introduction.
    
    Seriously, though, I want this to be an FAQ by the people, and for the
    people. Sure, my name's on it, but if you have any ADVICE, any at all,
    contact me. Send me an e-mail. If you wanna correct me, go ahead.
    
    I want this to be the definitive source for info on this game, so if you
    can contribute anything at all, please do so. You'll get credit!
    
    The FAQ is currently 33% up to my first goal, which is of course, 
    covering everything there is to cover. Right now, all I have are general
    strategies and bios/strategies for each of the units in the game.
    
    My next update will contain vehicle bios/strategies, and the update after
    that, battlefield strategies and a structured FAQ section.
    
    After that, I'll just update each part as needed.
    ------------------------------------------------------------------------
    |                                                                      | 
    |  II- General Hints                                                   |
    ------------------------------------------------------------------------
    
    Know what you want to do as soon as you identify the battlefield you're
    entering next. Generally, this breaks down into whether you want to grab
    a vehicle or not. If you do, select a command point that lists the vehi-
    cle you want and dash to it. You may have to turn around and maybe even
    look around for it. Try using the radar to check for any large hunks of
    green that may be your errant vehicle. Bots often dash to these vehicles
    and lift off without even waiting for you, even if it's a 5-person vehi-
    cle. Put them to better use. It's even more frustrating when the hijacker
    is a human player. That's just mean, isn't it?
    
    Using a vehicle is cool and all, but remember that every map needs ground
    troops! It may not be glamorous, but the grunt work can and will work
    wonders for you from time to time. Some of the time, standing with your
    allies and blasting at the foe will work, but if they keep coming with no
    end in sight, try to slip past them and take any nearby command points to
    stem the tide of trouble.
    
    If you're simply using the left analog stick to steer those lightning
    fast starfighters, you may be amazed and frustrated by how fast you move.
    Try holding down on the right analog stick. Instant slowdown, and now you
    can actually do passes and sweeps on ground targets, and control your
    ship more accurately during dogfights.
    
    Vehicles aren't just for blasting enemies to bits. Try using them as
    a means of transportation, not just for you, but for your passengers.
    Experiment with transportation. Sometimes, flying past the main conflict
    and towards a distant enemy command point may reward you with a simple
    capture of that point. Other times, the enemy will notice, or you'll be
    met with spontaneous spawns that ruin your plans. Some of it is luck,
    but if you consistently meet doom with these attempts, try transporting
    to a different command point, or simply returning to standard battle.
    
    Remember, droids are your friends. The most important one is the
    pillar-like droid with waving arms. This is a medical droid and your
    health will regenerate in nice chunks if you stand near it. A good (but
    risky) way to put them to extraordinary use is to use it as cover during
    exchanges of fire. As long as you're near it, you'll recover health.
    If your health reaches a very low point, take your finger off the trigger
    for a bit and perform evasive movements to avoid fire until your health
    is back in your comfort zone. However, sustained damage WILL eventually
    blow up the droid, so if you're intent on keeping the droid intact, don't
    remain behind it too long. Always have a backup plan of escape in case
    the droid croaks and leaves you in a room filled with angry infantry.
    
    Other droids replenish your ammo. It's not as useful as the medical
    droids, since most classes begin with enough ammo to last them until
    their inevitable defeats. However, for heavy classes that wield rockets
    and other big weapons, they do come in handy.
    
    Vehicles provide excellent cover from standard laser fire. However, once
    explosives and thermal detonators start whizzing towards you, hop in and
    get out of there...or abandon the site altogether.
    
    Take cover! Cover is extremely important. Make cover your first priority
    in combat. Anything solid that isn't firing at you can serve as cover. 
    Of course, standing behind someting is just the half of it. Crouching
    down is extremely helpful when guarding a specific area. Although your
    movement speed is lowered, if you aren't planning on running anywhere
    quick, for example, when guarding a command point or vehicle, it remains
    useful. However, when in a large open area, crouching can be a bad move.
    
    You can press the Crouch button again when crouching to go prone. Going
    prone is useful when trying to remain hidden, but unlike a regular
    crouch, it lowers your available options in terms of movement AND attack.
    An errant thermal detonator while prone is almost a sure ticket to
    the spawn-select screen.
    
    Don't think all enemy command points are hives of danger. Much of the
    time, it's possible to run to an enemy command point, use cover, and
    wait out the lengthy process of converting it to your side. Of course,
    you won't always succeed with the lone wolf approach. Sometimes large
    raids are the only real option.
    
    When respawning, steer clear of heavy activity. The last thing you want
    is to be blown up within seconds of respawning. Try spawning in a
    relatively safe area so you can locate droids and vehicles and devise
    an escape plane in case you have to hightail it back there.
    
    The more the merrier. When boarding a vehicle, select whichever position
    you want and then press right on the D-Pad to call troops into your
    vehicle. While you're fulfilling the duties of your post, like piloting
    or operating the main turret cannon, they'll be doing other things.
    It can change a gunship from a basic forward-laser-firing attacker
    to a missile-launching, laser-firing, beam-cannon menace to anything
    that gets in its way.
    
    When playing online, try to keep your allies informed of any activity
    you're making. Of course, you don't need to tell them whenever you're
    firing at an enemy, but if you're taking control of a vehicle with
    multiple spaces for troops, try announcing it aloud. It'll give you a
    chance to get some extra manpower behind your movement/attack, and it'll
    give them a chance to experience some vehicular action, which is
    something we all need from time to time.
    
    If anyone has any general tips, contact me! Any tips at all will help.
    
    WEAPON TIPS!
    
    Blaster Pistols
    ---
    Pretty much everyone has this. They don't use ammo, but
    rather work on a rechargeable battery. Infinite Ammo, if you prefer that.
    However, if you fire too much too fast, it will overheat, and the charge
    gauge will turn red. You'll have to let it recharge until it turns green
    again before you can fire. So try and keep it in the green with carefully
    timed shots.
    
    Blaster Rifles
    ---
    Used by many troops. More powerful than a pistol, but relies on ammo.
    Remember to reload when you get a moment of peace!
    
    Sniper Rifles
    ---
    Used by the sniper units. Zoom in with the R3 button. Quite powerful.
    You can crouch/go prone to steady your shot. Head Shots are possible
    in this game, so take them when you can to save ammo and kill your target
    quickly.
    
    Launchers
    ---
    These weapons are heavy and fire explosions. They CAN hurt allies. 
    Vanguards/Shocks/Assault/Arc units utilize these babies, but there
    are some exceptions (like wrist rockets and whatnot).
    
    Thermal Detonators/Grenades
    ---
    Aim higher to lob them farther, but watch for rebound! They can and will
    bounce off walls and come right back to you. Take extra care in aiming
    near solid objects.
    
    Mines/Time Bombs
    ---
    You place these on the ground, usually, though Time Bombs can be
    attached to vehicles and enemy soldiers as well. Steer clear! Mines
    blow up if you step on them, and Time Bombs have a 10-second fuse that
    can hurt you and your buddies.
    
    Fusion Cutters
    ---
    Used by pilots, these repair turrets, droids, and vehicles.
    
    
    
    ------------------------------------------------------------------------
    |                                                                      | 
    |  III- Class Specific Hints                                           |
    ------------------------------------------------------------------------
    
    oooooooooo[ THE REBEL ALLIANCE ]ooooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    Although three of the four armies in the game are made up of humans, the
    soldiers in the Alliance are the only ones who expose their faces and
    look...people-like. Unlike the other armies, the Alliance focuses more
    on camoflauge and color than tough armor, so you'll have more chances
    to blend in than the stark white armor of the Empire. 
    
    >-----REBEL SOLDIER-----<
    
    # BlasTech DH-17 Blaster Rifle
    The rebel soldier's main combat weapon has a fully automatic mode, with 
    the ability to switch to a unique charged-shot mode.
    
    # BlasTech DL-44 Blaster Pistol
    Even on the battlefield, an easily concealed accurate sidearm can be 
    quite useful. This model is commonly carried as a backup weapon.
    
    # Merr-Sonn Munitions Class A Thermal Detonator
    Thermal Detonators are considered standard issue to all ground forces. 
    Rebel technicians have tuned them to be dangerous to anyone caught in the
    blast radius.
    
    # SoroSuub LXR-6 Concussion Grenade
    Concussion grenades are not as common as thermal detonators but are 
    carried by many Rebel soldiers. These grenades house powerful magnets
    allowing them to stick to vehicles.
    
    ---
    
    Rebel soldiers come from all walks of life, without the benefit of years
    of Imperial combat training. But they are unmatched in their will, 
    enthusiasm and devotion to their cause. They do not wear armor, or engage
    in standard warfare, preferring guerilla tactics and lightning strikes 
    against the ponderous Imperial juggernaut. The Rebel soldier is effective
    against infantry, especially when they employ squad-based tactics.
    
    The grunt of the army, they're pretty standard at everything. No worries,
    though. Every army needs a great grunt. Their BLASTER RIFLE can punch
    holes in troops if used properly, while their BLASTER PISTOL, which can
    never run out of ammo (but must recharge if overheated)is a good backup
    weapon when you don't want to waste ammo. They also have the classic
    THERMAL DETONATORS, which can send troops flying, and CONCUSSION
    GRENADES, which also deals some serious disturbance to groups of foes.
    
    If you can't decide what you want to do in a battle, pick this guy.
    His Blaster Rifle is a great weapon and can tear holes in most troops.
    It's doubtful you'll have any "WHY WON'T HE DIE!?" moments with him.
    His three detonators are great for clearing out stubborn rooms of foes.
    Just be careful not to blow up your own team-mates.
    
    Rebel Soldiers shine during group work. If there's a choke point where
    two armies are battling it out bitterfly, send this guy in. Using cover,
    his rifle, and a few well-thrown detonators, he might just be able to
    open up a gap for your army to storm in through.
    
    
    >-----REBEL VANGUARD-----<
    
    * Golan Arms HH-15 Missile Launcher
    Packing the extra punch needed to crack through a tough position, the 
    hand-held Missile Launcher is prized among the Rebel Vanguards.
    
    * BlasTech DL-44 Blaster Pistol
    Even on the battlefield, an easily concealed accurate sidearm can be 
    quite useful. This model is commonly carried as a backup weapon.
    
    * Merr-Sonn Munitions Class A Thermal Detonator
    Thermal Detonators are considered standard issue to all ground forces. 
    Rebel technicians have tuned them to be dangerous to anyone caught in the
    blast radius.
    
    * Conner Ship Systems 3HX3 Mine Dispenser
    On the battlefield, every edge is needed even when that edge is a highly 
    explosive one. Mines are an excellent backup weapon for the covert 
    destruction of one's enemies.
    
    ---
    Those looking to leave their mark on an Imperial Walker can surely find a
    way in the Rebel Vanguard division. When asked why someone would want to 
    do this line of work, the Vanguard's most common answer is: 
    'So I can blow Imperials up!'
    
    Always given the tough assignments, Vanguards are called upon to punch
    holes in an Imperial vehicle brigade. The heavy weapons they carry 
    provide the means to take down menacing enemy air and ground vehicles
    attempting to lay siege.
    
    He's demolitions expert. He has an extremely powerful MISSILE LAUNCHER
    that's devastating to both infantry and vehicles, and a BLASTER PISTOL
    in case you need to defend yourself in close combat. The Vanguard also
    comes ready with THERMAL DETONATORS and a handy MINE DISPENSER, which
    allows you to place mines on the ground. It's very useful against slow
    enemy vehicles who will have trouble steering away from the explosive.
    
    Although you may be tempted to employ the heavy Missle Launcher in
    firefights, it can kill some of your troops, or even blow up in your
    face. Wait for a very clear shot before using it against enemy troops.
    Against enemy vehicles, they're extra handy. The Blaster Pistol isn't
    exactly a wonderful assault weapon, but if you need to pick off a threat
    or two, it can work wonders. Keep it for defense though.
    
    Thermal Detonators are just as dangerous as they were with the Soldier,
    and their Mines are especially useful against slow-moving vehicles like
    AT-STs. They'll either get blown up or be forced to turn around and take
    a different approach.
    
    >-----REBEL PILOT-----<
    
    * Golan Arms CR-1 Blaster Cannon
    After a cache of weaponry was stolen from a Golan Arms supply depot, 
    these modified blaster cannons found their way into the hands of the 
    Rebel Alliance. The CR-1 Blaster Cannon fires multiple blaster bolts per 
    shot and is the single-most brutal close-range anti-infantry weapon.
    
    * BlasTech DL-44 Blaster Pistol
    Even on the battlefield, an easily concealed accurate sidearm can be 
    quite useful. This model is commonly carried as a backup weapon.
    
    * SoroSuub F-187 Fusioncutter
    The Fusioncutter is a general-purpose device. It can repair vehicles and 
    buildings and construct unassembled battlefield equipment.
    
    * Supply Dispenser
    A variety of inexpensive supplies including various medicines, emergency 
    care tools and ammunition, can be handed out with the supply dispenser. 
    Perfect for those always on the go!
    
    ---
    Rebel pilots don't always have the benefit of Imperial Naval training. 
    But dedication and resolve has gotten many Rebel pilots out of tough 
    situations, both in and out of the cockpit.
    
    Pilots are capable at initiating repairs and helping with the 
    construction of makeshift command posts. They are also the only class 
    that can carry supplies for battle-weary Rebel troops.
    
    The Rebel Pilot is armed with a BLASTER CANNON, a powerful but
    hard-to-control weapon. They also carry a standard-issue BLASTER PISTOL.
    Also in their inventory are the FUSION CUTTERS, which repair broken
    devices and vehicles, and a HEALTH/AMMO DISPENSER that drops delicious
    Rebel Rations for all to enjoy.
    
    A handy healer and a great pilot to boot, the Rebel Pilot is a wonderful
    asset to the Alliance. Their skill at piloting stems from their special
    ability to repair any vehicle they're in, even as they pilot or fire
    weapons. Thus, the vehicle's health regenerates steadily as they occupy
    the vehicle.
    
    The Pilot is a very flexible job. They can choose to ride in vehicles and
    use them while also regenerating their armor, or they can remain on the
    ground and repair helpful droids and damaged vehicles while also dropping
    health and ammo for their fellow troops. Make sure to consider both of
    these options when taking control of a pilot.
    
    Rebel Pilots may be able to do a lot of things, but they are mainly a
    defensive job. Aside from using vehicles to dole out punishment, pilots
    will be hard-pressed to find some way to engage in heavy gunfights.
    Remember your health dispenser! If you're low on life, and there are no
    medical droids around, toss some health around and pick them up to keep
    yourself from becoming part of the force.
    
    >-----WOOKIE SMUGGLER-----<
    
    * Wookie Bowcaster
    The Wookiee Bowcaster is less advanced than a blaster pistol, but it 
    packs quite a powerful punch. Hand-built by the master weapon crafters 
    of Kashyyyk, the Bowcaster is the traditional weapon of the Wookiees. The
    Bowcaster can be charged to release multiple laser bolts with a single
    shot.
    
    * Merr-Sonn HH-4 Grenade Launcher
    The versatile HH-4 Grenade Launcher lobs small grenades outward toward 
    targets. The grenades used by the launcher are similar to the larger 
    hand held thermal detonators soldiers carry.
    
    * Merr-Sonn TB-47 Time Bomb
    Much like its predecessors, the TB-47 Time Bomb will severely damage or 
    destroy a target in a matter of seconds. Just drop the device next to a 
    vehicle or building and the countdown to destruction begins.
    
    ---
    Whenever there is a need to slip past an Imperial Fleet undetected, just 
    look for a smuggler. For a fee, the smuggler is willing to take the 
    risk of running contraband right under the Emperor's nose.
    
    But smugglers also possess a combat versatility well worth their fees 
    and the Rebel Alliance often calls upon them to support its troops on 
    the field. Smugglers are notorious for playing dirty, and will leave a 
    few deadly presents behind to cover their escape.
    
    The ever-hairy Wookie Smuggler has less equipment than your average Rebel
    soldier, but what he lacks in variety, he makes up in punch. Their
    BOWCASTER can be charged by holding down R1 and released to fire a spread
    shot of energy. They also have a powerful GRENADE LAUNCHER that deals
    terrible damage to both enemy infantry and vehicles. They also have TIME
    BOMBS, which can be placed on structures, turrets, vehicles, and even
    enemy troops. They'll blow up within 10 seconds and do incredible damage.
    
    Wookies have great endurance and can survive a lot of punishment. They
    can be used as a foot soldier, using their Bowcaster to take out large
    flanks of foes, or you can use them as demolitions experts, and use their
    time bombs and grenade launchers to destroy vehicles, turrets, and
    structures.
    
    Don't be fooled! Wookies CAN pilot vehicles, so think twice about sighing
    and running off if you spot a free ship.
    
    >-----REBEL MARKSMAN-----<
    
    * BlasTech E-17d Sniper Rifle
    Effective over a great distance, sniper rifles are the preferred weapons 
    of choice for those wishing to remain hidden from their target.
    
    
    * BlasTech DL-44 Blaster Pistol
    Even on the battlefield, an easily concealed accurate sidearm can be 
    quite useful. This model is commonly carried as a backup weapon.
    
    * Merr-Sonn Munitions Class A Thermal Detonator
    Thermal Detonators are considered standard issue to all ground forces. 
    Rebel technicians have tuned them to be dangerous to anyone caught in the
    blast radius.
    
    * Arakyd R-4 Recon Droid
    The Rebel marksman can deploy a remote recon droid to gather battlefield 
    intelligence. The recon droid can call down an orbital strike taking out 
    any enemies nearby.
    
    ---
    Rebel marksmen know what it means to 'lead' a target. A highly-motivated 
    team of marksmen can turn a marching company of Imperial Stormtroopers 
    into one or two fleeing Imperial Stormtroopers before they even get 
    close to the Rebel base.
    
    The marksmen have the specialized task of finding and eliminating 
    targets from a safe location. They are deadly accurate and can even the 
    odds on the battlefield.
    
    The ass-tastic Rebel Marksman is basically a sniper. She has a powerful
    SNIPER RIFLE with extended zoom (Press in R3) and a standard-issue
    BLASTER PISTOL for defense and light attack. She also wields THERMAL
    DETONATORS and a RECON DROID, which can trigger Rebellion ships in orbit
    around the planet to fire on the droid's immediate area.
    
    Cover is extremely important as a marksman. You'll want to have a good
    view of your target area, but also concealment from roving enemy forces.
    Some levels are easier to take cover in than others. The brush of Yavin
    and Endor are great to hide in, but you won't have much luck trying
    to stay hidden on the open platforms of Bespin. Don't be discouraged,
    though, since EVERY level has some sort of cover you can use. Crates,
    bushes, droids, ships, anything goes. Remember, you can go prone. See
    if that helps your situation.
    
    Aside from being a sniper, you can whip out your recon droid and
    send him into the fray to call down an Orbital Strike. It does
    heavy damage to troops in the area.
    
    oooooooooo[ THE GALACTIC EMPIRE ]oooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    The Iron Fist of the Empire dictates all Stormtroopers wear stark white
    armor. Although it's a great help in the snowy battlefields, on others,
    it sticks out like a sore thumb. Nevertheless, the Empire boasts the
    most unique unit in the game (only contested by the Republic Jet Trooper
    and the Droideka...and the Wookie Smuggler...) so don't feel too guilty 
    if you pick the unstoppable forces under Darth Vader's command...even 
    though Darth Vader is under the Emperor's Command. Even though the 
    Emperor...*rants on*
    
    >-----IMPERIAL STORMTROOPER-----<
    
    * BlasTech E-11 Blaster Rifle
    Standard rifle of the Empire's front line units, this weapon is reliable 
    and deadly, but sacrifices accuracy for raw power.
    
    * BlasTech SE-14r Light Repeating Blaster Pistol
    An ongoing Imperial contract with BlasTech yielded this semi-automatic 
    blaster pistol. Commonly used as a back-up sidearm.
    
    * Baradium-Core Thermal Detonator
    This is a handheld explosive device effective against infantry. 
    Unlabeled code keys prevent captured munitions from being used against 
    Imperial forces.
    
    * SoroSuub LXR-6 Concussion Grenade
    Concussion grenades are not as common as thermal detonators but are 
    carried by all Imperial Stormtroopers.  The blast field created by these 
    grenades is effective against vehicles.
    
    ---
    The iron will of the Emperor is personified in the stark white armor of 
    the feared stormtrooper. They are highly disciplined and fanatically 
    loyal to the Emperor, making them an excellent front line assault force.
    Every stormtrooper is equally proficient with standard BlasTech E-11 
    blaster rifles and a variety of thermal detonator makes and models.
    
    The Imperial Stormtrooper, clad in the classic white armor, is a lot
    like a Rebel Soldier. So, let's go through the rundown again.
    
    The grunt of the army, they're pretty standard at everything. No worries,
    though. Every army needs a great grunt. Their BLASTER RIFLE can punch
    holes in troops if used properly, while their BLASTER PISTOL, which can
    never run out of ammo (but must recharge if overheated)is a good backup
    weapon when you don't want to waste ammo. They also have the classic
    THERMAL DETONATORS, which can send troops flying, and CONCUSSION
    GRENADES, which also deals some serious disturbance to groups of foes.
    
    If you can't decide what you want to do in a battle, pick this guy.
    His Blaster Rifle is a great weapon and can tear holes in most troops.
    It's doubtful you'll have any "WHY WON'T HE DIE!?" moments with him.
    His three detonators are great for clearing out stubborn rooms of foes.
    Just be careful not to blow up your own team-mates.
    
    Stormtroopers shine during group work. If there's a choke point where
    two armies are battling it out bitterfly, send this guy in. Using cover,
    his rifle, and a few well-thrown detonators, he might just be able to
    open up a gap for your army to storm in through.
    
    Yes, that was a copy/paste job, but there's not much point to rewrite
    it all over again, is there?
    
    >-----SHOCK TROOPER-----<
    
    * MiniMag PTL Missile Launcher
    Shock troopers carry these hand-held missile launchers on the 
    battlefield to take down Rebel vehicle brigades. Anyone caught in the 
    blast radius may not live long enough to regret it.
    
    * BlasTech SE-14r Light Repeating Blaster Pistol
    An ongoing Imperial contract with BlasTech yielded this semi-automatic 
    blaster pistol. Commonly used as a back-up sidearm.
    
    * Baradium-Core Thermal Detonator
    This is a handheld explosive device effective against infantry. 
    Unlabeled code keys prevent captured munitions from being used against 
    Imperial forces.
    
    * Golan Arms KE-6b Mine Dispenser
    The KE-6b proximity mine is a modified version of the KE-6 mine.  
    A soldier drops the device at the desired location and watches 
    destruction ensue as his enemies approach.
    
    ---
    The shock trooper offers powerful support to the blaster-based troops by 
    carrying a small portable missile launcher. This weapon fires explosive 
    charges that are highly effective against vehicles or tight formations 
    of infantry. The shock trooper carries a heavy load out of weaponry that 
    he uses to keep enemy vehicles and infantry at bay.
    
    The Shock Trooper is the Imperial equivalent of the Rebel Vanguard.
    
    The demolitions expert. He has an extremely powerful MISSILE LAUNCHER
    that's devastating to both infantry and vehicles, and a BLASTER PISTOL
    in case you need to defend yourself in close combat. The Vanguard also
    comes ready with THERMAL DETONATORS and a handy MINE DISPENSER, which
    allows you to place mines on the ground. It's very useful against slow
    enemy vehicles who will have trouble steering away from the explosive.
    
    Although you may be tempted to employ the heavy Missle Launcher in
    firefights, it can kill some of your troops, or even blow up in your
    face. Wait for a very clear shot before using it against enemy troops.
    Against enemy vehicles, they're extra handy. The Blaster Pistol isn't
    exactly a wonderful assault weapon, but if you need to pick off a threat
    or two, it can work wonders. Keep it for defense though.
    
    Thermal Detonators are just as dangerous as they were with the Stormtrooper,
    and their Mines are especially useful against slow-moving vehicles like
    AT-STs. They'll either get blown up or be forced to turn around and take
    a different approach.
    
    >-----IMPERIAL PILOT-----<
    
    * Merr-Sonn V-6d Mortar Launcher
    The versatile V-6d Mortar launcher lobs small grenades outward toward 
    targets.  The weapon can be configured to fire grenades that either 
    bounce or explode on contact with the target.
    
    * BlasTech SE-14r Light Repeating Blaster Pistol
    An ongoing Imperial contract with BlasTech yielded this semi-automatic 
    blaster pistol. Commonly used as a back-up sidearm.
    
    * SoroSuub F-187 Fusioncutter
    The Fusion cutter is a general-purpose device. It can repair vehicles 
    and buildings and construct unassembled battlefield equipment.
    
    * Supply Dispenser
    A variety of inexpensive supplies including various medicines, emergency 
    care tools and ammunition, can be handed out with the supply dispenser. 
    Perfect for those always on the go!
    
    ---
    Imperial pilots are most useful when behind the wheel of a vehicle. 
    Trained across a wide range of vehicle types, they can repair damage on 
    the fly. 
    
    But, this focus on vehicle proficiency means the pilot is less armored 
    and carries a lighter weapon load. Pilots stuck outside with no vehicle 
    to drive can still help setup base defenses by constructing makeshift 
    command posts at key points on the battlefield.
    
    The Imperial Pilot is very much like the Rebel Pilot, but there's one big
    difference that merits a brand new bio.
    
    The Pilot carries a MORTAR LAUNCHER, which is an explosive weapon and not
    a laser weapon, like his Rebel counterpart does. But this isn't 100%
    good. In place of a controlled, powerful infantry weapon, you'll be
    getting an anti-vehicle weapon. Imperial Pilots will probably have a
    more difficult time doing hit-and-run command point takeovers due to
    their powerful weapon...especially indoor command points.
    
    Aside from the explosive power of that weapon, the rest of the equipment
    is the same. The BLASTER PISTOL is still a good emergency backup, and the
    FUSION CUTTERS and HEALTH/AMMO DISPENSER still fix ships, turrets and
    droids, as well as deposite health and ammo...respectively.
    
    >-----SCOUT TROOPER-----<
    * Modified BlasTech E-11s Sniper Rifle
    The Modified E-11s is a single-shot, long-range rifle with a 
    high-powered zoom. A carefully placed head shot with this rifle can make 
    the difference between advancing and fleeing enemy troops.
    
    * BlasTech SE-14r Light Repeating Blaster Pistol
    An ongoing Imperial contract with BlasTech yielded this semi-automatic 
    blaster pistol. Commonly used as a back-up sidearm.
    
    * Baradium-Core Thermal Detonator
    This is a handheld explosive device effective against infantry. 
    Unlabeled code keys prevent captured munitions from being used against 
    Imperial forces.
    
    * Arakyd R-4 Recon Droid
    The Scout Trooper can deploy a recon droid to gather battlefield 
    intelligence. The recon droid can also call down an orbital strike, 
    taking out any nearby enemies in the blast radius.
    
    ---
    Scout troopers use concealment, recon droids and patience to target 
    faraway enemies and eliminate them with their high-powered sniper rifles.
    The lightly armored scout is trained to advance well ahead of infantry 
    divisions, or provide rear-guard cover for troops.
    
    Ever vigilant, the scout takes pride in his role, acting as the 
    "long-arm" of the Imperial law.
    
    The Scout Trooper, while not female like the Rebel Sniper, still has the 
    familiar Endor outfit we all know and love, so we don't mind, do we? 
    He's basically a sniper. He has a powerful SNIPER RIFLE with extended 
    zoom (Press in R3) and a standard-issue BLASTER PISTOL for defense and 
    light attack. He also wields THERMAL DETONATORS and a RECON DROID, which 
    can trigger Imperial ships in orbit around the planet to fire on the 
    droid's immediate area.
    
    Cover is extremely important as a marksman. You'll want to have a good
    view of your target area, but also concealment from roving enemy forces.
    Some levels are easier to take cover in than others. The brush of Yavin
    and Endor are great to hide in, but you won't have much luck trying
    to stay hidden on the open platforms of Bespin. Don't be discouraged,
    though, since EVERY level has some sort of cover you can use. Crates,
    bushes, droids, ships, anything goes. Remember, you can go prone. See
    if that helps your situation.
    
    Aside from being a sniper, you can whip out your recon droid and
    send him into the fray to call down an Orbital Strike. It does
    heavy damage to troops in the area.
    
    >-----DARK TROOPER-----<
    
    * Golan Arms Blast Cannon
    The Blast Cannon utilizes a spread-fire of lasers, like a shotgun. 
    Multiple blaster bolts are discharged per shot. This is the single most 
    brutal close-range anti-infantry weapon.
    
    * BlasTech SE-14r Light Repeating Blaster Pistol
    An ongoing Imperial contract with BlasTech yielded this semi-automatic 
    blaster pistol. Commonly used as a back-up sidearm.
    
    * Baradium-Core Thermal Detonator
    This is a handheld explosive device effective against infantry. 
    Unlabeled code keys prevent captured munitions from being used against 
    Imperial forces.
    
    ---
    The Dark Trooper is the close-combat elite unit of the Imperial Forces. 
    It is rumored that these troops are more than mere humans or clones. 
    It is said that they are cyborgs, enhanced with machine parts that 
    augment their physical and mental abilities.
    
    Dark Troopers use their jetpacks to "jump" right to their targets. 
    Once in position, they will attempt to do as much damage as possible. 
    Cyborgs or not, the Dark Trooper is deadly and fearsome.
    
    The Dark Trooper is an experimental Stormtrooper with enhanced abilities.
    I'm not very knowledgeable about the Expanded Universe, but I've heard
    theories that the Dark Troopers are combat-enhanced cyborgs.
    
    In any case, the Dark Trooper project takes place
    between A New Hope and The Empire Strikes back, so read up on them for
    me and let me know what they are.
    
    In any case, Dark Troopers are very powerful, but not invincible. They
    have a JETPACK which focuses more on height than range. So, if there are
    any high platforms you want to get to, use the Jetpack. You can still
    cover lots of range if you jetpack off a high platform. Remember, you
    press X in midair to activate the jetpack.
    
    As for equipment, the Dark Troopers have a BLAST CANNON, which fires a
    spray of laser matter. It's scattery and hard to use at long-range, but
    up close, it's deadly. The backup BLASTER PISTOL is still a viable
    option, and they have a good amount of THERMAL DETONATORS to use against
    those rebel scum.
    
    oooooooooo[ THE CONFEDERACY OF INDEPENDENT SYSTEMS (CIS) ]ooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    Although it's arguably the least significant in terms of plot importance,
    the CIS has a nice long name to make it sound more fearsome. However, I'd
    say they're pretty fearsome already. Their robots can take a lot of
    punishment, and it has (again, arguably) the most unstoppable unit in the
    game, the Droideka, which requires very fast reflexes or an EMP weapon
    to decloak and damage.
    
    >-----SUPER BATTLE DROID-----<
    
    # Trade Federation Custom Wrist Blaster
    A rapid-fire blaster has been mounted directly to the 
    super battle droid's frame, reducing the risk of dropping the weapon, 
    having it misfire, or being disabled by a Jedi Knight. The wrist blaster 
    can also fire a volley of blaster bolts providing a more potent assault 
    on a target.
    
    # Trade Federation Custom Wrist Rocket Launcher
    Super battle droids also come equipped with a limited supply of rockets. 
    Fired from the wrist much like the blaster, the rockets are 'dumb fired' 
    at targets.
    
    ---
    After the debacle at the Battle of Naboo, the Trade Federation ordered 
    a stronger, more independent battle droid, officially designated the B2. 
    Resembling hulking, reinforced battle droids, super battle droids are 
    far superior to their skeletal-looking counterparts. Their broad, 
    looming frames make them less susceptible to damages incurred in battle, 
    and their built-in firepower makes them a formidable threat to opposing 
    armies.
    
    One of the last innovations before the CIS was dismantled (apparently
    before Episode IV...), the Super Battle Droid is silver and hulky, unlike
    the regular force of Battle Droids, which are skeletal and vast in
    number.
    
    Their WRIST BLASTER is a standard blaster, but it still delivers
    punch. It can also fire a volley of shots, making it a large-area
    attack effective in mosh pits of troops. Their WRIST ROCKETS are insanely
    handy and pack a wallop. Send those clones flying!
    
    As always, explosive weapons can be detrimental to your health and sanity
    if deployed in close quarters, so switch to either of your laser weapons
    when up close and personal with the Clone Army.
    
    >-----ASSAULT DROID-----<
    
    * BAW E-60R Missile Launcher
    Once the battle droid proved its ineffectiveness against the Republic's 
    walkers, Baktoid Armor Workshop quickly produced this powerful 
    anti-armor rocket launcher. Clone Pilots have learned to fear its 
    presence on the field.
    
    * Separatist Blaster Pistol
    Due to the touchy political quagmire of producing weapons for an enemy 
    of the Republic, the origin and manufacturer of this pistol remains 
    anonymous. Those familiar with these types of weapons are fairly certain 
    it is a BlasTech design, but BlasTech denies knowledge. Nevertheless the 
    'Separatist' pistol remains a tried-and-true backup weapon for the droid 
    armies.
    
    * Merr-Sonn V-1 Thermal Detonator
    Merr-Sonn denies selling thermal detonators to the Separatists, yet many 
    droids have been seen carrying V-1 thermal detonators on the 
    battlefield. The device has been calibrated to maximize enemy casualties 
    while minimizing friendly contact.
    
    * Conner Ship Systems HX2 Mine Dispenser
    Proximity mines are a good way to catch those who aren't paying 
    attention. The outdated, cheap but yet still effective HX2 proximity 
    mine is carried exclusively by Assault droids.
    
    ---
    Under the control of the Separatists, Assault droids serve as a cheap 
    yet effective solution to the fast-moving threat of Republic vehicles. 
    Essentially mobile rocket launchers, these droids allow the Separatists 
    to handle tough situations. They can be deployed anywhere, and their 
    strength is in their great numbers and eerily automated discipline.
    
    Assault droids carry rocket launchers and mines, useful for taking down 
    Republic AT-TE's and other menacing vehicles.
    
    Although not as heavy and armored as a Super Battle Droid, the Assault
    Droid is still a handy unit. Due to the shift in focus from standard
    droids, the old models of Battle Droids are only used for special
    purposes. This old Battle Droid model has been retrofitted for the
    purpose of blasting enemy vehicles and turrets.
    
    They have a MISSILE LAUNCHER for use against ships and crowds of targets.
    The old stand-by, the BLASTER PISTOL, is always at hand. The bouncy
    THERMAL DETONATORS are back and just as powerful, and you've also got a
    MINE DISPENSER to place in the path of vehicles.
    
    The Assault Droid is apparently a very explosive unit. Make extra
    precautions not to get blown up by your own weapons, and remember,
    save your biggest guns for use against vehicles. You're free to take
    down enemies, but vehicles are your biggest and most threatening target.
    
    >-----PILOT DROID-----<
    
    * Merr-Sonn RD-4 Radiation Grenade Launcher
    The versatile RD-4 grenade launcher lobs small, radioactive grenades 
    outward toward targets. The weapon can be configured to fire grenades 
    that either bounce or explode on contact with the target.
    
    * Separatist Blaster Pistol
    Due to the touchy political quagmire of producing weapons for an enemy
    of the Republic, the origin and manufacturer of this pistol remains 
    anonymous. Those familiar with these types of weapons are fairly certain 
    it is a BlasTech design, but BlasTech denies knowledge. Nevertheless the 
    'Separatist' pistol remains a tried-and-true backup weapon for the droid 
    armies.
    
    * SoroSuub F-187 Fusioncutter
    The Fusioncutter is a general-purpose device. It can repair vehicles and 
    buildings; it can also construct unassembled battlefield equipment such 
    as blaster turrets.
    
    * Supply Dispenser
    A variety of inexpensive supplies including various medicines, emergency 
    care tools and ammunition, can be handed out with the supply dispenser. 
    Perfect for those always on the go!
    
    ---
    A specific type of Trade Federation battle droid capable of piloting 
    virtually every type of vehicle, including transports, AATs, and MTTs. 
    Pilot droids have advanced specialization programming that allow them to 
    easily understand the control systems of any vehicle.
    
    Pilot droids are adept at repairing vehicles and bringing supplies 
    across the battlefield to keep the battle droid army pushing forward.
    
    Just like all other pilots, Pilot Droids slowly recover the health of
    their current vehicle.
    
    Their RADIATION LAUNCHER is very harmful to living organisms, especially
    clones, heheh. The BLASTER PISTOL, which is getting more and more
    annoying to retype, is still around for backup. The FUSION CUTTER's been
    around for a long time, it looks like, and even a droid can utilize them
    to fix vehicles, turrets, and resupply/health droids. Too bad they can't
    repair your own allies. The AMMO/HEALTH DISPENSER doles out health and
    ammo like nobody's business.
    
    Pilot Droids usually use ground craft. Keep this in mind if you have an
    aversion to ground vehicles or are extra-anxious to pilot a starfighter.
    
    >-----DROID SNIPER-----<
    
    * BAW E-5s Sniper Rifle
    Many organic snipers are given special sniper weapons, suited to their 
    capabilities. Not so with the assassin droid, who is specially 
    programmed to use the E-5s, an otherwise ordinary rifle, to its utmost 
    capability.
    
    * Separatist Blaster Pistol
    Due to the touchy political quagmire of producing weapons for an enemy
    of the Republic, the origin and manufacturer of this pistol remains 
    anonymous. Those familiar with these types of weapons are fairly certain 
    it is a BlasTech design, but BlasTech denies knowledge. Nevertheless the 
    'Separatist' pistol remains a tried-and-true backup weapon for the droid 
    armies.
    
    * Merr-Sonn V-1 Thermal Detonator
    Merr-Sonn denies selling thermal detonators to the Separatists, yet many 
    droids have been seen carrying V-1 thermal detonators on the 
    battlefield. The device has been calibrated to maximize enemy casualties 
    while minimizing friendly contact.
    
    * Arakyd Mark IV Recon Droid
    A small seeker droid can be deployed to gather intelligence while on the 
    battlefield. The small portable droid can also call down an orbital 
    strike taking out any nearby enemies in the blast radius.
    
    ---
    Its accurate sniper rifle, plus the ability to call for orbital strikes, 
    makes this droid especially effective at dispatching targets from long 
    range. Assassin droids are specifically programmed and designed with 
    advanced targeting capabilities that allow them to take down targets at 
    extreme range. The long-range sniper rifle is its weapon of choice, 
    killing any infantry unit with a single headshot.
    
    The Sniper Droid is a lot like other snipers in the game. I.E., exactly
    the same. Some call it the Assassin Droid.
    
    They have the extreme-range SNIPER RIFLE (try using it on
    elevated platforms or in foliage/behind boxes) and the inexcusably
    common BLASTER PISTOL. Their THERMAL DETONATORS go boom, as all good
    detonators should do, and their RECON DROID triggers a heavy hail of
    fire from the Trade Federation Blockade conveniently floating above
    the planet, preventing the Clone Army from recieving their kinky issues
    of Playclone.
    
    That was a stupid joke.
    
    >-----DROIDEKA (DESTROYER DROID)-----<
    
    * Trade Federation Custom Repeating Blasters
    Twin high-energy blasters, mounted in its arms, serve as the Droideka's 
    main offensive weaponry.  The blasters have a secondary fire mode 
    allowing them to fire a salvo of blaster shots at a target.
    
    * Trade Federation Custom Personal Shield
    The Droideka's personal shield deflects damage from all ordnance for as 
    long as the shield is deployed. The shield cannot be activated when the 
    Droideka is rolling around the battlefield in its wheel form.
    
    * Trade Federation Droideka Transformation Setup
    The Droideka has two modes of locomotion. The first is the 'wheel form' 
    which allows for quick travel, but no use of weaponry or shielding. The 
    second is the 'walk state,' in which the Droideka can scuttle and 
    reorient while firing and using its shield.
    
    ---
    Even feared by Jedi Knights, the crablike Droideka is equipped with a 
    personal shield and two powerful repeating blasters instead of arms. The 
    Droideka is a highly effective firing platform because of its tripod 
    design, but this effectiveness comes at the sacrifice of speed. To 
    counter its lack of mobility, the Droideka can transform into a wheel in 
    order to cruise rapidly around the battlefield.
    
    The fearsome "Destroyer Droid"(usually shortened to "Droideka") is just
    death on a wheel. Or is it...as a wheel? In any case, Droidekas are the
    only "Ground-Only" units in the game. They can't drive or fly any
    vehicles, and they move EXTREMELY slow. Trying to walk anywhere on the
    battlefield is suicide and/or annoyingly slow. However, consider this.
    Droidekas are essentially a vehicle in themselves. You can curl up into
    a wheel by pressing Triangle, and you'll move just as fast as a vehicle
    can.
    
    They also have another unique ability: a SHIELD EMITTER which encases the
    droid in a forcefield that reflects all fire. It can be shattered by
    EMP weapons, and it can't stay up forever due to its limited charge.
    Nevertheless, if there was ever a command-point-storming unit, this is it.
    The Droideka also wields a pair of REPEATING BLASTERS that can take out
    basic infantry like a hot knife through butter. The Blasters use no ammo
    and work on a charge, so take care not to overheat them.
    
    Aside from the lasers, however, the Droideka has no other weapons. No
    detonators, no rockets. Against a vehicle, the Droideka's only options
    are to die, hope it doesn't attack it, or to flee. Beware, the Republic 
    has some EMP weapons that can dissolve the shield. When rolling around, 
    the Droideka is defenseless and can be destroyed easily as well.
    
    However, if you don't mind having a single weapon and being unable to
    pilot vehicles, and embrace the shield and rolling abilities, you'll
    love using the Droideka.
    
    oooooooooo[ THE (OLD) REPUBLIC ]ooooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
    
    The Republic fought valiantly in its final days...but fortunately, you
    get to control them in their finest hour. The Clone Army under its
    command fights hard, and they're extremely well-coordinated, mostly
    because they're all the same person. But let's not get into the clone
    jokes.
    
    >-----CLONE TROOPER-----<
    
    * Republic DC-15 Blaster Rifle
    The long-barreled DC-15 emits a powerful blue laser projectile, 
    specially designed to shred infantry and vehicle units alike.
    
    * Republic DC-15s Blaster Pistol
    An emergency sidearm, designed to be small, portable and deadly. The 
    DC-15s is useful in close quarters combat, and makes a good backup.
    
    * Merr-Sonn V-6 Haywire (EMP) Grenade
    Clone troopers carry a small, hand held Haywire Grenade. The device has 
    been calibrated to cause massive electrical disruptions to droid 
    circuitry.
    
    * SoroSuub LXR-6 Concussion Grenade
    Concussion grenades are not as common as thermal detonators but are 
    carried by all Clone troopers.  The blast field created by these 
    grenades is effective against vehicles.
    
    ---
    Perfect genetic creations, the clone troopers are the backbone of the 
    Republic Army. Pure and simple, the clone troopers are born and bred to 
    be warriors. They have an unswerving loyalty to the Republic and are 
    fearless in battle. They are most effective against infantry units or 
    vehicles when they can attack in large, coordinated numbers.
    
    Perfect genetic replications of...themselves, Clone Troopers are the
    workhorse of the Republic's Clone Army.
    
    Their BLASTER RIFLE and BLASTER PISTOL are a lot like the other Blaster
    Rifles and Pistols in the game, delivering powerful ammo-based fire in
    one weapon while supplying chargeable fire without need for ammo in
    another. They also carry EMP GRENADES that are useful against the CIS's
    droid army, and their CONCUSSION GRENADES make up for their lack of
    droid-crippling pulse with shockwaves that will sweep them off their
    feet.
    
    >-----ARC TROOPER-----<
    
    * Merr-Sonn PLX Missile Launcher
    Versatility is the name of the game with the Merr-Sonn PLX hand-held 
    launcher. It can be 'dumb' fired or programmed to fire the smart 
    GAM (gravity-activated mode) guided missile specially designed for the 
    weapon.
    
    * Republic DC-15s Blaster Pistol
    An emergency sidearm, designed to be small, portable and deadly. The 
    DC-15s is useful in close quarters combat, and makes a good backup.
    
    * Merr-Sonn V-1 Thermal Detonator
    Clone troopers carry a smaller, battlefield version of the devastating 
    thermal detonator. The device has been calibrated to maximize enemy 
    casualties.
    
    * Conner Ship Systems HX2 Mine Dispenser
    Whenever there is an ARC trooper on the battlefield, proximity mines are 
    sure to be laying around. They are an excellent weapon to use against 
    those who don't watch their step.
    
    ---
    The Advanced Recon Commando, or ARC trooper, handles the anti-vehicle 
    and anti-armor battlefield duties of the Republic Army. To this end, the 
    ARC trooper carries a powerful missile launcher, but this specialization 
    leaves the trooper with fewer options in close combat, so he relies on 
    his brethren to protect him.
    
    When threatened by vehicles, the ARC trooper's value becomes brutally 
    apparent. Not only does he have the ability to engage vehicles directly 
    with the missile launcher, he can also create defensive perimeters with 
    his mine dispenser.
    
    The big brother of the whole clone family, he's the requisite explosives
    expert of the army. They have a MISSILE LAUNCHER for use against ships 
    and crowds of targets. The old stand-by, the BLASTER PISTOL, is always 
    at hand. The bouncy THERMAL DETONATORS are back and just as powerful, 
    and you've also got a MINE DISPENSER to place in the path of vehicles.
    
    The Arc Trooper is apparently a very explosive unit. Make extra
    precautions not to get blown up by your own weapons, and remember,
    save your biggest guns for use against vehicles. You're free to take
    down enemies, but vehicles are your biggest and most threatening target.
    
    >-----CLONE PILOT-----<
    
    * Drever Corp 'DN Bolt Caster' Plasma Disruptor
    Drever Corp originally created the 'Phoenix II' plasma disruptor as a 
    tool for customs agents and spec-force commandos, for use in breaching 
    locked doors. But soldiers began improvising with the tool, wielding it 
    against battle droids and other enemies. Its effectiveness as a weapon 
    was undeniable and prompted Drever Corp to develop the 'DN Bolt Caster' 
    plasma disruptor weapon. It's expensive but effective, especially 
    against droid armies.
    
    * Republic DC-15s Blaster Pistol
    An emergency sidearm, designed to be small, portable and deadly. The 
    DC-15s is useful in close quarters combat, and makes a good backup.
    
    * SoroSuub F-187 Fusioncutter
    The Fusioncutter is a general-purpose device. It can repair vehicles and 
    buildings and construct unassembled battlefield equipment.
    
    * Supply Dispenser
    A variety of inexpensive supplies including various medicines, emergency 
    care tools and ammunition, can be handed out with the supply dispenser.  
    Perfect for those always on the go!
    
    ---
    While the bulk of the Republic clones were trained for infantry duty, a 
    few were randomly selected and specially trained to be pilots and 
    technicians. Assigned to the fearsome Republic gunships, these clone 
    pilots were responsible for the successful insertion of clone troopers, 
    their evac, and any battlefield repairs to the vehicle.
    
    A clone pilot is attuned to vehicles and their idiosyncrasies, meaning 
    he is the only Republic unit who can effect repairs while moving. All 
    pilots carry a Fusioncutter and supply dispenser, allowing them to 
    better support their comrades.
    
    Another mass-production pilot. These guys still regenerate vehicle health
    like all responsible pilots do.
    
    Their main weapon is a DN BOLT CASTER, which fires bolts of
    circuit-scrambling electricity. They can easily fry a droid's circuits in
    a few strikes. They still have that damned BLASTER PISTOL, as well as the
    vehicle/droid repairing FUSION CUTTERS and the HEALTH/AMMO DISPENSER,
    which dispenses said novelties.
    
    >-----JET TROOPER-----<
    
    * Merr-Sonn EM Pulse Launcher
    The EM Pulse launcher fires an electro magnetic pulse outward toward 
    targets.  A blast from this weapon has been known to cause a massive 
    electrical disruption capable of frying fragile droid circuitry.
    
    * Republic DC-17 Blaster Pistol
    An emergency sidearm, designed to be small, portable and deadly. The 
    DC-15s is useful in close quarters combat, and makes a good backup.
    
    * Merr-Sonn V-1 Thermal Detonator
    Clone troopers carry a smaller, battlefield version of the devastating 
    thermal detonator. The device has been calibrated to maximize enemy 
    casualties.
    
    ---
    Capitalizing on the "genetic memory" of Jango Fett, the jet trooper 
    utilizes a limited-flight jetpack to cover great distances very quickly. 
    The agility of the flying jet trooper makes him very hard to hit, and 
    his EM Pulse launcher can be a deadly weapon at close range.
    
    Like their "daddy", Jango Fett, Jet Troopers specialize in long-distance
    jetpacking.
    
    Their jetpack focuses on covering large distances instead of gaining
    height, so keep that in mind when double-tapping X to engage the engines.
    Their EMP LAUNCHER shreds droids to bits, but it's still quite damaging
    to your friends, so keep them out of your sights. Their COMMANDO PISTOL
    is a modified blaster pistol that...may or may not be more powerful than
    a regular one (someone please confirm!).
    
    The ever-explosiony THERMAL DETONATORS are still damaging to droids, so
    feel free to chuck one at their steel selves and watch the appendages
    bounce off your bewildered allies.
    
    >-----CLONE SHARPSHOOTER-----<
    
    * Republic DC-15x Sniper Rifle
    The DC-15x is a modified version of the standard clone trooper rifle, 
    with added sights and accuracy for long-range efficiency.
    
    * Republic DC-15s Blaster Pistol
    An emergency sidearm, designed to be small, portable and deadly. The 
    DC-15s is useful in close quarters combat, and makes a good backup.
    
    * Merr-Sonn V-1 Thermal Detonator
    Clone troopers carry a smaller, battlefield version of the devastating 
    thermal detonator. The device has been calibrated to maximize enemy 
    casualties.
    
    * Arakyd R-1 Recon Droid
    The Clone Sharpshooter can deploy a remote recon droid to gather 
    battlefield intelligence. The recon droid can call down an orbital 
    strike taking out any enemies nearby.
    
    ---
    Unlike a traditional army, where snipers are culled from the best of the 
    best shooters, the clone troopers all possess the same characteristics 
    regarding eyesight, accuracy, steadiness and patience. However, the 
    clone sharpshooter has received special 'flash training,' teaching him 
    the intricacies of being a good sniper. He has also trained exclusively 
    with the modified DC-15x Sniper Rifle and the Arakyd R-1 Recon Droid.
    
    On the battlefield, the clone sharpshooter is responsible for one task: 
    disrupting enemy infantry.  His specialized conditioning provides him 
    with the ability to gather intelligence, sit, wait, and methodically 
    pick off enemy units one by one.
    
    Another sniper...though this one sounds fancier and is a clone. That's
    just plain badass.
    
    Their SNIPER RIFLE can zoom up close to deliver more pain than Yoda gets
    after eating his own cooking. His BLASTER PISTOL, apart from being the
    last one I have to write about, is the same as the others.
    THERMAL DETONATORS are deadly in his hands as well. His RECON DROID
    can fly around on its own and prompt all those bored Jedi on orbiting 
    Republic ships to fire upon the planet's surface and kill some droids.
    
    ------------------------------------------------------------------------
    |                                                                      | 
    |  II- Vehicle-Specific Hints                                          |
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