>-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-<
   STAR        STAR        STAR        STAR        STAR        STAR
   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.

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|                                                                      | 
|  II- Vehicle-Specific Hints                                          |
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