STAR WARS FORCE COMMANDER A ZENOMORTH(tm) PRODUCTION This material (c) copyrighted by Andrew steer AKA Cpl. Hicks Copyright All material included in this guide is the sole property of Team Zenomorth (tm) and any resemblance to any other material is purely accidental. This document maybe in part or in full as long as all copyright material is included in all reproductions, any product mentioned in this guide is mentioned for the fact that this product is someway inclined to help with the aforementioned product. No corporation will take this product or any of its attachments as a boneifided document. . . 1.3 GETTING THE STRATEGY GUIDE 1.3.1 E-mail To receive the latest revision of the strategy guide, send an email to firstname.lastname@example.org stating, which game it, is for. If you have something to add to the guide, please send E-mail to email@example.com explaining what your addition is. 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These rights are temporary and revocable upon written, oral, or other notice by Team zenomorth. To report a suspected copyright violation, or to request additional rights beyond those granted above, write to the author at firstname.lastname@example.org 1.1) building tree 1.2) Buildings 1.3) Officers' Training 1.4) Units 1.5) Characters 1.6) Mission Briefings 1.7) Cheat mode 1.1) building tree imperial command center -air control -auxiliary (aux) control -turret control air control -fixed artilery turret -landing platform auxiliary (aux) contro l-hospital -repair bay turret control -anti air turret -anti infantry turret -anti vehicle turret rebel command center or tr-mb -airfield -anti air turret -anti infantry turret -anti vehicle turret -technology center -shield generator 1.2) Buildings Imperial Buildings Command Center No prerequisite. The primary building of the Galactic Empire and the heart of the Imperial Base, this is where reinforcements are called down to be marshaled and deployed. Air Control Command Center Needed This building is a prerequisite for the Landing Platform and the Fixed Artillery Turret. It monitors friendly aircraft and makes sure no midair collisions occur. This building attaches itself to the command center, and thus does not need the unit commander to choose a location for it. Auxiliary (Aux) Control Command Center Needed This is the prerequisite building a commander needs before he/she can order the Hospital and Repair Bay. Besides supplying the extra power these additional buildings require to run efficiently, the Aux Control also gives the player the ability to upgrade units. This building attaches itself to the command center, and thus does not need the unit commander to choose a location site for it. The Auxiliary control can make these upgrades: HEALTH UPGRADE: Increases certain units' resistance to damage. FIRE-RATE UPGRADE: Allows a faster fire rate for certain units. SPEED UPGRADE: Allows certain units a greater top speed. Turret Control Command Center Needed This building is necessary to order and control Imperial turrets. Without this structure, turrets may not be ordered, and already present turrets require infantry units to manually control them. This building attaches itself to the command center, and thus does not need the unit commander to choose a location site for it. Fixed Artillery Turret Air Control Needed This is a large, fixed platform for powerful artillery with a very long range. This weapon requires the help of a spotter. This structure can also be manually operated by placed a stormtrooper within it. This is necessary when the structures controlling this weapon are captured or destroyed. Landing Platform The basic landing and repair station for TIE bombers and TIE fighters. It is a servicing center and storage facility for those craft. Repair Bay Auxiliary Control Needed A garage that quickly repairs damaged vehicles and aircraft. The Repair Bay also comes with an ASP-7 mobile worker droid that it can send out to repair damaged buildings and ferry shuttles. Hospital Auxiliary Control Needed A place to heal wounded infantry, if they're lucky enough to make it back here alive. Anti-Air Turret Turret Control Needed Fixed defense against enemy air units such as Y-Wings and airspeeders. Used to protect vulnerable bases from air attack. This structure can also be manually operated by placed a stormtrooper within it. This is necessary when the structures controlling this weapon are captured or destroyed. Anti-Infantry Turret Turret Control Needed Fixed defense against enemy infantry. Used to protect bases from invaders seeking to capture its buildings. This structure can also be manually operated by placing a stormtrooper within it. This is necessary when the structures controlling this weapon are captured or destroyed. Anti-Vehicle Turret Turret Control Needed Fixed defense against enemy ground vehicles, such as Rebel attack tanks. A base's last defense against being totally overrun. This structure can also be manually operated by placed a stormtrooper within it. This is necessary when the structures controlling this weapon are captured or destroyed. Rebel buildings Command (Comm) Center No Prerequisite. This primary building is the heart of the Rebel base. From here, the player orders reinforcements and buildings. Airfield Command Center or TR-MB Needed The storage, refueling and landing area for airspeeders and Y-wings. Anti-Air Turret Command Center or TR-MB Needed This fixed surface-to-air weapon is very effective against the flying units of the enemy. Manually operated by a single trooper that comes with the turret upon delivery. Anti-Infantry Turret Command Center or TR-MB Needed This fixed weapon is used against enemy ground units, such as stormtroopers. Manually operated by a single trooper that comes with the turret upon delivery. Anti-Vehicle Turret Command Center or TR-MB Needed A fixed turret designed to defend against armored enemy ground vehicles, such as AT-STs and AT-ATs. Manually operated by a single trooper that comes with the turret upon delivery. Technology Center Command Center or TR-MB Needed This building researches upgrades that help make all Rebel units stronger. Upgrades the technology center can produce are: HEALTH UPGRADE: Increases certain units' resistance to damage. FIRE-RATE UPRGRADE: Allows a faster fire rate for certain units. SPEED UPGRADE: Allows a greater top speed for certain units. SHIELD UPGRADE: Increases the total amount of shields points for units with shields. Shield Generator Command Center or TR-MB Needed The primary Rebel defense against attack. This building emits a powerful energy field that enhances the shields of all surrounding units and buildings. So powerful is this field that even units that normally do not have shields slowly develop them when within the shield generator's influence. The shield generator is able to either double a unit's maximum amount of shields, or it will add shields equal to half an unshielded unit's armor points. 1.3) Officers' Training Commanding Troops Welcome to the ranks of the most elite military in the known galaxy. As an officer of the Imperial Military, you will have an important task making the galaxy safe and prosperous for the billions of inhabitants. You will work under the watchful eye of Emperor Palpatine, always for the greater good of the worlds he holds in his benevolent hand. As an officer, you will have many different duties, but none is as important as that of commanding your troops and vehicles in battle against the enemies of the Empire. You will spend most of your career either in battle or preparing for battle. Knowing how to command your troops will make this task much easier and more pleasant. To know how to command your troops efficiently, you must become familiar with the Battlefield Holographic Control Interface. Using the Battlefield Holographic Control Interface We designed the Battlefield Holographic Control Interface (BHCI) to give you a clear, superior view of the battlefield. This feature affords a number of benefits. In keeping your distance from the front lines of battle, you avoid costly, perhaps even fatal, distractions. Such a broad view of the battlefield allows you to more accurately pinpoint weak spots in the enemy line and more rapidly assess dangerous situations. This interface even allows you to view the battlefield from the enemy's perspective to better estimate your best lines of attack. Viewing your own positions from the enemy's vantage point allows you to spot and reinforce vulnerable areas before a situation becomes critical. Your interface is equipped with both a keyboard and a mouse for moving the camera around the battlefield. Personal preference will determine which option works best for you. The camera moves forward and backward, tilts up and down, orbits right or left around its focal point, pans (spins in place), and zooms in and out. The camera's tracking feature allows you to lock onto one of your units, and thus better plan unit movements across difficult terrain. It provides a good view of the battlefield when you advance into enemy territory. Most camera movement options function even when attached to a unit, so you can scan for threats, as well. Moving Units The uninitiated tend to believe that only superior numbers and firepower make for victory, but such is not the case. What is critical is mobility. Finding your enemy's weak spots does you no good unless you can get there to strike; finding your own weak spots does you no good if you cannot get units there to shore them up. With that in mind, read over the following sections on troop and vehicle mobility. Using Carriers Our troop carriers do an excellent job of transporting stormtroopers to distant locations quickly and safely, but several other vehicles can serve the same purpose. It is easy to overlook the transport capacities of the AT-ST and AT-AT in the heat of battle. This capacity is arguably as important as their firepower and ability to cover difficult terrain. The AT-ST can carry two stormtroopers; the AT-AT can hold six. Thus, these vehicles, with a complement of stormtroopers, are ideal for overwhelming Rebel positions. And it guarantees your stormtroopers will arrive at their destinations at the same time as the vehicles. Too often, vehicles rush in and are destroyed or forced to obliterate the enemy position in self-defense as stormtroopers hurry there on foot. Employ these vehicles as both attacker and troop carrier to take over a Rebel position quickly and efficiently. The vehicles suppress enemy fire and provide cover for the stormtroopers, who need only run a short distance from the vehicle to effect a capture. Speeder bikes also have value in this capacity. Although they cannot attack, speeder bikes are the fastest way to transport stormtroopers from one point to another. Each speeder bike can carry two infantry units. Thus, six speeder bikes carrying two stormtroopers each can reach any enemy position quickly and efficiently. Your units can dismount, decimate the position, remount, and return to base before the enemy can summon reinforcements. Remember, you are only as mobile as your slowest unit. Counter this by using your larger vehicles as troop carriers to transport reinforcements and your speeder bikes to send your primary attack force of stormtroopers. Using Waypoints As you will learn in your BHCI training sessions, it takes only a simple click of the mouse to move your units anywhere on the battlefield. Select a unit, move the cursor to where you want the unit to move, and then right-click. Your infantry units are only as intelligent as their orders. Tell a group to move to a distant location, and it will rush there by the most direct route. Although moving troops and vehicles to another position this quickly can be vital, it usually makes more sense to send your units along a less direct route. Imagine the vehicle damage you might incur if a Rebel encampment lay between your units and their destination. Even a large force will not last long walking across an enemy camp. And if your units must set up to attack that encampment, you have lost a lot of strength-and all of your surprise. It is better then, to send your units slowly and painstakingly from point to point to skirt the enemy position. Better yet, use "waypoints," which allow you to plot your units' course and skirt rough terrain to avoid enemy units until they get into position. Once you set them up, waypoints will send your units along with no intervention on your part. To set your waypoints, right-click as you hold down the shift key. Move the pointer cursor and, still pressing the shift key, right-click again. A pair of waypoints will display on the BHCI. Your units will move to the first waypoint, and then immediately head for the next without any additional command. Although there is no limit to the number of waypoints you may create, you should limit those you assign a given unit to simply avoid confusion. The Command Point System While your rank as an officer is important in knowing your position in the Imperial Military, it is the earning of Command Points that will often determine your success or failure on the battlefield. Command Points, in effect, represent the confidence your superior officers have in you. The more Command Points you have, the more comfortable they are with allowing you to call additional troops and vehicles into battle. In short, the Command Points you earn by completing objectives, taking over enemy positions, and destroying enemy units determine your standing within the Imperial military: the more points, the more prestige. Command Points translate into the units you may command on the battlefield and the buildings you may order from the orbiting Star Destroyer. They represent your supply line and your reinforcements: enough Command Points can increase your power; too few, and you will stagnate. Earning Command Points Three approaches exist for earning Command Points on the battlefield. To succeed, you should employ them all. One way to earn Command Points is to destroy enemy units. The bounty roughly equals the difficulty you experience in doing so. Thus, killing a Rebel trooper nets you only a few Command Points, while destroying a Rebel tank will reap you enough to purchase several buildings or a large supplementary force. Another way to earn Command Points is to complete mission objectives. Naturally, accomplishing your primary goals is rewarded more generously than completing secondary ones. Finally, you may earn Command Points by capturing certain enemy-held structures. Most rewarding are supply bunkers and mines. Because such structures generate needed materiel, you receive a continual increase in Command Points once you possess them. By garrisoning several enemy-held structures with stormtroopers, you can amass a great many Command Points that continue to accumulate as the mission proceeds. Note that you are limited to 5,000 Command Points at any one time. If you accumulate more than that, the additional points are simply lost. Spending Command Points Command Points can work for you several ways. Use them wisely to aid you in battle and bring down experienced, battle-tested units, and you will rise in rank quickly, even to the coveted rank of Force Commander. First, you may spend Command Points to purchase stormtroopers, vehicles, and structures. The number of units you may command at one time is limited, but you may add buildings and turrets as you need or desire them, as long as you have the Command Points to do so. Next, you may use Command Points to upgrade your vehicles and increase their durability, speed, and rate of fire. You will get more out of the vehicles you have, and thus offset the limits placed on the number of units you may command. Finally, any Command Points left at the end of a mission remain until you begin your next one. Before the next mission starts, then, you may use these leftover Command Points to garrison the vehicles and stormtroopers you commanded earlier, to use later on. And because you will have access to an additional landing craft and Lambda class shuttles at the beginning of your next mission, you can fill both with these experienced units. In effect, then, you are using the Command Points you collected in one mission to purchase additional units and send them to the site of your next one. Once you begin a new mission, you lose any Command Points remaining from your previous one. Conclusion Having read the foregoing paragraphs, you should have a handle on how to use your BHCI, troop carriers, waypoints, and ways you may earn and spend Command Points. 1.4) Units Imperial Units "To understand exactly what you can accomplish in battle, you must be familiar with your units' capabilities. Although each unit has its strengths, each also has weaknesses your enemy can exploit, if permitted." AT-AA (All-Terrain Anti-Aircraft) AT-AT (All-Terrain-Armored Transport) AT-AT Barge AT-PT (All-Terrain Personal Transport) AT-ST (All-Terrain Scout Transport) Builder Shuttle Dewback Trooper Heavy Artillery Platform Landing Craft Mobile Artillery Probe Droid (Probot) Speeder Bike Tie Craft Tie Fighter Tie Bomber TR-MB (Tracked-Mobile Base) Stormtrooper Tydirium Ferry Shuttle TR-SD(Tracked-Shield-Disabler) Troop Carrier AT-AA (All-Terrain Anti-Aircraft) A fast-moving mobile anti-aircraft weapon that's the scourge of Rebel flying units. The AT-AA has a flak pod that sits on a walking shell. It's an indispensable unit used to protect units and structures from air attack. If any one Rebel unit matches a comparable Imperial one, it is the small, single-man fighter craft. Many Imperial vehicles cannot fire accurately on this unit- hence, the All Terrain Anti-Aircraft walker (AT-AA).This unit was designed specifically to deal with airborne threats, so include them in your force wherever you suspect the presence of a Rebel air force. Even the most sophisticated Rebel aircraft cannot withstand the powerful barrage of this vehicle's anti-air weaponry.Keep in mind two significant problems, however. First, this unit is fragile. A concerted attack by Rebel aircraft will destroy it. To prevent this, group your AT-AAs in pairs or threes for mutual support. Second, these units are vulnerable to ground-based enemies. The solution here is to use other units, particularly AT-STs and AT-PTs, to protect your AT-AAs from enemy infantry. AT-AT (All-Terrain-Armored Transport) The Galactic Empire's heaviest weapon, this four-legged behemoth is equipped with anti-armor guns, plus a chin gun which produces a powerful, concentrated burst of fire that can eliminate just about anything. Finally, its heavy feet spell doom to the unlucky enemy trooper caught underneath its heavy step. The pride of the Imperial military's ground forces is the massive All Terrain Armored Transport (AT-AT). These four-legged walkers tower over everything on the battlefield, including many structures. For sheer size, nothing in a mobile unit comes close; and given its sheer power, little can stand in its way. A single AT-AT walker can level a Rebel installation or destroy wave after wave of oncoming enemy vehicles. Each AT-AT can carry six stormtroopers safely into to the heart of battle.If the AT-AT has a weakness, it is its difficulty in hitting enemy infantry with its main weapon. It is also slow compared to other AT vehicles. These are small prices to pay for such power, however, and for the numbing fear its presence bestows on the enemy. Unlike the other AT vehicles, AT-AT walkers are designed almost solely for offensive maneuvers. It can aid in defense, but it is not designed to do so. Therefore, purchase it only if you plan a massive assault. AT-AT Barge A flying craft capable of carrying large units down to the planet from the bay of the Star Destroyer. An AT-AT barge lands on the battlefield, deploys the units, and quickly ascends back to orbit. AT-PT (All-Terrain Personal Transport) One of the most effective anti-infantry units, this walking armored vehicle is agile on the battlefield, but is vulnerable when attacked by anti-vehicle weapons. Paired with AT-STs, they make a deadly force.The All Terrain Personal Transport (AT-PT) is the smallest walker currently in use by the Imperial military. Not much of an attacker on its own, the AT-PT functions best as support. Enemies intent on destroying larger vehicles often overlook this small unit; this allows the AT-PT to carve up Rebel infantry while the enemy concentrates its fire elsewhere. Left on its own, it is no match for even a small group of Rebel ground troops. In a balanced force, however, a few AT-PTs can burn through Rebel ranks and prevent serious damage to your larger vehicles. Remember, though, these units are not particularly durable (although they can withstand more damage than a stormtrooper, dewback trooper, or speeder bike). They should rarely, if ever, form the mainstay of an attack group or defensive position. On the other hand, you should rarely attack or defend without employing these units to target and destroy enemy infantry. AT-ST (All-Terrain Scout Transport) This walking, medium-range, armored transport is deadliest when deployed in groups of other AT-STs, AT-PTs and AT-AAs. After the stormtrooper, the All Terrain Scout Transport (AT-ST) is the workhorse of the Imperial military. The AT-ST is quick, durable, capable of crossing difficult terrain carrying a pair of stormtroopers, and able to destroy Rebel vehicles and installations quickly. Sturdier than the AT-PT, a group of unsupported AT-STs can blunt an attack of Rebel vehicles or turn a Rebel base to rubble. With AT-PT support, there is little this dependable, versatile unit cannot accomplish.Its versatility comes at a price, however. The AT-ST does many things very well, but excels at none of them. Although mobile, it is not as fast as the AT-PT or speeder bike. Although capable of transporting troops to the front, it carries fewer than the troop carrier or AT-AT. Still, this jack-of-all-trades can come in handy in any battlefield situation. It is perfect for attacking the enemy and suppressing enemy fire as your troopers take over. It serves equally well at home defending against enemy incursions. As soon as you can purchase these vehicles, do so. Any attack-and-defense force should include a healthy contingent of AT-STs, a marvel of Imperial military design. Builder Shuttle The way that buildings are brought down to a planet from orbit. The builder shuttle descends from space and drops off completely manufactured buildings. Dewback Trooper This heavy infantry unit is capable of firing anti-infantry bursts at enemy units. It can only be used on arid, desert planets and can carry a maximum of one stormtrooper.Dewback-mounted troopers are not much faster than an unmounted stormtrooper, and far slower than a speeder bike. Thus, the main advantage to employing this large desert lizard lies in the ability it affords a trooper to attack from a mounted position.Dewback troopers are excellent for protecting your installations from attack by enemy infantry. Their mounted gun can rip through Rebel ranks, and the dewback itself can sustain more damage than an individual trooper. You may use these units to attack enemy positions, but their slow speed makes coordinating such an attack somewhat difficult. Unless you can purchase faster vehicles, such as speeder bikes, keep this unit at your own base and use it defensively. Heavy Artillery Platform An upgraded mobile artillery piece, this hovering platform carries a large weapon capable of raining down destruction on a Rebel base. A hit from the heavy artillery platform can severely damage all units within its blast radius, making it a hazard to both Imperials and Rebels. Landing Craft A modified Lambda-class shuttle capable of carrying troops and medium armor weapons, such as the AT-PT and mobile artillery platform, to the battlefield. Mobile Artillery Once this hovering platform is deployed, it becomes a medium-range artillery launcher capable of firing deadly bursts of energy in a parabolic arc. Blasts from any artillery unit can affect both friendly and enemy units, so always deploy them wisely. Probe Droid (Probot) The chief detector of the Imperial forces, this automaton drops from the sky like a meteor to investigate planets. However, probots are very fragile, and are easily destroyed by even the weakest of enemies. Speeder Bike This anti-infantry weapon is one of the fastest units on the battlefield. Used mainly as a scouting unit, its main weakness is a lack of armored protection for the rider. TIE Craft The Imperial Military takes a lot of pride in its small, one-man fighter crafts. The largest drawback to both of these units is their relative fragility. Both the TIE Bomber and especially the TIE Fighter are not designed to take much punishment. The TIE Fighter's agility should keep it fairly safe, while the TIE Bombers rely on the escort of the TIE Fighters to avoid damage. When using these units, attack with large groups or destroy any Rebel antiaircraft turrets and units before bringing in the TIE craft. Tie Fighter The workhorse of the Imperial space fleet, this little powerhouse is designed for strafing runs and anti-armor strikes. Although not designed for effective operation inside an atmosphere, they are employed as scouts and are deadly against units with no air protection. The TIE Fighter is a marvel of engineering, combining speed, maneuverability, and raw power in one compact package. They rely on their incredible agility to avoid damage. TIE Fighters are capable of battle both in space and in an atmosphere, making them versatile as well as dependable and powerful. Tie Bomber The big brother of the TIE Fighter is the TIE Bomber. A twin-ion engine craft designed to knock out enemy ground units with high-yield bombs that must be reloaded at a landing platform between missions. This unit is very powerful offensively, but is generally fragile and defenseless against other flying units. Much larger, and proportionally slower, the TIE Bomber is not designed to hold its own in a straight fight. Its job is to deliver massive payloads of powerful bombs to the enemy position, a job that the TIE Bomber is nearly perfectly suited for. It is slow and vulnerable on its own, but with support from TIE Fighters, the TIE Bomber can cause incredible devastation. TR-MB (Tracked-Mobile Base) An Imperial prototype designed to transport a command center commander into the midst of a conflict. The TR-MB does not possess any weapons but can summon mobile units to its location away from the command center. Stormtrooper These soldiers (also known as scout troopers, snowtroopers or sandtroopers) carry blaster rifles that have the secondary ability to stun other infantry units, rendering them immobile for future capture and interrogation.Some battlefield commanders make the critical mistake of overlooking stormtroopers in their quest for faster, more powerful units. This is a mistake. Stormtroopers are among your most effective units, combining good firepower and versatility in one inexpensive package. Admittedly, a lone stormtrooper cannot withstand much abuse, but a large group can bring a lot of firepower at once to any given location. And because stormtroopers are difficult for enemy vehicles to target and hit, they have a good chance of surviving.Use stormtroopers for quick strikes against an enemy position, particularly if you wish to capture and garrison it. Stormtroopers are slightly more effective than their Rebel counterparts inside buildings- far more so, when you factor in their ability to stun enemies and end the conflict immediately. Stormtroopers also are useful for garrisoning your own buildings and preventing capture by Rebel agents. Speeder bike-mounted stormtroopers can reach distant enemy locations to take them over quickly. Tydirium Ferry Shuttle An unarmed flying troop transport, the ferry shuttle can land almost anywhere and transport up to six stormtroopers to their destination without having to worry about difficult terrain. TR-SD (Tracked-Shield-Disabler) A single-purpose vehicle whose function is to eliminate the shield protection of Rebel units (like the attack tank), and buildings (such as the shield generator). This unit also has a secondary ion cannon, which allows it to disable unshielded vehicles, rendering them immobile. Troop Carrier This agile, wheeled troop transport has a top-mounted, anti-vehicle gun, and can hold up to six stormtroopers. Rebel Units "Just as vital as knowing your units' capabilities is understanding those of Rebel units. Familiarity with their strengths and limitations allows you to attack efficiently, destroy quickly, and preserve your units' strength." Rebel Trooper Heavy Trooper Infiltrator Swoops Tanks Air Units Air speeders Y-Wings Rebel Trooper The Rebel trooper compares best to an unarmored stormtrooper, but it is far weaker. Although the weaponry is similar, the average Rebel trooper lacks our troops' training and battlefield experience.Do not let this lull you into complacency, however. Rebel troopers in large groups can pose a serious threat. Although they are less capable than our troops within the confines of a structure, they are nonetheless capable of creating problems for our larger vehicles; their small size and agility makes them difficult to hit.When attacking, the AT-PT affords you the best way to eliminate Rebel troopers. When you must defend, rely on both AT-PTs and anti-infantry turrets. Heavy Trooper Rebel heavy troopers are another story. With their powerful weaponry, these units can be a significant nuisance, particularly in large numbers. Like basic Rebel troopers, heavy troopers are difficult for our larger vehicles to target and destroy. These units' heavy weaponry can inflict significant damage to our machinery. A single heavy trooper makes an even match for a single AT-PT; a straight fight between the two often goes to the heavy trooper.Rely on your stormtroopers when you confront these enemies. Because they are geared to attack vehicles, they find it difficult to target stormtroopers effectively. Your attacking stormtroopers not actively engaged in taking over enemy structures should hunt down and eliminate these units as quickly as possible. This is an excellent reason to take over Rebel anti-infantry turrets: turn them against Rebel heavy troopers. At your own installations, rely on your own anti-infantry turrets, supported by stormtroopers and AT-PTs. Infiltrator Without question, the most insidious Rebel infantry unit is the Infiltrator. This unit will latch onto an Imperial vehicle, enter it, kill the pilot, and take over.This capability can pose a serious problem, especially when infiltrators capture some of our larger and more powerful battlefield equipment. Infiltrators are trained especially for this mission and are equipped to take over any of Imperial units they can reach. Naturally, you must be on guard against them.Vigilance is the best defense against Rebel infiltrators. Because your net of anti-infantry turrets should cut them down before they can reach defensive units, you will encounter infiltrators most when you attack. Use supporting AT-PTs and stormtroopers to keep infiltrators away from your main attack vehicles, making them primary targets. Although Rebel heavy troopers certainly can inflict tremendous damage, nothing can blunt your attack faster than your own vehicles turned against you. Spare no expense to eliminate these units before anything else. Swoops Like our speeder bikes, swoops provide Rebels a quick, efficient means for bringing their troops into position to attack. And as with our speeder bikes, swoop-mounted Rebel units must dismount to attack.You will encounter these units most often during Rebel attacks on your base. An effective set of anti-vehicle turrets (to destroy the swoops before the Rebel troopers dismount) and anti-infantry turrets (to kill the unmounted troopers) should prevent these units from inflicting much damage. Just be aware that they are remarkably fast and can attack without warning. Tanks Unlike our own military, which relies on mobile, agile walker units, the Rebel military employs more traditional tanks. These are protected by both armor and shields that begin recharging the moment they take damage. Thus, these units can be difficult to destroy. The reliance on shields in lieu of additional armor also makes Rebel tanks relatively light and fast and they can strike and move away quickly.Meet Rebel tanks with force. AT-ATs and AT-STs, particularly in groups, can drive through a contingent of Rebel tanks quickly. A few solid hits will destroy the tanks' shielding and expose their feeble armor.When defending, a net of antivehicle turrets will make short work of oncoming tanks, particularly if AT-STs back them up. Air Units If the Rebel military has a true strength, it is in their small air- and spacecraft. Rebel tanks are often older and in poor repair, their troops untrained and without standard equipment. Even their capital ships show signs of neglect. But their fighter craft are always kept in top working condition. If the Rebels are to show significant resistance to us, it will usually be because of the presence of a good number of Rebel aircraft. Air speeders Rebel airspeeders are a two-man craft frequently seen in planetary battles. Generally, one of the occupants pilots the craft while the other controls the airspeeder's weaponry. These craft are not capable of flight without an atmosphere, and in fact have a relatively low ceiling for how high they can travel in an atmosphere. These craft are small and maneuverable, and come with shields, making them tough to destroy. Y-Wings Rebel Y-Wing starfighters are a single-occupant craft. These form the backbone of the Rebel air/space arm. Capable of operation both in an atmosphere and in space, the Y-Wing is a powerful craft suffering mainly from a low top speed. While slow and not very agile in flight, the Y-Wing has powerful shields and thick armor, allowing it to take a beating.While these two types of craft are quite different, your defenses against them will be quite similar. Any time you suspect that the Rebels may have an airfield, any attacking group you create should include AT-AAs. Additionally, until you can create antiaircraft turrets at your own base, ring your perimeter with stormtroopers to fend off the Rebel air attack. 1.5) Characters Brenn & Dellis Tantor Brenn and Dellis Tantor were born in a small village on Garos IV, an idyllic world that had been afflicted by a bloody civil war. Under the Emperor's New Order, the Empire brought an end to the conflict and installed a government designed to maintain peace on the planet. The boys' own father joined the Imperial military as a transport pilot and taught his sons to respect the stormtroopers who protected Garos IV.Unfortunately, a small underground resistance movement formed on Garos IV. Imperial and anarchist factions clashed with increasing regularity, and eventually the Tantors' own village was caught in the crossfire. When their homestead was destroyed in an explosion, the brothers were buried beneath the rubble. Brenn regained consciousness as a stormtrooper pulled him and Dellis from the wreckage. Brenn and Dellis vowed to join the Imperial military in the hopes of becoming stormtroopers. Brenn traveled to the Imperial Academy immediately; Dellis followed him a year later. Soon after, their father undertook a dangerous mission to deliver medical supplies to the planet Graal'diin. His transport was caught in Rebel attack and he was slain, but his sons continued to pursue their dream. While at the Academy, Brenn focused all of his energies on combat training and developed a keen tactical mind. Dellis, in contrast, proved far more intellectual and specialized in the computer sciences, encryption, security systems, and communications. Both Brenn and Dellis petitioned for active stormtrooper duty, only to have their requests rejected. Their superiors explained that the stormtrooper selection process was controlled by "higher powers" within the Imperial ranks. General Malcor Brashin A career military man, Malcor Brashin entered the Academy as a very early age. Although his superiors did not consider him particularly ambitious, Brashin was viewed as competent and intelligent. Brashin would have probably remained an unspectacular Imperial officer if not for a tragic and defining moment in his life: while he was away from home on military maneuvers, Brashin's wife and daughter were murdered by Rodian thieves. The loss of his family transformed Brashin and he became one of the New Order's most outspoken zealots. He drove his forces mercilessly in the hopes of stopping the lawlessness and misery caused by "unchecked anarchists and aliens." With numerous military victories to his credit, Brashin has become one of the most respected - and feared - generals in the Imperial Army. General Taskeen Unlike many Rebel officers, Tyr Taskeen did not attend the Academy nor was he ever a member of the Imperial military machine. After earning an education on Alderaan, Taskeen left home to start his own business. He honed his piloting and negotiation skills as a freelance starship dealer, selling advanced vehicles to spaceports and wealthy individuals throughout the galaxy. His business grew quickly and he became a very wealthy man. Although he and his employees had occasional run-ins with the Hutts and pirates, Taskeen continued to profit until the Emperor's New Order took hold of the galaxy. The Empire nationalized Taskeen's company, taking control of his wealth and facilities. Many of his alien employees were also taken into slavery. Enraged, Taskeen returned to Alderaan and joined the nascent Rebellion. Using his knowledge of the Outer Rim, he led many early Rebels to safe havens far from the Core. He also secured supplies and vehicles from former contacts sympathetic to the Rebellion. In recognition of all he had done for the Rebellion, Taskeen was continually promoted, until finally attaining the rank of General. Even among the dedicated Rebels, Taskeen is considered exceptionally driven and passionate; he would do virtually anything to ensure that the Alliance topples the Empire. Captain Beri Tulon Beri Tulon is descended from a long line of military officers. In fact, according to family legends, Tulon's ancestors fought alongside Empress Teta in the Great Hyperspace War. Beri himself never questioned his future and entered the Academy as soon as possible. Tulon truly enjoyed the camaraderie of the Imperial Army and he excelled at following orders. Like his ancestors, he eventually became an officer. As an officer, Tulon made every attempt to earn the friendship and respect of his troops. Because of this, Tulon was derided by his peers and chastised by his superiors, but the end results were phenomenal: Tulon's troops seemed to fight harder and live longer. Unfortunately, one of his jealous commanding officers conspired to have Tulon killed. He sent Tulon and his troops to Khomm for a "routine recon mission." The unit expected a short vacation on the relatively peaceful world, but instead found a group of Barabel mercenaries waiting. The Imperials were slaughtered, and only Tulon and a handful of soldiers escaped. Tulon quickly uncovered the treachery and had his superior officer executed, but the deaths on Khomm weighed heavily on the captain. He requested that he be allowed to train fellow officers rather than serve as an active commander. Because of his sterling record, Tulon's wish was granted and he is now one of the Empire's most decorated instructors. 1.6) Mission Briefings "Every Imperial Army Officer is expected to be able to survive in the field along with the men under his command, and to gain their respect by doing so. There is no room for students who have taken the army life in hopes of a cushy career." Excerpt from "The Imperial Army - A Guide to Army Training for New Recruits" Mission:1 Name: Desert Training Objective: Follow Captain Tulon's Orders, Dellis Must Live Resources: Zeta Squadron The first three missions are training missions that take place on the planet Tatooine. They will teach you how to operate the Battlefield Holographic Control Interface (BHCI) and allow you to control the movements of some troopers. Overall, play with the controls as much as you can. The hardest thing about becoming an expert at the BHCI is learning how to control the camera instinctively. You won't have time elsewhere. In this first mission, you learn camera controls and how to move your units from place to place. Things heat up, however, when you become the spearhead in a search for two renegade droids. Hint: Follow the tracks. Mission: 2 Name: Desert Training 2 Objective: Follow Captain Tulon's Orders, Dellis Must Live Resources: Zeta Squadron Training continues, as you become familiar with controlling your units in combat. Once again, make sure to practice with the camera controls when you can. In this mission, your continuing search for the errant droids leads you past dangerous Tusken Raiders to a huge Jawa Sandcrawler. Tip: Keep your forces together to better fight off the Tusken Raiders. Mission: 3 Name: Desert Training 3 Objective: Follow Captain Tulon's Orders, Dellis Must Live. Resources: Zeta Squadron In this final training mission, you will learn how to summon reinforcements and how to build an imperial base. However, the droids have still evaded the empire's grasp, and you are ordered to follow a lead deep into the desert to the dwelling of a mysterious desert hermit named Ben Kenobi... Tip: Kenobi's house is located on the north side of the map. Mission: 4 Name: Assault on Ruul Objective: Capture the computer complex. Get Dellis inside the computer complex, Dellis must survive. Resources: Probot, AT-STs, AT-PTs, Transports, Speederbikes, Stormtroopers, Dellis. This is your first mission without the safety net of Captain Tulon. It is also one of the hardest missions to use the BHCI in, given the confined quarters of the canyon you find yourself in. Take your time and reinforce your base before venturing forth to complete your objectives. Remember to take over rebel buildings when you see them, instead of destroying them. Not only will this give you a flow of extra command points, but also it's easier to invade a rebel turret than obliterate it. Mission: 5 Name: Assault on Ruul 2 Objective: Establish a continuous line of beacons connecting the computer complex to the communications tower. Dellis Must Survive. Resources: Probot, AT-STs, AT-PTs, Transports, AT-AAs, Speederbikes, Stormtroopers, Dellis. Your battles on Ruul continue in this mission, where you have to place a line of beacons across the map while defending yourself from Rebel attack. Once again, prepare your base for sneak attacks before sending out units to destroy or capture enemy units and buildings. Dellis is very important in this operation, as it is his ability to lay beacons that makes this mission possible, so protect him well! Hint: The straight path is probably not the best way to go when laying beacons. Mission: 6 Name: Crisis on Sarapin Objective: Garrison all energy collection facilities. Dellis must survive. Resources: Probot, Dewback Riders, AT-STs, AT-PTs, Transports, AT-AAs, Speederbikes, Stormtroopers, Dellis. Welcome to the planet Sarapin, where the magma is free for all! This is a lengthy mission that takes you over some of the most hellish terrain in the galaxy. Really concentrate on defense while building up a sizable force, as the rebels have sunk their roots deep into this hot world. Remember, lava can kill your units if they walk or drive on the ground, but hover units, such as speeder bikes and probots aren't subject to that limitation. Hint: Take care of your enemy before occupying the collectors. Also, remember that when you occupy an enemy command center, you can then summon reinforcements to that location as if it were your own base. Mission: 7 Name: Crisis on Sarapin 2 Objective: Capture the drilling platform. Get Dellis into the drilling platform. Dellis must survive. Resources: Probot, Dewback Riders, AT-STs, AT-PTs, Mobile Artillery, Transports, AT-AAs, TIE Fighters, Speederbikes, Stormtroopers, Dellis. This is your first timed mission. The rebels have set up a drilling platform on full, and soon it will burrow to the planet's molten core, causing a massive explosion that will tear asunder the entire planet surface. To succeed, you should once again spend some time reinforcing your base before sending a convoy with Dellis up to the platform in the middle of the map. You are now able to summon TIE fighters as reinforcements. Although pretty frail, they make excellent scouts and are deadly against unprotected targets, like lone artillery or attack tanks. Remember to give your convoy lots of anti-air protection, as well. Those rebel airspeeders can be a big nuisance. Mission: 8 Name: The Trap at Yavin IV Objective: Neutralize any rebels on Yavin IV. Capture the Pyramid. Resources: Probot, Dewback Riders, AT-STs, AT-PTs, Mobile Artillery, TR-SD, Transports, AT-AAs, TIE Fighters, Speederbikes, Stormtroopers. Watch out, it's a trap! Rebels are hiding in the hills like Rodian Cockroaches in a greasy cantina, waiting for you to look away so they can strike! Use the canyons surrounding your base for defense by creating choke points. A good way to do this is to line up some AT-STs or some Mobile Artillery by a narrow pass to create a kill zone. Watch out for the Mobile Artillery, however. Their blasts can kill your units just as easily as your enemy's. Another unit you have available in this mission is the TR-SD, which takes out Rebel shields in a snap. Once bereft of their shields, the TR-SD can then use its disable ability to freeze the unit so the rest of your forces can clean it up without danger to themselves. Mission: 9 Name: The Battle of Hoth Objective: Destroy the shield generator. Capture the Rebel Hangar Bay. Get Darth Vader into the Rebel Hangar Bay. Darth Vader must survive. Resources: Probot, AT-STs, AT-PTs, AT-ATs, Transports, AT-AAs, Speederbikes, Stormtroopers. Darth Vader Talk about pressure! Lord Vader is sitting in a Star Destroyer, waiting for you to disable the Rebel shield generator so he can come down and teach that pesky Skywalker a lesson about the Dark Side. Although this mission isn't timed, if you delay too long, Vader will strip command from you, so keep on task! You don't get any reinforcements, so try to get to your goals as quickly as possible. Try to keep all of your units undamaged by grouping all of your units closely and destroying enemy units quickly with the liberal use of your AT-AT's chin guns. You can also use your Probot's extended sensory ability to see your enemies coming well before they know you're there. Finally, Darth comes down with a squad of stormtroopers right after you destroy the shield generator, so make sure the battleground is clear before you summon him. Mission: 10 Name: Surprise at Endor Objective: Scout locations for a possible shield generator base. Resources: AT-STs, Speederbikes, Stormtroopers. A familiar story for the Empire. You acquire some perfectly good land, but end up having to battle all the indigenous life for miles in order to keep your claim. Well, no matter, your AT-STs and speederbikes are more than a match for these primitive rodents. Remember that your stormtroopers can kill flying units, so keep them close together to defend against aerial attacks. One final thing: watch out for traps. A falling tree can really ruin an AT-ST's day. Mission: 11 Name: The Massacre on Abridon Objective: Retake the Imperial base from the Rebels. Capture the Abridon Government Center. Clear Rebel forces from the Government garden area. Resources: Probot, AT-STs, AT-PTs, Mobile Artillery, TR-SD, Transports, AT-AAs, TIE Fighters, TIE bombers, Tyderium Shuttle, Speederbikes, Stormtroopers. The planet Abridon has defected over to the rebel side, and it's up to you to reaffirm their loyalties to the Empire! Because of the vast array of forces deployed against you, the first thing you might want to do is retake the captured Imperial Command Center, so that you can call down more reinforcements. Once that is done, use TIE fighters and TIE bombers to scout the terrain and find where your opposition is lying in wait. Move slowly and decimate everything in your way. Mission: 12 Name: The Massacre on Abridon 2 Objective: Capture the 5 rebel dignitaries. Hold dignitaries in prison platform until the prison ship leaves. Resources: Probot, AT-STs, AT-PTs, Mobile Artillery, TR-SD, Transports, Heavy Artillery, AT-AAs, TIE Fighters, TIE bombers, Tyderium Shuttle, Speederbikes, Stormtroopers. This mission is going to be difficult. In the last mission, you stirred the Rebels up like a room full of divviks, and now they're calling for your blood. Luckily, you now have access to both heavy and fixed artillery, so you can bomb them from a good distance away. Unfortunately, there are those annoying dignitaries you are supposed to capture, which will die the instant one of your artillery barrages or TIE bomber runs gets close to them. What to do? Once again, defend your base, take it slow, and use your AT-ATs and TR-SDs to full effect, which includes using your AT-ATs as troop carriers for captured dignitaries. Mission: 13 Name: The Massacre on Abridon 3 Objective: Destroy the Rebel Base. TR-MB must survive. Resources: Probot, AT-STs, AT-PTs, Mobile Artillery, TR-SD, TR-MB, Transports, Heavy Artillery, AT-AAs, TIE Fighters, TIE bombers, Tyderium Shuttle, Speederbikes, Stormtroopers. This mission seems straight forward, find the rebel base and blow it up. However, things go awry when an AT-AT commander turns traitor and forces you to chase him down and destroy his AT-AT before he can defect to the other side. Luckily, you now have the TR-MB, a mobile command center, to help you out. With this vehicle, you can set down units (no buildings, though!) anywhere it happens to go. Remember, however, to only summon big units once you are out of the twisty hill roads, otherwise, they might have difficulty getting where you want to go quickly. Mission: 14 Name: Escape From Kalaan Objective: Get Brenn inside the TR-MB. Get the TR-MB to the Rebel evacuation point. Free Luke Skywalker from the Imperial command center. Get Luke Skywalker to the Rebel destination point. Resources: Stormtroopers, TR-MB, Brenn, Luke Skywalker, Kalaanite rebels. This is the first Rebel mission, but don't expect it to be easy. You have to escape from prison, convert some stormtroopers to your side, free Luke Skywalker from an Imperial command center, steal a valuable piece of equipment (that, incidentally, has no offensive weaponry on it) and get the heck off the planet! If you want to succeed, you'll have to be sneaky. An alarm will sound if you fire at anything, or move the TR-MB, but it won't sound if you take over buildings or turrets. Finally, you can use Luke's force powers to check out the surrounding area, making sure you don't step into a trap! Mission: 15 Name: Return To Ruul Objective: Rescue Beri Tulon from the Imperial forces before they get to the prison. Get Beri Tulon to the evacuation area. TR-MB must survive. Resources: Trooper, Heavy Trooper, Hover Transport, TR-MB, Ruulian rebels. Welcome back to Ruul, the newest prison colony in the Empire. You'll land here without much but your TR-MB and a very limited selection of Rebel troops, so, once again, stealth will be your friend. In this mission, you'll be trying to intercept Beri Tulon as he's being taken from a holding facility to an actual prison. He's heavily guarded, so you might want to find the Ruulian rebels before taking the guarding units out. Finally, remember that heavy troopers carry anti-vehicle weapons, so, if you use them against infantry, remember to use their grenades instead of their guns. Mission: 16 Name: Return to Ruul 2 Objective: Capture the computer complex. Get Beri Tulon into the computer complex. The TR-MB must survive. Resources: Trooper, Heavy Trooper, Hover Transport, TR-MB, Medical Droid. Guerrilla. In this mission, you'll be trying to get some top-secret information from the Empire. Outnumbered once again, you can find help in the form of Ruulian Guerillas, stolen Imperial walkers and stolen Imperial speederbikes. Make sure to take over the Imperial command centers you pass by, or they'll cause you trouble, later. Try going around the northern portion of the map to avoid trouble. Mission: 17 Name: The Walker Gambit Objective: Capture at least 1 AT-AT. Get at least one AT-AT back to the Rebel Base. Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, TR-MB, Medical Droid, Swoop Bike, Y-Wing. This mission introduces you to the Rebel infiltrator. This unit is able to take over Imperial AT-ATs and AT-STs to use for your own purposes. Note: It can take up to 4 infiltrators to take over an enemy unit, so have plenty. One good strategy in this level is to use your Y-wing's disable ability to freeze an AT-AT before you infiltrate it, so take out any anti-air turrets you may come across while scouting out the area. Mission: 18 Name: The Walker Gambit 2 Objective: Capture the Ion Cannon. Get Beri Tulon inside the Ion Cannon. At least one captured AT-AT must survive. Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, TR-MB, Medical Droid, Repair Droid, Swoop Bike, Y-Wing. This level is fairly straight forward, and a liberal use of Y-wings bombing and disabling might clear a path that a quick convoy can rush through to get to the ion cannon. Remember that repair droids can fix your captured AT-ATs when they get damaged, but it costs command points to do so... Mission: 19 Name: Redemption at Abridon Objective: Retake the government center. Destroy or capture the North West Imperial base. Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, Hover Tank, Attack Tank, TR-MB, Medical Droid, Repair Droid, Swoop Bike, Airspeeder, Y-Wing. In this level, you'll eventually traverse almost every inch of the map to accomplish your goals. To help you, you now have the Rebel Attack Tank, whose secondary ability, the proton missile, can be launched from nearly half way across the map to strike at enemy units. Use these to safely take out turrets before rushing in to capture enemy bases. A good method to do this is to group all the tanks together and use the "F" and "T" keys to change the group leader and prime his missile for launch. An experienced player can use this method to send an almost constant stream of missiles at a single target until it is destroyed. Mission: 20 Name: Redemption at Abridon 2 Objective: Capture the shipyard. TR-MB, 4 pilots and 4 A-Wings must survive. Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, Hover Tank, Attack Tank, Scanner Jammer, TR-MB, Medical Droid, Repair Droid, Swoop Bike, Airspeeder, Y-Wing. Stealth is once again your friend when you start this mission. The secret to success is to find a path through your enemies to reach the shipyard. Luckily, you now have the best scout in the game, the scanner jammer unit. Not only does this unit cloak your forces from being detected by radar, but also their secondary ability allows you to spot sections of the map without having to be near them. Using this unit, in conjunction with some well-placed tank shots will help you clear a path through the Imperial forces to win through to your goal. Mission: 21 Name: The Alliance Strikes Back Objective: Capture the shield bunker. Get Han Solo inside the shield bunker. Luke Skywalker, Han Solo, Princess Leia, Chewbacca, R2D2, C3PO, and the shuttle "Tyderium" must survive. Trooper, Heavy Trooper, Infiltrator, Hover Tank, Attack Tank, Medical Droid, Repair Droid, Torpedo Launchers, Han, Chewie, Luke, Leia, R2, C3PO, Ewoks. You are on Endor again, surrounded by rabid ewoks and bloodthirsty Imperials. But this time, you have Luke Skywalker and Co.! Use Leia and C3PO to convert the ewok forces over to your side, use your infiltrators and Chewie to grab the lone AT-STs hanging out in the jungle, and use Luke's force abilities to see far away terrain. Gather all the forces you can, avoid the highly guarded pass to the West, and strike! Mission: 22 Name: The Siege of Coruscant Objective: Capture the Imperial Command Center. Neutralize all four Imperial Sensor Buildings. Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, Hover Tank, Attack Tank, Torpedo Launchers, Scanner Jammer, TR-MB, Medical Droid, Repair Droid, Swoop Bike, Airspeeder, Y-Wing. This mission starts out fairly simple. Grab some antennas and an Imperial command center. However, holding on to what you've gained is going to be very tough! The command center is right in the middle of the map, completely exposed to attack from any direction. It'll be a fight just to stay alive. Remember to fully staff your turrets, antennas and command center with troopers or infiltrators so you can fight off invasion. Once you've established a sturdy base, use the giant pipes to hide behind while you use your torpedo launchers to pound your foes into submission. Mission: 23 Name: The Siege of Coruscant 2 Objective: Destroy City Gate. Remove all the buildings from Imperial Control. At least half of the buildings must survive. Neutralize all Imperial opposition. Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, Hover Tank, Attack Tank, Torpedo Launchers, Scanner Jammer, TR-MB, Medical Droid, Repair Droid, Swoop Bike, Airspeeder, Y-Wing. Finally, no more need to sneak around! The Rebels have landed and they've come to kick some Imperial butt! Your base starts right out of range of the Imperial fixed artillery, but one step closer and any enemy unit that sees you will call down a hail of artillery fire. So, be patient, wait until any AT-AT gets in range and commandeer it with infiltrators. Use airspeeders to scout out the walls and use attack tanks to take out turrets. Then make your way in and clean up! Mission: 24 Name: The Siege of Coruscant 3 Objective: Capture the Imperial Palace Resources: Trooper, Heavy Trooper, Infiltrator, Hover Transport, Hover Tank, Attack Tank, Torpedo Launchers, Scanner Jammer, TR-MB, Medical Droid, Repair Droid, Swoop Bike, Airspeeder, Y-Wing. This will be a fight to the finish, and you'll have to use every tactic you've developed to win this one. First, defend, defend, defend. Then, attack, attack, attack. In the end, if you're patient and strong enough, you will come out victorious! Long live the New Republic! 1.7) Cheat mode Note: The v1.1 patch is required for this code. Start a new game and enter "TheGalaxyIsYours" as a case-sensitive name in the New Player slot. When choosing your new player you must double-click on the name, and not click on the blue arrow. Then while playing a game, enter one of the following codes to activate the corresponding cheat function: RESULT CHEAT CODE 500 more command points M 500 less command points [Ctrl] + M 999999 life for unit [Keypad Asterisk] Win current mission [Ctrl] + W View all active units [Note 2] [Ctrl] + 8 View all units [Note 2] [Ctrl] + [Shift] + 8 Remove fog of war [Note 2] [Ctrl] + 9 Order any unit regardless of command points [Note 3] [Shift] + M Spawn units without drop ship [Note 1] 0 Note 1: Activate the code, then press [Up] or [Down] to select a unit. Press [Left] to spawn desired unit. Press [Shift] + [Up] or [Shift] + [Down] to change team of the spawned unit. Note 2: Do this only after you have enabled the "spawn units without a drop ship" cheat. Note 3: This code also adds 500 command points to your total. Level Select Note: The v1.1 patch is required for this code. Start a new game and enter "TheWorldIsYours" as a case-sensitive name in the New Player slot. When choosing your new player you must double-click on the name, and not click on the blue arrow. Double Unit If a unit carrier gets destroyed, remove the unit at the same time it explodes. If done correctly, that unit will be doubled. Hints Faster patient walking Click on "Release Patient" when an Imperial vehicle is being healed on the repair bay. It will walk away faster. Hitting air units from the ground Ground units cannot normally hit air units. However, an AT-AT's chin gun can hit an enemy air unit. Pod Racer appearance Complete the second objective in the third training mission (destroy the buildings at the Jawa camp) and two Pod Racers will start racing around.
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