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    Consortium Unit FAQ by PenguinOwl222

    Version: 1.01 | Updated: 07/26/09 | Search Guide | Bookmark Guide

    /                                                                   /
    / Star Wars: Empire at War Forces of Corruption Consortium Unit FAQ /
    /                                                                   /
    Version History
    Version 1.00 - Finished all units.
    Version 1.01 - More sites hosting the guide, additional info.
    /                       1. Table of Contents                 (TBLCO)/
    To jump to a specific unit, press ctrl-f and type the code next to 
    the boss' name. Be sure to include the parenthesis.
    1. Table of Contents------------------------------------------(TBLCO)
    2. Introduction-----------------------------------------------(INTRO)
    3. Space Units------------------------------------------------(SPAUN)
        I.Space Unit Format---------------------------------------(SFORM)
        III.Skipray Blastboat-------------------------------------(SKIPY)
        IV.Crusader Gunship---------------------------------------(CRUSR)
        V.Interceptor IV------------------------------------------(INTIV)
    4. Space Heros------------------------------------------------(SPAHE)
        I.Bossk (Hound's Tooth)-----------------------------------(BOSHT)
        II.IG-88 (IG-2000)----------------------------------------(IG200)
        III.Tyber Zann (Merciless)--------------------------------(TZMER)
    5. Ground Units-----------------------------------------------(GROUT)
        I.Ground Unit Format--------------------------------------(GFORM)
        III.Mercenary Assault Squad-------------------------------(MERAS)
        VI.Ewok Handler-------------------------------------------(EWOKH)
        VII.Destroyer Droid Mk II---------------------------------(DDMK2)
        VIII.F9-TZ Cloaking Transport-----------------------------(F9TZT)
        IX.Missile Attack Launcher--------------------------------(MIALA)
        X.MZ-8 Mobile Pulse Cannon--------------------------------(MZ8PC)
        XI.Canderous Assault Tank---------------------------------(CANAT)
        XII.Consortium Mobile Defense Unit------------------------(CMMDU)
    6. Ground Heros-----------------------------------------------(GROHE)
        I.Tyber Zann----------------------------------------------(TYBZA)
        II.Urai Fenn----------------------------------------------(URAIF)
    7. Frequently Asked Questions---------------------------------(FAQS!)
    8. Credits----------------------------------------------------(CREDS)
    9. Contact Information----------------------------------------(CINFO)
    10. Copyright Information-------------------------------------(COPYI)
    /                         Introduction                       (INTRO)/
    Hello! I'm PenguinOwl222, and this is my Consortium Unit FAQ for Star
    Wars: Empire at War Forces of Corruption. This is my second guide, my
    first being the Star Wars: The Force Unleashed Boss FAQ. This guide 
    is for those wanting a FAQ on all Consortium units, different 
    strategies, ect. 
    I was very surprised to see that not only was there a lack of a 
    Consortium Unit guide for this game, but there wasn't a single FAQ 
    for the entire game. That is what inspired me to write this guide.
    The Zann Consortium is generally considered to be the strongest 
    playable faction in the game. I agree with this, as they have some 
    very powerful units at their disposal, not to mention 2 different 
    capital ships, double that of the Rebels or Empire. So, let's get 
    into the units!
    /                         Space Units                        (SPAUN)/
    /                              Format                        (SFORM)/
    This is the format I'll use to describe all the space units, 
    including space Heros.
    Name: Self-Explanitory
    Class: Is this unit a fighter, corvette, frigate, or Capital Ship?
    Supply: How much supply this unit takes up.
    Cost: How many credits you have to dish out for it in skirmish mode.
    Hard Points:What hard points this unit has (if any).
    Abilities: What abilities the unit has, and what they do.
    Strong: What it's strong against.
    Weak: What it's weak against.
    Description: A description of the unit.
    Strategy: How to use this unit effectively.
    Opinion: On a scale of 1-10, and why I think so.
    /                             StarViper                      (STVIP)/
    Name: StarViper
    Class: Fighter
    Supply: 1
    Cost: 650 Credits
    Hard Points:No Hard Points
    Abilities: Deploy Buzz Droids-Deploys Buzz Droids that attack enemy 
    fighters and corvettes. Not very consistent, though, as sometimes 
    they just hover in place, not doing anything.
    Strong: TIE Interceptor, TIE Bomber, X-Wing, Y-Wing
    Weak: Corvette class ships
    Description: A powerful and versatile fighter. It has extremely high 
    maneuverability, an impressive array of firepower and carries a 
    payload of Buzz Droids that when deployed wreak havoc on enemy ships.
    Strategy: They can hold their own in a fighter only battle, in fact, 
    they are better than X-Wings or TIE Interceptors, mostly because of 
    their Buzz Droids. However, in large scale battles, they will be 
    taken down in the blink of an eye by the enemy's corvette class 
    ships. Good in the beginning, but not very useful later on.
    Opinion: I'll give it a 6, because they are superior fighters, but 
    practically useless later on. The Buzz Droids seem to work only half 
    the time, and are taken down fairly easy by enemy corvettes. Besides,
    in late game, I don't use any fighters at all.
    /                         Skipray Blastboat                  (SKIPY)/
    Name: Skipray Blastboat
    Class: Fighter
    Supply: 1
    Cost: 750 Credits
    Hard Points:No Hard Points
    Abilities: Sensor Jamming- Hides units from enemy radar. I can't tell
    a difference whether it's on or off, I just don't bother with it.
    Strong: Capital Ships, Frigates, Space Stations
    Weak: Corvettes and Fighters
    Description: A heavy unit once favored by the empire, it was 
    eventually phased out and replaced. However, Tyber Zann redesigned 
    the ship as a bomber by converting its cargo hold and adding sensor 
    jamming equipment.
    Strategy: These guys are your bombers, only use these guys against 
    Capital Ships, Frigates, and Space Stations. In a large battle, have 
    your other units charge in first to distract the firepower from your 
    bombers, then let them wreak havoc on the enemy. They can take down 
    an individual hard point in the blink of an eye, I recommend taking 
    out hangars and shield generators first, so they stop spawning extra 
    units, and so that your other units can help in destroying the Space 
    Station/Ship. Also, if you are playing Galactic Conquest, make sure 
    you have one in orbit before you attack an enemy planet, so that you 
    have access to bombing runs during the assault.
    Opinion: 9, these guys will be in your fleet for a long time, and 
    for good reason. With the ability to destroy hard points with ease, 
    and not to mention bombing runs, these are going to be a major thorn 
    in your enemy's side.
    /                         Crusader Gunship                   (CRUSR)/
    Name: Crusader Gunship
    Class: Corvette
    Supply: 2
    Cost: 1900 Credits
    Hard Points:No Hard Points
    Abilities: Point Defense Laser System- Causes the Crusader to fire a 
    laser at any torpedo or missile. This ability is great for defending 
    not only the Crusader, but also other frigates, Capital Ships, and 
    Space Stations. Keep in mind, however, that it also affects your own 
    torpedos and missiles, so don't have it on when your Skiprays go on 
    the offensive.
    Strong: Fighters of any sort
    Weak: Frigates, Capital Ships
    Description: Named for the crusaders of Mandalorian past, this 
    gunship is well armed with highly accurate point defense laser 
    cannons designed to destroy incoming enemy missiles and efficiently 
    eliminate fighters.
    Strategy: This is the only corvette-class ship in the entire 
    Consortium, so there will be many of these in your fleet. These 
    units should be used to decimate enemy fighters, especially bombers. 
    If your enemy is sending wave after wave of bombers at you, the best 
    solution is to have these guys with their Point Defense Laser Systems
    ability on. The big laser takes care of the torpedos, while the 
    regular laser destroys the bombers in seconds.
    Opinion: 8, there is no better anti-fighter unit in the Consortium. 
    However, their use is limited against non-fighters.
    /                           Interceptor IV                   (INTIV)/
    Name: Interceptor IV
    Class: Frigate
    Supply: 3
    Cost: 2400 Credits
    Hard Points:Turbo Laser Battery x2
                Concussion Missile Launcher x1
    Abilities: Full Salvo- The Interceptor IV continuously fires 
    concussion missiles at a target. Basically, as soon as you encounter 
    an enemy, use Full Salvo to thin out the enemy's force.
    Strong: Corvettes of any kind
    Weak: Bombers, Capital Ships
    Description: Refitted with better engines, shielding and most 
    notably, increased firepower over its predecessors. The 
    Interceptor IV has become the workhorse of the Consortium fleet.
    Strategy: It's better to keep these guys behind your main fleet and 
    pepper the opposition with concussion missiles from Full Salvo. 
    They aren't very good against Space Stations, mostly because they 
    don't have enough hard points. Just use these guys to keep the 
    battlefield free of enemy frigates so that your bombers can do most 
    of the work. 
    Opinion: 4, I find these units useless. The only good part about it 
    is Full Salvo, but it only lasts a few seconds, and has a long cool 
    down time. It doesn't destroy fighters very well, it can't hold it's 
    own against enemy frigates, and Capital Ships just tear these guys 
    apart. The worst part of this unit is its armor. With only three 
    hard points that are incredibly vulnerable, bombers can destroy them 
    in the blink of an eye. Just leave these guys home, if you want a 
    frigate, go with the Vengeance instead.
    /                             Vengeance                      (VENGA)/
    Name: Vengeance
    Class: Frigate
    Supply: 3
    Cost: 3300 Credits
    Hard Points:Mass Driver x2
                Turbo Laser Battery x2
                Engines x1
    Abilities: Cloak- Makes unit invisible to the enemy. I love to use 
    this ability to sneak them right on top of the enemy Space Station, 
    and spring a surprise attack on them. Also useful to protect a 
    weakened Vengeance frigate, and fly it away to safety.
    Strong: Fighters, Corvettes, Lighter Frigates, Space Stations
    Weak: Bombers, Heavy Frigates, Capital Ships
    Description: A unique frigate class unit with mass driver cannons 
    that bypass shields and do direct damage to the hull of their target.
    The ship contains no shields, but is equipped with a cloaking 
    generator allowing it to disappear from enemy radar and visual range.
    Strategy: These guys can take down almost any enemy with ease. The 
    secret is the mass drivers it has, it can tear apart not only 
    fighters, but can deal direct damage to hard points or the hull. 
    However, you want to deal as much damage as you can, then cloak and 
    get out of there, because they don't have any shields, and are 
    vulnerable to many attacks as such. 
    Opinion: 9, this is my favorite frigate in the entire game. The mass 
    drivers can destroy fighters quickly, a feature that most other 
    frigates lack. Those same mass drivers can eliminate the most 
    dangerous hard points on enemy ships incredibly quickly. The only 
    glaring weakness of the Vengeance is its lack of shields. However, 
    it usually doen't even come into effect, because the enemy is 
    destroyed before they can even attack it. Make sure you bring lots 
    of these guys to the battle with you.
    /                              Keldabe                       (KELDB)/
    Name: Keldabe
    Class: Capital Ship
    Supply: 4
    Cost: 5300 Credits
    Hard Points:Mass Driver x2
                Turbo Laser Battery x4
                Ion Cannon Battery x2
                Special Weapon x1
                Engines x2 (!)
    Abilities: Leech Shield Power- The Keldabe drains the shields of an 
    enemy unit, and uses it to temporarily power up attacks. The damage 
    increase isn't that noticable, but the shield draining is. Along with
    its two ion cannons, shields on enemy units won't last long.
    Strong: Everything
    Weak: Bombers
    Description: A formidable new Capital Ship. It is fitted with a 
    weapon that leeches shields from its target, and uses the stolen 
    energy to power its own weapon systems.
    Strategy: There's really nothing to say here, simply send one of 
    these into a battle, and watch all of the enemy units get destroyed. 
    Make sure you take out enemy bombers, as they might destroy a hard 
    point, but other than that, have fun with them! 
    Opinion: 10, these are the best units in the entire game when it 
    comes to space. One time, I took out a level 4 Space Station and a 
    sizeable enemy fleet with nothing but a Keldabe and IG-88.
    /                             Aggressor                      (AGRES)/
    Name: Aggressor
    Class: Capital Ship
    Supply: 4
    Cost: 4800 Credits
    Hard Points:Special Weapon x2
                Turbo Laser Batery x2
                Shield Generator x1
                Engines x1
    Abilities: Self Destruct- The Aggressor blows up, causing massive 
    damage to surrounding enemies. The only reason this ability should 
    ever be used in Skirmish mode, and every had point but the engines 
    and/or shield generator has been destroyed. In Galactic Conquest, 
    you should try to save these ships, not have them blow up for damage 
    that would probably be inflicted anyway.
    Strong: Frigates, Capital Ships, Space Stations
    Weak: Fighters, Bombers
    Description: A Consortium Capital Ship of unique design, the 
    Aggresor-class Destroyer is built around a pair of cannons that fire 
    two shots in succession inflicting massive damage on a target.
    Strategy: These guys were built to destroy the biggest and baddest 
    of the enemy fleet. Its basic attack is to shoot one blue ion cannon 
    shot, followed by one red normal shot. The ion cannon will eliminate 
    the shields of nearly anything in the game (it does massive shield 
    damage to Space Stations), while one red shot will be he end of a 
    individual hard point. Just make sure to have either Bossk, IG-88, 
    or a Crusader around to eliminate bombers, or they will destroy the 
    special weapons, and if they are destroyed, the Aggressor losses 
    everything that makes it useful. Also, don't bother with more than 
    one of these, your supply would better go to another Keldabe rather 
    than another Aggressor.
    Opinion: 8, these guys can destroy a hard point in one shot. However,
    it has such a specialized role that more than one is a waste. It does
    have a useless ability, but it doesn't need it. It is always a 
    benefit to include one in your attack force.
    /                         Space Heros                        (SPAHE)/
    /                       Bossk (Hound's Tooth)                (BOSHT)/
    Name: Hound's Tooth
    Class: Fighter Hero
    Supply: 1
    Cost: 1200 Credits
    Hard Points:No Hard Points
    Abilities: Sensor Jamming- Hides units from enemy radar. I never 
    really noticed a difference when this ability is on or off, so I 
    usually don't bother.
    Strong: Fighters, Bombers
    Weak: Corvettes, Frigates, Capital Ships
    Description: A tenacious and greedy Trandoshan bounty hunter who 
    values credits over everything else. Bossk pilots the ship Hound's 
    Strategy: Treat Bossk like a corvette. Use him against fighters, 
    but anything larger than that will give Bossk difficulties.
    Opinion: 7, He is the worst space hero for the Consortium. Basically 
    like a corvette, except with an ability that doesn't really do 
    /                          IG-88 (IG-2000)                   (IG200)/
    Name: IG-2000
    Class: Fighter Hero
    Supply: 1
    Cost: 1700 Credits
    Hard Points:No Hard Points
    Abilities: Corrupt Systems- Causes enemy units to go haywire. 
    Basically, enemy shields will be drained, abilities will be 
    deactivated, and the ships will have horrible accuracy. Overall, a 
    very nice ability.
    Strong: Fighters, Bombers, Frigates
    Weak: Corvettes, Capital Ships, Space Stations
    Description: An assassin droid who's one of the galaxy's most feared 
    and proficient bounty hunters. IG-88 pilots the ship IG-2000.
    Strategy: IG-88 can take down fighters and bombers just as well as 
    any other corvette. What makes him stand out above other corvettes, 
    however, is his ability to take on frigates. He can take out hard 
    points quickly, and even take down the entire ship. IG-88 does better
    against Imperial Frigates, however, due to their ability, which 
    causes their shields to be drained.
    Opinion: 9, IG-88 is a fantastic hero. His ability can wreak havoc 
    among the enemy, he can take out those pesky bombers, and can even 
    take on frigates. He is the perfect hero to bring with you to space 
    /                       Tyber Zann (Merciless)               (TZMER)/
    Name: Merciless
    Class: Capital Ship Hero
    Supply: 4
    Cost: 5800 Credits
    Hard Points:Special Weapon x2
                Turbo Laser Battery x2
                Shield Generator x1
                Engines x1
    Abilities: Blast- The Merciless unleashes two very powerful blasts.
               Cloak- The Merciless becomes invisible. An excellent 
                      ability for a Capital Ship.
    Strong: Frigates, Capital Ships, Space Stations
    Weak: Fighters, Bombers
    Description: Self proclaimed leader of the Underworld organization, 
    the Zann Consortium. Tyber Zann is cold, methodical and ruthless to 
    the core. Tyber commands his personal flagship, the Merciless.
    Strategy: Use him the exact same way you would a normal Aggressor. 
    One thing to note, however, is his ability to cloak. There is 
    nothing quite like springing a surprise attack with an invisibe 
    Capital Ship.
    Opinion: 8, for the exact same reasons as the Aggressor. If you bring
    Tyber Zann with you on an assault, then you don't need another 
    /                         Ground Units                       (GROUT)/
    /                         Ground Unit Format                 (GFORM)/
    This is the format I'll use to describe all the ground units, 
    including ground Heros.
    Name: Self-Explanitory
    Cost: How many credits you have to dish out for it in skirmish mode.
    Abilities: What abilities the unit has, and what they do.
    Strong: What it's strong against.
    Weak: What it's weak against.
    Description: A description of the unit.
    Strategy: How to use this unit effectively.
    Opinion: On a scale of 1-10, and why I think so.
    /                             Grenadier                      (GREND)/
    Name: Grenadier
    Cost: 450 Credits
    Abilities: Proximity Mines- The Grenadiers lay mines on the ground 
                                that causes damage ot any enemy that 
                                passes over them. Place these at
                                choke points, and other than that, they 
                                don't really do much.
               Stimpack- Increases movement speed and damage of the 
                         Grenadier, but also damages them. I don't use 
                         this ability at all, because the movement and 
                         damage bonuses are so insignificant that it is 
                         pointless to use.
    Strong: Infantry
    Weak: Anti-Infantry Tanks, Pretty much everything that isn't infantry
    Description: The Grenadier Squad is a backup infantry unit. Its 
    members carry grenade launchers loaded with standard concussion 
    grenade ammunition. They rarely need to get within blaster range to 
    do tremendous damage.
    Strategy: Use them to capture reinforcement points and build pads. 
    They can handle infantry squads, but other than that, these guys 
    will fall to low level vehicles.
    Opinion: 3, these guys are pretty much useless. The Mercenary 
    Assault Squad should be your choice for infantry if you need it.
    /                      Mercenary Assault Squad               (MERAS)/
    Name: Mercenary Assault Squad
    Cost: 600 Credits
    Abilities: Stimpack- Increases movement speed and damage of the 
                         Grenadier, but also damages them. I don't use 
                         this ability at all, because the movement and 
                         damage bonuses are so insignificant that it is 
                         pointless to use.
    Strong: Infantry, Tanks without shields
    Weak: Tanks with shields, Artillery
    Description: The Basic Infantry units of Tyber Zann's ground forces. 
    They carry modified Disruptor Rifles that can be instantly switched 
    between disruptor and standard blaster ammunition.
    Strategy: These guys are slightly better than Grenadiers, because 
    they can hold their own against nonshielded tanks, such as the AT-ST.
    However, they can still be taken down fairly easy by pretty much 
    anything else, like the T2-B Tank.
    Opinion: 5, they are better than Grenadiers, but not by much. I 
    don't use infantry, I go with heavy tanks, and if I need to capture 
    a reinforcement point, I simply use a hero.
    /                            Nightsister                     (NIGHS)/
    Name: Nightsister
    Cost: 2000 Credits
    Abilities: Drain Life- Drains health from nearby infantry, and heals 
                           the Nightsister. Kills infantry in a flash, 
                           but doesn't heal much.
    Strong: Infantry, Light Tanks
    Weak: Heavy Tanks, Artillery
    Description: The Nightsisters of Dathomir are Force sensitive female 
    warriors who have been seduced by the dark side of the Force. During 
    battle, Nightsisters use Rancors as weapons, riding on top and 
    controlling them via the Force.
    Strategy: Don't try to chase down anything with a Nightsister, 
    because they are really slow. However, they make up for that with 
    sheer power. A light tank will go down in one blow from a 
    Nightsister, and buildings in two or three. Basically, treat the 
    Nightsister as if she ws a heavy, melee tank.
    In Galactic Conquest, you must have control of the planet Dathomir 
    in order to produce Nightsisters.
    Opinion: 7, Nightsisters have excellent power that can destroy heavy 
    targets with ease. However, it is annoyingly slow, making it 
    impossible to chase down fleeing units.
    /                              Vornskr                       (VOSKR)/
    Name: Vornskr
    Cost: 650 Credits
    Abilities: Prowl- The Vorskr will run around the map, looking for 
                      enemy units.
               Detect Stealth- Stealth units will be visible if the 
                               Vorskr is around.
    Strong: Force Sensitive Units
    Weak: Everything else
    Description: Dangerous predators that have been trained to hunt and 
    attack infantry. They can also sense the Force and are extremely 
    useful for tracking Jedi and Sith enemies.
    Strategy: The best way to use Vornskrs is to not use them. 
    Seriously, they are horrible. Just don't do it.
    In Galactic Conquest, you must have control of the planet Myrkr in 
    order to produce Vornskrs.
    Opinion: 1, these guys are horrible. the only good thing they can 
    do is fight Jedi, and even then there are better units for that. 
    Your supply is better used elsewhere.
    /                           Ewok Handler                     (EWOKH)/
    Name: Ewok Handler
    Cost: 1250 Credits
    Abilities: None
    Strong: Buildings
    Weak: Infantry, Tanks of all sorts
    Description: Fat, disgusting and smelly, Ewok Handlers travel the 
    galaxy in search of new and interesting creatures to force into 
    service. Their most lucrative endeavour is to capture Ewoks, strap 
    bombs to their chests and stuff them in a big bag until needed in 
    Strategy: Hmm, reusable suicide bombers! However, they are only good 
    against buildings, so don't have them g oagainst infantry or tanks. 
    They are incredibly fragile, so only send them in to blow up 
    buildings when you have already cleared out all of the enemy forces.
    In Galactic Conquest, you need to have corrupted Endor using Slavery 
    in order to have the option to build Ewok Handlers.
    Opinion: 2, these guys are only good against buildings, and they 
    don't fight back, so it is perfectly fine to leave these guys behind 
    and spend an extra two seconds destroying them with your other units.
    /                      Destroyer Droid Mk II                 (DDMK2)/
    Name: Destroyer Droid Mk II
    Cost: 1200 Credits
    Abilities: Swap Weapons- Causes the Destroyer Droid to fire ion 
                             cannons, rather than laser cannons.
    Strong: Infantry, Light Tanks
    Weak: Vehicles that can pierce shields
    Description: This durasteel armored combat droid still maintains its 
    frightening insectoid design from the Clone Wars Era. The droid is 
    vulnerable while moving, but will uncoil and deploy shields when 
    stationary. It has been modified to accomodate Ion Cannon mounts 
    that are devastating to enemy shields.
    Strategy: Make sure you have shields up when you begin attacking, or 
    the droid won't be alive for very long. A good way to approach a 
    battle is to stop just before the fight, then move slowly into 
    battle, so the shields are never down. Don't use the ability, the 
    regular lasers are capable of taking down shields incredibly quickly.
    Opinion: 8, they can destroy targets very quickly. It is incredibly 
    vulnerable without its shields up, so be careful when entering 
    battle zones. Other than that, they are fast, powerful, and tough, 
    so they are an all around great unit.
    /                      F9-TZ Cloaking Transport              (F9TZT)/
    Name: F9-TZ Cloaking Transport
    Cost: 1400 Credits
    Abilities: Cloak- The F9-TZ Cloaking Transport becomes invisible. 
                      Great ability for a transport.
    Strong: Nothing, it can't attack.
    Weak: Everything, once again, it can't attack
    Description: The F9-TZ Cloaking Transport houses squads of infantry 
    units and has the ability to cloak making it invisible to enemy 
    radar and sight. The transport uses repulsor technology allowing it 
    to travel over water.
    Strategy: Pile your infantry units into the transport, cloak, move 
    behind the enemy base, and spring a surprise attack from the rear. 
    I'm not a huge fan of trnsports, but it is really nifty how these 
    can cloak, meaning you can hide your infantry movements from the 
    Opinion: 5, I don't really like transports, walking is just fine 
    with me. I also don't use infantry that often, making these guys 
    useless. If you use infantry, however, then these guys can really 
    help, as their cloaking ability is invaluable to surprise attacks.
    /                      Missile Attack Launcher               (MIALA)/
    Name: Missile Attack Launcher
    Cost: 1400 Credits
    Abilities: Deploy- The M.A.L. stops moving, but can now fire long 
                       distance rocket volleys. Use this, it's how you
               Weapon Swap- Switches from missiles to a carbonite rocket, 
                            which slows enemy units.
    Strong: Infantry, Light Tanks
    Weak: Heavy Tanks
    Description: The M.A.L. employs the use of concussion missiles for 
    ranged bombardment and anti-vehicle defense. The unit has three rocket
    pods that pivot around the vehicle when deployed. When in motion it 
    can target ground based vehicles without having to stop.
    Strategy: This is your artillery, use it as such. Use deploy if you 
    plan on attacking, it makes a huge difference. If you are fighting 
    enemy units, have one of your M.A.L.s swap weapons, that way the 
    enemy can't escape, and you don't lose to much power.
    Opinion: 8, these are better than the Imperial artillery, but not as 
    good as the Rebel's. It has excellent range, and great power, making 
    it a very good choice for you to bring to the battlefield.
    /                      MZ-8 Mobile Pulse Cannon              (MZ8PC)/
    Name: MZ-8 Mobile Pulse Cannon
    Cost: 1350 Credits
    Abilities: Self Destruct- The unit explodes, causing massive damage 
                              to surrounding enemy units.
    Strong: Light Tanks, Heavy Tanks, Buildings
    Weak: Anti-Vehicle Turrets, PLEX Soldiers
    Description: The MZ-8 Mobile Pulse Cannon sacrifices speed and 
    mobility for its firepower. It houses a heavy pulse cannon that can 
    level a structure in a short amount of time. The  can self destruct 
    by overloading its power system, creating a tremendous explosion 
    that causes a large amount of damage.
    Strategy: Simply have them attack the enemy, and watch them explode. 
    It has great range, so make sure you use that to your advanage. It 
    is slow, but if you find yourself in a situation in which you want 
    to run away, then you can simply self-destruct, causing the enemy to 
    lose nearly their entire force. 
    Opinion: 8, these guys have great defenses and firepower, so it can 
    take some punishment while dealing some out itself. A great unit to 
    have when something needs to be destroyed fast.
    /                       Canderous Assault Tank               (CANAT)/
    Name: Canderous Assault Tank
    Cost: 1800 Credits
    Abilities: System Control- Causes enemy units to attack the Canderous 
                               Assault Tank. I never use this, I want my 
                               tanks alive.
    Strong: Everything
    Weak: Heavy Tanks
    Description: The best heavy repulsorlift tank Mercenary types can buy. 
    Canderous Assault Tanks are heavily armored, and armed with mass 
    driver cannons that bypass shields. The vehicle also houses special 
    jamming equipment that can trick enemy targeting systems into 
    targeting the tank instead of other friendly forces.
    Strategy: The Rebels have the MPTL-2a artillery, the Empire has 
    AT-ATs, and the Consortium has Canderous Assault Tanks. Basically, 
    this is your super unit. Make lots of these, and target enemy units 
    that can cause the most damage to your forces, like T4-B tanks, and 
    turrets. If your going against AT-ATs, make sure you attack them 
    from behind.
    Opinion: 10, these are the best ground units for the Consortium. 
    They can bypass shields, cause massive damage in no time at all, 
    and are pretty tough to take down themselves. The perfect unit.
    /                  Consortium Mobile Defense Unit            (CMMDU)/
    Name: Mobile Defense Unit
    Cost: 1200 Credits
    Abilities: Deploy- Allows build options to be constructed on the MDU.
    Strong: Nothing
    Weak: Everything
    Description: Mobile Defense Units are land vehicles that provide 
    build pad functionality on a mobile platform. They can be deployed 
    anywhere on the battlefield and have three buils options.
    Build Options:Sensor Scrambler- Jams missiles and enemy radar in a 
                                    small radius araound the MDU.
                  Ysalamiri Cage- Negates Force-based abilities.
                  Rocket Pod- Fires rocket volleys.
    Strategy: The only MDU structure worth building is the rocket pods. 
    The Sensor Scrambler's range is too small, and the Ysalamiri Cage 
    hardly ever has any uses. Even then, the rocket pods aren't great.
    The only real useful place to use them is in choke points, seeing 
    as they can't move once deployed.
    Opinion: 2, I hate MDUs, they are not very powerful, and two build 
    options are horrible. Besides, you only get two MDUs per company, 
    and that isn't much.
    /                         Ground Heros                       (GROHE)/
    /                             Tyber Zann                     (TYBZA)/
    Name: Tyber Zann
    Cost: 3500 Credits
    Abilities: Bribe- Bribes enemy units to fight for the Consortium. 
                      Fantastic ability.
               Cloak- Tyber becomes invisible to enemy units.
    Strong: Infantry
    Weak: Heavy Tanks
    Description: Self proclaimed leader of the Underworld organization, 
    the Zann Consortium. Tyber Zann is cold, methodical and ruthless to 
    the core.
    Strategy: He can kill entire squads of infantry in one shot, so use 
    him agaisnt infantry. However, the rea lreason Tyber Zann is so 
    strong is his bribe ability. By spending a meager amount of credits, 
    the Consortium gains a new unit. Use these on the enemy's strongest 
    units, such as MPTL-2a artillery. An entire enemy attack could be cut
    short if the right unit is bribed. If you couldn't tell, use bribe 
    Opinion: 9, mostly for the best ability in the entire game, bribe. 
    He can kill infantry, and bribe anything else, so he is a good 
    choice for a hero during a ground assault.
    /                             Urai Fenn                      (URAIF)/
    Name: Urai Fenn
    Cost: 2000 Credits
    Abilities: Sonic Stunner- Stuns infantry in the area around Urai.
               Cloak- Urai can become invisible to the enemy.
               Regen (Innate)- Urai constantly recovers health, at all 
    Strong: Infantry, Light Tanks
    Weak: Heavy  Tanks
    Description: Tyber Zann's second in command, Urai Fenn is a wise 
    and ancient warrior who prefers the art of hand-to-hand combat.
    Strategy: Urai is a melee hero, so if you see enemy artillery, 
    cloak him until he moves in close. If Urai is in a battle, use 
    Sonic Stunner to put all of the enemy infantry out of commission. 
    Also, since Urai regenerates health constantly, you can cloak him 
    if his health is looking bad, giving him the chance to become as 
    good as new.
    Opinion: 8, Urai is a tough hero to take down, mostly because of his 
    high defense, his health regeneration, and cloak ability. It's 
    really frustrating when you have almost killed Urai, and he cloaks 
    and runs away, regenerating his health back to full.
    /                               Silri                        (CSILR)/
    Name: Silri
    Cost: 3800 Credits
    Abilities: Drain Life- Drains life from nearby enemy infantry.
               Summon Rancor- Summons a Rancor to fight for the 
    Strong: Infantry
    Weak: Light Tanks, Heavy Tanks
    Description: Devious, cunning and dangerous, Silri is a Force 
    wielding Nightsister in Tyber Zann's employ.
    Strategy: Silri isn't all that great by herself, the real reason 
    she's good is her summon Rancor ability. Silri goes after infantry, 
    which Rancors seem to have trouble with, while the Rancor goes after 
    vehicles, which Silri seems to have problems with. If Silri gets low 
    on health, use Drain Life on nearby infantry. It doesn't heal much, 
    but it's something.
    Opinion: 7, I don't really like Silri, I only use her for buying 
    Black Market technology and Corruption missions. When I do use her, 
    though, I always her her summon Rancor ability, and mostly forget 
    about Silri.
    /                               IG-88                        (CIG88)/
    Name: IG-88
    Cost: 1800 Credits
    Abilities: Spread Infection- IG-88 shoots poison from his sniper 
                                 rifle, causing the health of infantry to 
                                 fall fast.
               Radioactive Contamination- IG-88 contaminates the ground, 
                                          making it dangerous for infantry 
                                          and vehicles to travel over.
    Strong: Infantry, Light Tanks, Buildings
    Weak: Heavy Tanks
    Description: An assassin droid who's one of the galaxy's most feared 
    and proficient bounty hunters.
    Strategy: IG-88 uses poison to his advantage. He can wipe out a group
    of infantry with the Spread Infection ability, and can use 
    Radioactive Contamination to make the battlefield deadly to the 
    enemy. One way to use the Radioactive Contamination ability is to use
    it behind you when you are escaping. Most enemies won't follow, and 
    those that do will suffer heavy damage. Also note that if IG-88 has 
    low health, he gets healed at a Consortium Repair Station, not a 
    Bacta Healing Station.
    Reece Goding points out that IG-88 is the Consortium's method on 
    destroying the Death Star. The ability (Hack Death Star) destroys 
    the planet, but also removes IG-88 from play permanently.
    Opinion: 8, IG-88 is a deadly hero in the right hands. His abilities 
    are very powerful, use them frequently. He can also take down a 
    building surprisingly fast, making him good during base raids.
    /                               Bossk                        (CBOSS)/
    Name: Bossk
    Cost: 1250 Credits
    Abilities: Flamethrower- Causes huge damage infront of Bossk, has 
                             good range.
               Weapon Swap- Switches between a standard rifle and plasma 
                            grenades, which linger and cause damage to 
                            units who pass through the affected area.
    Strong: Infantry
    Weak: Heavy Tanks
    Description: A tenacious and greedy Trandoshan bounty hunter who 
    values credits over everything else.
    Strategy: Usually, Bossk will take out enemies on his own with his 
    flamethrower, but if the battle is drawn out, then it's good to throw
    one plasma grenade to cause lingering damage, and then switch to his 
    regular rifle. It's better, though, to contain the enemy with Bossk, 
    and stop smaller groups of units, rather than have him charge in 
    guns blazing. Just stop them from moving about the map, and let your 
    Canderous Assault Tanks do in the enemy.
    Opinion: 7, he's a bit more fragile than most heros, but can be 
    devastating to smaller groups of enemies.
    /                              Defiler                       (DEFLR)/
    Name: Defiler
    Cost: 1100 Credits
    Abilities: Remote Explosive- The Defiler sets up a remote explosive, 
                                 which can be remotely detonated. Causes 
                                 good damage, use it against tanks for 
                                 the best results.
    Strong: Infantry
    Weak: Heavy Vehicles
    Description: The Defiler is a minor hero that can be used to corrupt 
    worlds and sabotage enemy structures on a planet. Defilersprefer 
    long range combat and creating large explosions.
    Strategy: The Defiler is pretty much the same as a Rebel Infiltrator. 
    They can take out one infantry soldier in one shot, so he can take 
    down infantry squads quickly. If he goes up against tanks, however, 
    he won't be of much use. He can use his Remot eExplosive ability, 
    but other than that, he is worthless against them.
    Opinion: 6, I didn't like Rebel Infiltrators that much, so I don't 
    like Defilers either. I prefer something that can take a beating, 
    and also take out infantry in one big swoop.
    /                    Frequently Asked Questions              (FAQS!)/
    As of now, there aren't any FAQs, so send them in, and I'll answer 
    them as best I can.
    /                             Credits                        (CREDS)/
    I'd like to thank the following:
    Myself-I did all this work, you know!
    Pop-Tarts-I would never have been able to finish the guide without 
              the help of sweet, sweet Pop-Tarts
    George Lucas-Anyone who invents Star Wars should be in this section
    Petroglyph-For making an amazing game
    Reece Goding- Contributed info on various subjects
    Anyone who sends in strategies or additional info will be thanked 
    /                        Contact Information                 (CINFO)/
    You can send me an e-mail to give a FAQ, strategy, to comment, 
    or to fix a typo. Please send to:
    Some rules:
    -Put SWEAWFOC Unit FAQ somewhere in the Subject bar.
    -Put what you are contributing in the Subject Bar as well.
    -Make your e-mail readable.
    -I only understand English, so send e-mails in English.
    -Don't send hate mail.
    -Make your e-mail relate to the guide.
    That's all for now, but I may add more later.
    /                       Copyright Information                (COPYI)/
    This guide may not be reproduced without my permission. The guide is
    only allowed to be used on gamefaqs.com, neoseeker.com, 
    gamesradar.com, cheatplanet.com, supercheats.com and their 
    affiliates. If you see a violation to this rule, notify me 
    immediatly. You may use this guide for private use only. Any and all 
    trademarks and copyrights found in this document are owned by their 
    respective trademark and copyright holders. Any violation of the 
    above is copyright infringment.
    Copyright 2009 Mattias Greer
    The End

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