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Official Manual/F.A.Q.
Contents
- SWTA History
- Installation
- Playing the Game
- Unit Guide
- General Strategy/Tactics
- Online/Multiplayer Gaming
- Frequently Asked Questions
- Support/Other Miscellany
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IV. Unit Guide
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- Galactic Empire (IMP)
- TMB (Tracked Mobile Base): the TMB is the
Empire's main base-construction
machine. TMB's are often sent into unfriendly territory
to colonize and pacify the area. Armed with a light
anti-infantry laser, the TMB is not a weapon of war,
and is better suited to staying behind the front line
and building support infrastructure, using its powerful
building tools to assist in construction of more advanced
structures.
- Barracks: a training center where new recruits
into the Imperial ground forces are
trained and armed. Infantry are small, quick, and
lightly-armed, making them ineffective individually
but able to inflict massive damage when grouped together.
Infantry are best used as mixed forces; rather than
build only one type of trooper, mix each type together
to create a well-balanced fighting force.
- Construction Droid: a light worker with
the ability to build structures the
TMB cannot. Vital to any army wishing to progress
past ground troops. Construction Droids build
slowly and maneuver slowly, so using groups of
droids to work on each structure is recommended.
You can also use Droids to assist your factories
in constructing your units, speeding production
without having to construct an additional factory.
- Stormtrooper: the infamous Stormtroopers,
feared across the galaxy
for their fearless, unquestioning loyalty to the
Emperor. Wielding a light laser rifle, the Stormtrooper
is the weakest of the Imperial ground forces.
He is inexpensive to build, however, and deadly
in groups, where shear numbers can often overwhelm
an opponent. The Stormtrooper's laser can also
be set to "stun," paralyzing any infantry
he hits.
- Repeater-Rifle Soldier: armed with a
repeating rifle, the RR Soldier has
a stronger, longer-ranged weapon than the standard
Stormtrooper. His rifle has a further range than
any other ground troop, allowing him to attack
from a distance. His range comes at a cost, though;
his larger weapon slows down his movement, allowing
enemy troops to overrun him as he attempts to
keep his range advantage established.
- Flame-Thrower Soldier: the deadliest
of ground troops. His flamethrower,
while short-ranged, will make quick work of any
trooper he gets close to. They are also a good
threat to low-level vehicles and hovercraft. Mixing
FT Soldiers among Stormtroopers and RR Soldiers
can help to disguise their damage potential, allowing
them to sneak into range while the enemy fires
on the weaker troops. Beware, the explosive chemicals
this Soldier carries result in a powerful explosion
upon death.
- Rocket Soldier: the Empire's main mobile
anti-aircraft support exists
in the form of the Rocket Soldier. Armed with
an Concussion Missile Launcher, the Rocket Soldier
is a threat to all aircraft. He carries no defense
against ground targets, however, so escorts are
needed to protect Rocket Soldier groups. An essential
part of any attack force.
- Mobile E-web Trooper: this trooper carries
a deployable E-web blaster
similar to the one buildable by the TMB. The bulkiness
of the E-web Trooper's weapon slows him down tremendously
compared to other troopers, but his lack of speed
is made up for with his weapon. The trooper must
stop and deploy his turret before firing, but
once deployed the Mobile E-web Trooper provides
rapid-fire support to any attack or defense force.
- Speeder Bike: a light, very fast scout
vehicle. Best used scouting for
enemy defenses and light raiding missions. The
Speeder Bike can traverse over water, making it
an effective surprise-attacker on terrain with
large bodies of water. The bike is armed with
a light laser and is also built by the Vehicle
Plant.
- CAP-2 Walker: the CAP-2 Walker is a light
suit of personal armor intended
to transform one trooper into a formidable fighting
machine. Its armor is heavy compared to troopers,
but is far less than its larger vehicle and walker
cousins. The CAP-2 is armed with a medium blaster
effective against troopers, and though its turret
aims sluggishly, its weapon is powerful enough
to incinerate most troopers in 1-2 shots. It is
a prime defensive weapon for the early game.
- Droid Production Facility: constructs attack
droids made famous during the
wars between the Republic and the Trade Federation
and its allies. All droids cost an amount of energy
to run at all times, but can be constructed extremely
quickly and for fewer resources than human soldiers.
The Facility itself provides enough energy for a small
droid force, but additional generators are needed
for larger forces. All droids have much smaller sight
ranges than human troopers, reflecting their dependence
upon sentient guidance.
- Construction Droid: a light worker with
the ability to build structures the TMB cannot.
Vital to any army wishing to progress past ground
troops.
- Probe Droid: a small, stealthy droid
designed by the Empire to track down
hidden Rebel outposts. Probe Droids can patrol
unexplored territory quickly and effectively,
discovering enemy units and structures faster
than other non-aircraft units. Because they are
designed to remain unsalvageable upon detection,
Probe Droids will self-destruct if any hostile
units discover them.
- Battle Droid: a basic attack droid used
extensively during the Trade Federation's
invasion of the planet Naboo. Battle Droids are
extremely cheap and very quick to build, allowing
an Imperial player to produce massive armies in
a short time. They are armed with a blaster similar
to the standard Stormtrooper rifle, and are slightly
less-armored than Stormtroopers themselves.
- Battle Droid Captain: designed to lead
armies of Battle Droids in the field,
Captains are given upgraded sensors and logic-processing
units, giving them a larger sight radius than
standard Battle Droids. The presence of Captains
enables other droids to fire upon enemies they
might not otherwise detect. Captains have slightly
more armor than regular Battle Droids, but not
enough to make them resistant to more than a handful
of blaster shots.
- Super Battle Droid: designed with the
faults of the regular Battle Droid
in mind, the Super Battle Droid is a heavily-armed-and-armored
fighting machine. The Super droid is much more
resistant to laser fire than either Battle Droid,
and has a rapid-fire laser that draws on the unit's
superior energy system, giving it a more-powerful
weapon. They still rely on Captains for extended
sight though, and thus are not truly autonomous.
- Destroyer Droid: the Destroyer Droid,
or Droideka, was the pride of Trade
Federation engineers. Fearsome in appearance,
the Droideka was made famous by its rolling movement;
though it could walk short distances, the droid
always curled into a fast-moving ball when moving
over large areas. It is armed with two heavy blaster
cannons and a personal shield generator that gives
it excellent armor.
- Mark 1 Droid Walker: used extensively
as a patrol guard in Imperial bases
throughout the galaxy, the Mark 1 walker also
sees action on the battlefield as a light walker
with respectable armament. With medium speed,
the Mark 1 serves best as an escort protecting
droids and troopers against larger vehicles. It
carries a rapid-fire laser cannon on each arm,
which it uses at close range to chew into enemy
armor.
- Vehicle Plant: produces lower-level tanks
and atmospheric aircraft. Tanks are
much more heavily armed and armored than infantry,
though less so than walkers. They are cheaper and
faster to produce than walkers, however, and should
not be overlooked by Imperial players. A large force
of vehicles and infantry can easily overwhelm most
defensive emplacements.
- Construction Droid: a light worker with
the ability to build structures the TMB cannot.
Vital to any army wishing to progress past ground
troops.
- Speeder Bike: a light, very fast scout
vehicle. Best used scouting for enemy defenses
and light raiding missions. Can traverse over
water. The Speeder Bike is also built by the Barracks.
- Compact Assault Vehicle (CAV): the CAV
is a highly mobile anti-infantry
battery. Its light laser is very effective at
stopping infantry swarms, but does less damage
against armored vehicles and repulsorcraft. It
is less expensive than the TIE-Crawler, thus making
it useful for early raiding and skirmishes. The
presence of a single CAV can quickly turn the
tide in an otherwise infantry-only war.
- TIE Crawler (TIE/C): the mainstay assault
tank of the Empire. The TIE Crawler
is a slow, armored tank essential to all operations.
While its laser leaves room for desire, it has
thick armoring resistant to the fire of infantry.
TIE/C's are effective at destroying anti-infantry
batteries that might otherwise stop waves of troops.
Its sturdy, compact frame allows it to travel
underwater.
- Combat Cloud Car: light atmospheric fighter.
Armed with a light laser, the
Combat Cloud Car is a small threat on its own,
but in groups can be very effective at destroying
resource centers and factories behind enemy lines.
They have very weak armoring though, and are best
kept well away from AA fire. Recent modifications
to the Cloud Car have significantly increased
its damage potential against both Imperial and
Rebel walkers.
- Mobile Artillery: a much-needed addition
to the Imperial war machine, the
Mobile Artillery provides a hovercraft platform
capable of firing high-damage energy bursts over
large distances. Because of the tremendous recoil
caused by firing these bursts, the Artillery must
stop and deploy before firing; deployment is automatic
upon stopping. The Mobile Artillery cannot fire
while moving or when over water, where it cannot
deploy its shock-absorbant struts.
- Republic Battle Tank: the Battle Tank
saw extensive use during the Clone
Wars between the Republic and its enemies. It
is still used in modern times by Imperial armies
for its medium armor, hovercraft ability, and
heavy blaster cannons. The tank carries a turret
atop its cockpit similar to the TIE Crawler's.
Its pride, however, lies in its twin blaster cannons;
though they can only fire in a forward direction,
they pack a very powerful punch and make the Battle
Tank a formidable foe on the ground or over water.
- Troop Transport: this ground transportation
vehicle can quickly ferry up to
twenty troopers, droids, or light vehicles around
the battlefield. With heavy armor and excellent
speed, the Troop Transport is an excellent choice
for moving a squad of infantry past a heavy E-web
defense. This transport features an automatic
unloading facility; simply click Unload, click
on the battlefield, and all your troopers will
be unloaded in perfect formation! For weaponry,
it sports a light blaster and medium anti-infantry
blaster, the latter of which can only be used
when at least five troopers/droids are loaded
into the transport.
- Hailfire Droid Tank: the Imperial army
stole the designs for this fast-attack
missile tank from the former Confederate army,
who used them during the Clone Wars of old. The
Hailfire features burst-attack rockets with a
long range. It is extremely fast, making it a
devastating hit-and-run vehicle. However, it has
very poor maneuverability and fragile armor, so
keep it away from enemy forces.
- Walker Plant: constructs Imperial walkers.
Walkers are large, powerful metallic
frames that "walk" over the ground. They
are very heavily armed and armored, able to withstand
much more punishment than tanks, repulsors, and infantry.
They cost much more than their vehicular counterparts
and are less versatile; where the TIE Crawler is effective
against all types of units, all walkers have a specialized
role.
- Construction Walker: grants access to
the highest level of Imperial technology.
The efficient energy systems of this walker result
in increased production speed over traditional
Construction Droids, allowing a well-funded Imperial
army to mass-produce weapons of destruction.
- All-Terrain Attack Vehicle (ATAV): the
ATAV is a swift, lightly-armed walker
with minimal armor. Its most potent feature is
its quick, long stride that allows it to cover
long distances quickly. This makes the ATAV a
very effective raider, as it can literally run
past defenses to destroy resource generators at
the heart of an enemy's base. It is also equipped
with a radar device, making it useful for keeping
tabs on enemy movements.
- All-Terrain Personal Transport (ATPT):
armed with an anti-infantry laser
with a large blast radius, the ATPT excels at
destroying groups of troops. It has high armor
and can maneuver quickly over the battlefield,
making it ideal for quick-strikes into the heart
of an enemy formation. They are not invulnerable,
however; they fall easy prey to other vehicles
and walkers and can be overwhelmed by large infantry
groups. The Imperial ATPT has more armoring than
its Rebel counterpart but costs slightly more.
- All-Terrain Scout Transport (ATST): the
fearsome ATST is the Empire's
premiere anti-armor walker. Towering over the
battlefield, the sight of a pair of ATST's with
infantry and vehicle support is enough to cause
any Rebel commander to panic. Its twin medium
lasers chew through all but the toughest vehicle
armor. They are quite expensive however, so beware
relying on them solely for attack and defense.
- All-Terrain Scout Transport/Assault (ATST/AS):
the ATST/AS is the
heavy-assault cousin of the standard ATST. It
has a single heavy laser beneath its chin which
is geared towards base demolition. An ATST/AS
alone in an enemy base can cause massive amounts
of damage in short time. Its use on the battlefield
is limited however; its laser has a long reload
and does less damage to most heavily-armored military
targets than the ATST.
- All-Terrain Anti-Aircraft (ATAA): the
ATAA is a powerful anti-aircraft
platform useful for defending against large packs
of aircraft which would otherwise decimate Rocket
Troopers. The ATAA carries a burst-missile launcher
that decimates any aircraft unlucky enough to
be targeted. The ATAA's turret moves a little
slow, though, so quick-moving aircraft can often
fly circles around it.
- Air Base: constructs low-level aircraft quickly
and efficiently. Though Imperial aircraft
aren't as formidable as shielded Rebel craft, they
nevertheless fill vital roles in your war effort.
TIE Fighters and Interceptors are cheaper and quicker
to build than Rebel Headhunters and A-Wings, and they
perform remarkably well in large packs. Imperial players
should always aim to produce large numbers of aircraft,
relying on quantity over quality to win wars.
- TUG: a construction aircraft whose speed
and mobility make up for its light
armor and weak building tools. Like its Rebel
counterpart, the Imperial TUG can build any structure
the Construction Droid can. TUGs are very effective
at assisting your factories produce units, as
a near-infinite number of TUGs can fit above each
factory.
- TIE Scout (TIE/S): an unarmed, weakly-armored
scouting craft with extensive
radar capabilities that can be quickly produced
and repaired. Use TIE Scouts to search enemy territory
for vital structures like Repulsorlift Plants
or Tibanna Refineries, then use your TIE Bombers
to take those targets out. Scouts can also be
used to keep track of enemy movements with their
medium-range radars.
- TIE Fighter (TIE/ln): a cheap, mass-produced,
multi-role fighter armed with
twin light lasers. As a symbol of the Empire's
military might, the TIE Fighter is known and feared
throughout the galaxy. TIE Fighters themselves
are unimpressive militarily; it is the Empire's
ability to swarm its enemies with countless fighters
that causes the TIE Fighter to be so feared.
- TIE Interceptor (TIE/I): the Empire's
main dogfighter, big brother to the TIE
Fighter. Fast and well-armed, the TIE/I can deal
good damage while staying a hard target to hit.
The Interceptor is best used to take out opposing
aircraft, but can also be very effective at tying
up AA-batteries while TIE Bombers and Gunboats
attack.
- TIE Bomber (TIE/B): armed with twin light
lasers and proton bombs, the
TIE/B is a tough, effective bomber best used to
hit stationary targets deep in enemy territory.
The TIE Bomber has stronger armor than the Interceptor
or Fighter, helping it survive surgical strikes
deep in enemy territory. Its proton bombs are
of little use against mobile targets though, a
role best left to the Assault Gunboat.
- Assault Gunboat: the Assault Gunboat
is armed with medium lasers and
a concussion missile launcher, and armored with
a shield generator. The Gunboat's best role is
attacking ground targets, where its long-ranged
lasers can chew through most attackers before
they get in range to see what is attacking. They
are slow, however, so beware attacks from faster-moving
AA troops and fighters.
- TIE Drone/Droid (TIE/Dr): a relatively
new fighter is the TIE/Dr, a variation
on the TIE/ln that relies on a complex artificial
intelligence for piloting. Though computers can
process information faster than living pilots,
they lack the intuition and randomness that living
pilots use to their advantage. The TIE Drone is
small, cheap, and fast, making it a great swarm
fighter, but its computer brain limits it significantly
in two ways. The Drone reveals little terrain
while in flight, and does not always engage enemies
as often as a commander would like. These are
flaws in the computer of the Drone and sadly affect
its otherwise stellar performance on the battlefield.
- Low-Altitude Assault Transport (LAAT/c):
a light gunship used extensively
by the Republic during the Clone Wars. Small and
agile, the LAAT sports a blaster cannon and two
side-mounted laser turrets. This allows the LAAT
to engage up to three targets at once, making
it effective at skirmishing with large groups
of infantry and light-vehicles.
- Low-Altitude Assault Transport/Cargo (LAAT/c):
this heavy aircraft is
able to load all but the largest of Imperial ground
units and move them through the sky to other destinations.
Using the LAAT/c, a commander can move his construction
units to any portion of the map, whether it be
freely accessible or inhibited by water, moutains,
or endless void.
- Advanced Air Base: this base constructs the
mightiest starfighters known to
the galaxy. Ranging from interceptors to heavy assault
gunships, the Imperial Advanced Starfighters are each
a sight to behold. All ships from this lab, unlike
their standard counterparts, are shielded and armed
to the teeth. The lab also features a starfighter
repair bay, where all fighters can land for a quick,
automatic repair.
- CUV: the Combat Utility Vehicle is a
heavier version of the TUG, whose larger
memory banks allow it to build the advanced structures
of the Imperial Army. Use the CUVs to build advanced
structures and economic buildings. Like TUGs,
the CUV can be an effective building assistant,
as it builds much faster than the TUG or Construction
Droid.
- Assault Missileboat: first deployed to
counter the traitor Admiral Zaarin's
fleet of TIE Defenders, the Missileboat now sees
extended action as a heavy assault gunship. Hovering
above the battlefield like the Gunboat, the Missileboat
fires volley after volley of devastating advanced
concussion missiles at every target in sight.
It also has heavy shielding, which allows it to
attack defended bases that would give the Gunboat
some trouble.
- TIE Advanced (TIE/A): based on the fighter
flown personally by Lord Darth
Vader, the TIE Advanced (A.K.A. TIE Avenger) represents
a drastic change in TIE design philophy. While
it retains the familiar circular cockpit design,
the TIE Advanced shows no other resemblance to
older models: it is equipped with a shield generator,
armed with heavy laser cannons, and also sports
a concussion missile launcher. Its speed is similar
to that of the Rebel A-wing, making it a devastating
interceptor and air superiority fighter.
- TIE Defender (TIE/D): the fastest, most
heavily-armed fighter in the galaxy.
The TIE Defender is a massively powerful fighter,
whose heavy lasers, ion cannons, and advanced
concussion missiles can make short work of any
other fighter or ground attack craft. Its triangular-arrayed
solar panels are drastically different from traditional
TIE designs, but benefit the craft with phenomenal
speed and maneuverability. The TIE Defender is
extremely expensive, however, and rarely makes
an appearance in a battle in large numbers.
- Scimitar Bomber: with the appearance
of heavy Rebel air defenses, the
Imperial Navy needed a strategic bomber that could
inflitrate enemy airspace and devastate a target.
The Scimitar Bomber is the result of this need:
a moderately-speedy ship, the Scimitar benefits
from heavy armor and features high-yield bombs
that plaster an area with explosions. It is the
most expensive ship known to the Empire, however,
and should be protected by fighter escorts wherever
it may travel. But do not understimate its bombing
ability: one run by a Scimitar can destroy an
entire Rebel defense line!
- TIE Phantom: this experimental fighter
has only recently been deployed
from our science labs. It carries a highly effective
cloaking device, which renders the ship completely
invisible to both the naked eye and enemy radar.
This makes the TIE Phantom a very effective scout,
as it can patrol enemy lines without being detected.
The Phantom is unarmed and lightly armored, making
it useless as an attack craft.
- Structures:
- Fusion Generator: This power plant produces
the Empire's main source
of energy, which is in turn used to power weapons
and construct other units and structures. The
generator will explode rather violently when destroyed,
so be careful when placing many of them in one
area. Fusion Generators are more efficient than
their Rebel counterparts, and thus are more expensive.
- Solar Collector: An alternate source
of energy. This plant collects solar
energy and concentrates it, powering all of the
Alliance's units and buildings. Available solar
energy depends on a planet's orientation and distance
from nearby stars, so each location's solar richness
will vary. Additionally, solar energy fluxuates
over time, providing random amounts of energy
throughtout a battle.
- Mineral Extractor: removes valuable minerals
from varying sources. Minerals
are used in constructing units and structures.
Heavily-armored units cost more minerals to construct
than those with lower armor. Mineral sources can
be anything from mines in the ground to chunks
of crystals laying in a forest.
- Mineral Maker: by compressing vast amounts
of energy, Imperial scientists
are able to produce a small amount of minerals.
Mineral Makers are useful in situations where
an abundance of energy, but lack of minerals,
exists. Use them wisely and in small portions;
they drain energy at an enormous rate.
- Energy Storage: a structure designed
to hold excess energy that would
otherwise go to waste. Since energy is vital to
your military units, it is wise to keep large
amounts in storage. The MCV and other construction
units each provide a small amount of storage,
but the Energy Storage structure will greatly
increase that amount.
- Mineral Storage: similarly designed to
store excess minerals in case more
are needed at a later time. It is very common
for a once-healthy economy to quickly fall into
recession because of over-expansion and enemy
raids. Mineral Storage structures will increase
the excess minerals you can store, helping reduce
the severity of such recessions.
- Tibanna Refinery: natural sources of
Tibanna gas exist on many worlds.
By placing a Refinery over such gas vents, vast
amounts of energy can be created. As Tibanna gas
is highly flammable, losing a Refineriy will result
in tremendous explosions. The risk is well worth-it
though; Refineries produce as much energy as a
dozen Solar Collectors.
- Sensor Tower: the Sensor Tower will expand
your radar coverage, allowing
you to observe enemy movements on your mini-map.
An absolutely essential part of every base. Beware,
some units have the ability to jam radars, allowing
units to sneak by unnoticed. It is thus wise to
keep up constant patrols outside your base.
- E-web Blaster Emplacement: the E-web
is a powerful anti-infantry battery.
It fires very rapidly, allowing it to destroy
hoards of infantry before they even get in range
to fire. However, the E-web's cooling technology
is very unrefined, forcing it to slow its rate
of fire after an extended period of fire. At this
point, the E-web becomes susceptible to the lightest
of attacks and can easily be overwhelmed. You
can force the E-web to fire at its slower rate,
saving the fast-firing mode for when it is needed
most, by turning it Off.
- Sandbags: while seemingly useless, Sandbags
are perhaps your greatest
defensive structure. Sandbags will utterly stop
any enemy ground movement, allowing you to cut
off passages and force enemy troops to traverse
certain well-defended areas. Defensive structures
are greatly improved with the presence of sandbags,
which deflect and prevent enemy fire from hitting
the defensive structures.
- Missile Turret: stationary anti-aircraft
battery. Fires powerful Concussion
Missiles at incoming aircraft that track targets
very effectively. Though they fire slowly and
have difficulties tracking the fastest aircraft,
Missile Turrets are essential to any base defense,
providing heavy damage that is unmatched by Rocket
Troopers.
- Ion Turret: fires pulses of ionized energy
that completely disable any mechanical
unit. Ion Turrets do no damage to any unit, instead
relying on supplementary defenses and units to
destroy targets it disables. These turrets are
very effective at stopping an enemy's march through
your base.
- Turbolaser Battery: heavy base defense
featuring a pair of high-energy blaster
cannons. Most-commonly used for weapons aboard
capital star ships like the Star Destroyer, Turbolasers
can also be used to defend ground installations,
where their high-powered, long-ranged lasers make
short work of any enemy units in the area. They
are expensive and take an extensive amount of
time to build, preventing them from being used
too widely.
- Energy Generator: recent engineering
advances have resulted in the Energy
Generator, a high-yield power system that provides
more power to your army than three-dozen Fusion
Generators. Use these generators to power your
late-game armies, gradually replacing your Fusion
Generator fields. Keep them well-guarded, though,
as they are fragile and explode in a mighty fashion
when destroyed!
- Advanced Mineral Extractor: a more efficient
version of the Mineral
Extractor that bores deeper into the planet to
remove greater quantities of valuable minerals.
One Advanced Extractor produces minerals three
times faster than a standard extractor. You should
transition to these extractors as your army grows
in size, using their extra output to produce larger
and advanced armies.
- Heavy Missile Battery: based on the successful
AT-AA walker, this
advanced structure is the Imperial Army's heaviest
anti-aircraft structure. It features a burst rocket
system that fires extremely powerful missiles
in groups powerful enough to incinerate all but
the heaviest aircraft. You will need to make use
of these batteries to defend against Rebel advanced
aircraft, whose shields are too strong to take
down with only Missile Turrets.
- Stationary Artillery: the recent deployment
of the Rebel Heavy Tracker
and Mobile Proton Torpedo Launcher left the Imperial
Army in a desperate situation: while our Turbolasers
can make short work of any Rebel craft foolish
enough to close within range, the aforementioned
vehicles feature weapons that outrange our Turbolasers!
The Stationary Artillery was designed specifically
with these threats in mind: it lobs high-energy
shells across the battlefield, far outranging
any mobile unit the Rebellion (or Empire) can
muster.
- Build Tree:
- TMB: builds Fusion Generator,
Mineral Extractor, Mineral Maker,
Energy Storage, Mineral Storage,
Sensor Tower, Barracks, Air Base,
Droid Production Facility , and E-web
Turret.
- Construction Droid: builds all TMB
structures, plus Tibanna Refinery, Vehicle
Plant, Sandbags, Missile Turret,
Ion Turret, and Turbolaser Battery.
- TUG: builds all Construction Droid
structures, plus Advanced Air Base.
- CUV and Construction Walker: builds
Energy Generator, Advanced Mineral Extractor,
Heavy Missile Battery, and Stationary
Artillery.
- Rebel Alliance (REB)
- MCV (Mobile Command Vehicle): the MCV is
used by the Rebel Alliance to
establish forward bases in the war against the Empire.
The MCV is armed with a light anti-infantry laser.
Its powerful building tools make it the Rebellion's
quickest builder, and thus is best used to help build
up support infrastructure back at base.
- Barracks: Rebel infantry are trained at the
Barracks. Infantry can take very
little damage and have low-powered weapons, but they
are cheap, quick to build, quickly-moving, and can
traverse nearly every type of terrain. When used in
numbers, they can surround their targets and pummel
them with relentless barrages of fire. Infantry are
a vital part of every attack force, and learning to
control them effectively is necessary to become an
advanced SWTA player.
- Construction Droid: the Construction
Droid is necessary to expand your
base beyond the Barracks. The droid can construct
advanced defenses and construction plants, like
the Golan turret and Hovercraft Platform. Droids
are cumbersome and fragile, so keep them away
from enemy forces. They also build much slower
than the MCV, so using multiple droids per structure
is recommended.
- Fleet Trooper: the lowest of Rebel fighters,
the Fleet Trooper is armed
with a light laser than can be fired in a paralyzing
"stun" shot. The Trooper's rifle is
weaker and shorter-ranged than any Imperial gun,
placing him at a distinct disadvantage when pitted
against Imperial forces of equal size.
- Wookie Soldier: armed with a traditional
bowcaster, Wookie Soldiers
are both better armed and can take more punishment
than their Fleet Trooper counterparts. However,
their bowcasters have shorter range than Trooper
rifles and take longer to reload; they are most
effective when concentrating their fire on heavier
vehicles and walkers that Fleet Troopers barely
scratch.
- Rocket Soldier: this soldier carries
a Concussion Missile Launcher to
deal with enemy aircraft. His weapon, however,
can only fire at aircraft, leaving him highly
vulnerable to ground attacks. Do not underestimate
the importance of Rocket Troopers in an effective
ground attack force, as an attack without air
cover easily falls prey to marauding aircraft.
- Mobile MRB Trooper: the MRB Trooper carries
a deployable blaster turret
similar to the Medium-Repeater Blaster built by
the MCV. The bulkiness of the MRB Trooper's weapon
slows him down tremendously compared to other
troopers, but his lack of speed is made up for
with his weapon. The trooper must stop and deploy
his turret before firing, but once deployed the
Mobile MRB Trooper provides rapid-fire support
to any attack or defense force.
- Swoop: a fast, hard-to-control personal
transport similar to an Imperial
Speeder Bike. A single Rebel Trooper rides the
swoop and is armed with a standard blaster rifle.
Unfortunately, the rider cannot fire while moving
his vehicle; the swoop would careen out-of-control
if he lets go of the controls at any time. Thus
the rider must bring his vehicle to a halt before
firing, limiting his use militarily. He does make
an excellent early-game raider, though.
- ESPO Security Walker: SecuriTech's ESPO
Walker is a light walker
armed with a blaster cannon, and is quite effective
against individual forces. Its quick speed allows
it to respond quickly to attacks, making it a
prime defensive unit. The ESPO has very light
armor however, so keep it away from larger tanks
and walkers.
- Heavy Infantry Barracks: trains and arms
the advanced troopers of the Alliance,
who require a special facility for training. Heavy
Infantry have stats similar to regular infantry, but
with more advanced weapons and combat training. Heavy
Infantry are more evasive than their lesser-trained
counterparts and are thus harder for the enemy to
hit, but their training comes with a slightly higher
cost. Heavy Infantry are meant to supplement, not
replace, regular infantry.
- Construction Droid: builds more-advanced
structures and labs than the MCV. Gives access
to aircraft and hovercraft.
- Spy: Bothan Spies produce nearly all
of the Rebel Alliance's reconnaisance
information. Experts at stealth and observation,
Spies can infiltrate most bases and uncover enemy
movements and production. They do not appear on
radar, allowing them to slip into and out of enemy
establishments undetected.
- Commando: like Spies, Rebel Commandos
are stealthy troopers who do
not appear on enemy radar. Unlike the Spy, the
Commando is rather heavily-armed with a sniper
rifle and time bomb. His rifle allows him to decimate
small groups of infantry from a long range away,
while his time bomb enables him to flatten an
undefended base with high-powered explosives.
He also carries a pouch of sabotage mines that
can be used to quickly blow holes in sandbag lines;
two of these mines are enough to clear a 3-square
hole for units to pass through.
- Heavy Trooper: this elite soldier is
a battle-hardened veteran who is heavily
armed and armored. The Heavy Trooper enters battle
with an advanced laser rifle and hand-thrown concussion
grenades which deal a moderate amount of damage
in a large area. He is very effective at holding
off large groups of enemy troops, making the most
of his advanced weaponry.
- Heavy Rocket Trooper: unlike the standard
Rocket Trooper, this heavy
trooper carries a rocket launcher that targets
ground units. His rocket is a double threat, combining
high damage against armored units with a long
range that lets him fire from afar. The Heavy
Rocket Trooper is slower-moving and carries less
armor than other troopers, leaving him vulnerable
to flanking attacks.
- Repulsorlift Plant: constructs the Alliance's
hovercraft and repulsor-powered
attack vehicles. Repulsor craft have a high velocity
but are difficult to maneuver; they often get stuck
behind trees, rocks, and other obstructions that more-nimble
walkers and troopers pass with ease. Hovercraft are
quite varied and versatile; Rebel commanders are quite
fond of their hovercraft forces and always use their
speed to their advantage.
- Construction Droid: builds more-advanced
structures and labs than the MCV. Gives access
to heavy infantry, hovercraft, and advanced ground
weapons.
- Landspeeder: a fast, unarmed scout craft
that is cheap and quick to produce.
The Landspeeder is equipped with a radar and a
personal radar jammer, making it a very versatile
unit to watch enemy troop movements while itself
staying off radar. It is the fastest land unit
in the game and can easily stay out of sight of
attacking forces.
- Combat Airspeeder: light, fast-attack
atmospheric fighter made famous
during the Battle of Hoth. Most effective at engaging
enemy walkers and harassing resource centers behind
enemy lines. Airspeeders have light armor, so
keep them away from enemy defenses. Their specially-modified
blasters do extra damage to all walker-class units.
- Ultra-Light Attack Vehicle (ULAV): the
Ultra-Light Attack Vehicle is an
older hovercraft used during the waning days of
the Republic. It is fast and lightly-armored,
but armed with a twin-blaster cannon designed
to destroy infantry, as well as a light stun cannon
on the rear of the craft. The stun cannon can
briefly stun infantry forces, causing them to
freeze for a short amount of time.
- Trackata 1-A: the T1-A is a fast-attack
hovercraft armed with two independent
lasers. This makes the T1-A very effective at
engaging multiple targets at once, but also means
that it takes the T1-A longer to destroy a single
target amongst a group, for its second laser will
be busy firing at a separate target. The T1-A's
speed (along with all hovercraft) makes it a devastating
raider/interceptor, able to slip past enemy forces
and destroy infrastructure, only to return to
base to assist in defense before Imperial troops
can organize a counterattack.
- Trackata 1-B: where the T1-A is best
used as an anti-ground-force platform,
the T1-B is geared more towards front-line anti-aircraft
support. Armed with a medium laser and Concussion
Missile launcher, the T1-B is not as powerful
overall as the T1-A, but makes up for its lack
offensively with a defensive bonus. The T1-B is
armored with a shield generator that greatly reduces
the damage it takes. This feature is best used
on the front line to draw fire away from infantry
and T1-As, allowing them to inflict the real damage
against the enemy.
- Freerunner CAV: the heaviest of the Alliance's
hovercraft forces, the Freerunner
comes armed with an advanced laser turret that
deals high damage to other vehicles and walkers.
It is almost as speedy as the Trackata repulsors,
with higher armor and a higher cost to go with
it. Imperial AT-ST walkers provide more power
for their cost, but the Freerunner's versatility
is unmatched..
- V-Wing Atmospheric Fighter: the V-Wing
is a fast, medium-armored
ground-attack fighter. It hovers over the battlefield,
spraying its foes with a foray of gunfire. Its
lasers are slightly less powerful than normal
aircraft lasers, but its rapid rate-of-fire makes
up for this. V-Wings make outstanding raiders,
able to inflict massive damage to undefended bases.
- Loratus Hover Transport: able to load
twenty troopers and move them
swiftly across the battlefield, even over water,
the Loratus is a valuable asset to the Alliance.
The Loratus is heavily-armored and armed with
a medium blaster than can only be used when at
least five troopers ride inside. This transport
features the same automatic-unloading feature
of the Imperial Troop Transport, simplifying the
process of unloading your troops for battle
- Heavy Weapons Lab: constructs the Alliance's
advanced ground weapons. Though
it is more expensive than the Repulsorlift Plant,
the Heavy Weapons Lab gives access to the heaviest
ground vehicles in the Alliance military and is necessary
to combat the might of Imperial walkers.
- Construction Hovercraft: grants access
to the highest levels of Alliance
equipment, including advanced resource production
and defense weapons vital to prolonged victory
against the Empire.
- Scanner Jammer: equipped with radar-jamming
software that masks
unit signals from enemy radar. The Scanner Jammer
will completely hide any force inside its jamming
radar while giving that same force extended radar
coverage. Its jammer drains a fair amount of energy,
so be sure your economy is equipped to handle
such a drain before constructing one.
- Mobile Proton Torpedo Launcher: slow
and cumbersome, the Proton
Torpedo Launcher carries the Rebellion's fiercest
weapon. The proton torpedo it fires has a very
long range, able to attack units outside the Launcher's
sight range. The Launcher itself has a long reload
time, limiting its effectiveness is small numbers.
In groups, though, the Proton Torpedo Launcher
can make a near-unstoppable force. In addition
to its primary torpedo tube, the Launcher has
a secondary, vertically-launched torpedo that
it can use to fire over sandbagged defenses.
- All-Terrain Personal Transport (ATPT):
armed with an anti-infantry laser
with a large blast radius, the ATPT excels at
destroying groups of troops. It has high armor
and can maneuver quickly over the battlefield,
making it ideal for quick-strikes into the heart
of an enemy formation. They are not invulnerable,
however; they fall easy prey to other vehicles
and walkers and can be overwhelmed by large infantry
groups.
- Heavy Tracker: the Heavy Tracker is a
heavy repulsor
craft with a long-range artillery laser. The Tracker
can fire further than any other Alliance ground
unit, but because its weapon is laser-based, it
is ineffective in hilly terrain, or any other
battleground with large amounts of corpses or
other blocking structures. It also has extremely
heavy armor, but moves slowly and costs more than
any other Rebellion ground weapon save the Attack
Tank.
- Attack Tank: the Rebellion's most powerful
mobile weapon. The Attack Tank
has it all: the heaviest armor of any conventional
Imperial or Rebel unit, a heavy laser, and a heavy
rocket launcher. Though the rocket launcher can
only fire forwards, it packs a devastating punch
that can rip through defenses and can even be
used to destroy corpses, trees, and sandbags.
The Attack Tank's high armor makes it an ideal
base assault unit, as it can easily close on a
Turbolaser firing at maximum range without being
destroyed.
- Mobile Stormcannon: with the debut of
advanced Imperial fighters, especially
the TIE Defender and Scimitar Bomber, Alliance
High Command commissioned the Stormcannon, a mobile
high-energy laser battery that excells in destroying
enemy starfighters. The Stormcannon is a quad-laser
array mounted on top of a Mobile Proton Torpedo
Launcher chassis, which lends the Stormcannon
the same speed and maneuverability of the MPTL.
Essential in late-game attack groups for protection
against advanced fighter craft, which normal rocket
troopers and Trackata-1B hovercraft find difficult
to kill.
- Aircraft Base: builds part of the Alliance's
devastating air force. All Rebel
aircraft (except for the TUG) are armed with shield
generators that give them far more protection against
harm than their Imperial counterparts. Aircraft are
expensive and have long build times, but are very
hard to stop in groups.
- TUG: fast but unmaneuverable, the TUG
utility craft can build all structures
that the Construction Droid can. The TUG is vital
in helping mass-produce aircraft, as it is able
to assist the Aircraft Base in its construction.
It is fairly quick and can be used to establish
bases in areas the MCV and Construction Droid
cannot reach, though it builds even slower than
the Construction Droid.
- T-Wing: an older, light fighter best
used as a scout craft. Although armed
with lasers, the T-Wing is ineffective as an attack
craft, as its lasers are underpowered and its
armoring leaves much to be desired. It is, however,
equipped with radar, allowing Rebel players to
keep tabs on their Imperial enemies through the
air.
- Z-95 Headhunter: The Z95 is an outdated
craft that still serves as an effective
dogfighter and groud-attack craft. It is armed
with dual lasers and Magnetic Pulse Warheads,
which disable any mechanical unit/structure for
a limited time. Used effectively, Mag Pulse Warheads
can cripple an enemy force and enable swift, brutal
counterattacks.
- A-Wing Interceptor: the Alliance's premiere
interceptor is the A-Wing.
With blazing speed and a devastating twin laser/Concussion
Missile combo, the A-Wing dominates the air. It
is fairly expensive to build and does not have
much armoring, however, making it a fragile and
expensive investment. A group of A-Wings will
utterly destroy an enemy air force, provided advance
detection points out the presence of such a force.
- Y-Wing Bomber: a rugged fighter/bomber,
the Y-Wing is armed with a
light laser and a proton-bomb bay. The Y-Wing
makes passes on a target, releasing a single,
unguided bomb per pass. While somewhat inaccurate,
the proton bombs are fairly powerful, and thus
do great amounts of damage in groups. Beware air
defenses, for they can make short work of the
slow-moving Y-Wing. Like the TIE Bomber, these
craft are ineffective against mobile troops.
- Corellian Cargo Hauler: this aircraft
can lift any Rebellion ground unit and
transport it through the air to another location.
Using the Cargo Hauler will allow a commander
to expand his territory quickly and efficiently,
as well as move slower units (like the Attack
Tank or MPTL) to the front-lines without delay.
- Advanced Starfighter Base: produces the most
advanced fighters in the Rebel
fleet. From the Fighter That Killed the Death Star
to the newest heavy bomber in the galaxy, Rebel Advanced
Starfighters are efficient killing machines. All fighters
sport advanced shield and weapon generators, and are
equipped with devastating weaponry. Use them to your
full advantage!
- Combat Utility Vehicle: like the TUG,
the CUV is an airborne builder. Unlike
the TUG, the CUV is a very efficient build assistant
that provides access to the Alliance's advanced
structures. The CUV has the highest speed of any
Alliance construction craft, making it ideal for
spreading across all corners of a territory.
- K-Wing Heavy Bomber: to replace the aging
Y-wing bomber, the Rebel Alliance designed
the K-wing bomber. Based heavily on the X-wing,
this bomber uses its quad cannons to attack air
and ground targets. Its biggest punch, however,
comes from its heavy proton bombs that dwarf even
the mighty Y-wing's arsenal. The K-wing's bombs
blanket an area with enough destructive firepower
to level most buildings in one pass. They are
extremely expensive and vulnerable to enemy fighters,
so be sure to escort them at all times!
- X-Wing Fighter: the most famous non-Imperial
starfighter in the galaxy, whose fame
stems from its use in the destruction of the Death
Star. The X-wing is the Alliance's ship-of-the-line,
armed with four heavy laser cannons and a proton
torpedo launcher. The X-wing is effective in both
an air-superiority and ground-attack role, using
both its cannons and torpedos to wreck havoc among
enemy troops.
- B-Wing Assault Fighter: designed by Admiral
Ackbar to destroy entire Imperial
warships, the B-wing sees extensive use in ground
campaigns as a groud-attack fighter. Armed with
laser/ion cannons and proton torpedos, the B-wing
carries a formidable arsenal that it can use to
paralyze and destroy enemy armies. It is slower
but carries more armor than the X-wing.
- E-wing Interceptor: the Alliance's newest
and most advanced fighter. The
E-wing is faster than even the A-wing, and sees
extensive use as a heavy interceptor. The E-wing
carries triple blaster cannons and advanced proton
torpedos, and is effective against both air and
ground targets. This craft has been found to be
very effective against Imperial TIE Defender and
TIE Advanced aircraft, attributed to its high
speed and powerful weaponry.
- Structures:
- Fusion Generator: This power plant produces
the Rebellion's main source
of energy, which is in turn used to power weapons
and construct other units and structures. The
generator will explode rather violently when destroyed,
so be careful when placing many of them in one
area.
- Solar Collector: An alternate source
of energy. This plant collects solar
energy and concentrates it, powering all of the
Alliance's units and buildings. Available solar
energy depends on a planet's orientation and distance
from nearby stars, so each location's solar richness
will vary. Additionally, solar energy fluxuates
over time, providing random amounts of energy
throughtout a battle.
- Mineral Extractor: removes valuable minerals
from varying sources. Minerals
are used in constructing units and structures;
the mineral cost of a given unit is roughly proportional
to the amount of armoring it carries. Mineral
sources can be anything from mines in the ground
to chunks of crystals laying in a forest.
- Mineral Maker: based on stolen Imperial
designs, the Rebel Mineral Maker
is used to convert energy into minerals. By concentrating
and compressing massive amounts of energy, the
Maker can produce a small amount of minerals.
The result allows a player rich in energy to exchange
some of his excess for minerals.
- Energy Storage: a structure designed
to hold excess energy that would
otherwise go to waste. Since energy is vital to
your military units, it is wise to keep large
amounts in storage. The MCV and other construction
units each provide a small amount of storage,
but the Energy Storage structure will greatly
increase that amount.
- Mineral Storage: similarly designed to
store excess minerals in case
more are needed at a later time. It is very common
for a once-healthy economy to quickly fall into
recession because of over-expansion and enemy
raids. Mineral Storage structures will increase
the excess minerals you can store, helping reduce
the severity of such recessions.
- Tibanna Refinery: natural sources of
Tibanna gas exist on many worlds.
By placing a Refinery over such gas vents, vast
amounts of energy can be created. As Tibanna gas
is highly flammable, losing a Refineriy will result
in tremendous explosions. The risk is well worth-it
though; Refineries produce as much energy as a
dozen Solar Collectors.
- Sensor Tower: the Sensor Tower will expand
your radar coverage, allowing
you to observe enemy movements on your mini-map.
An absolutely essential part of every base. Beware,
some units have the ability to jam radars, allowing
units to sneak by unnoticed. It is thus wise to
keep up constant patrols outside your base.
- Sandbags: while seemingly useless, Sandbags
are perhaps your greatest
defensive structure. Sandbags will utterly stop
any enemy ground movement, allowing you to cut
off passages and force enemy troops to traverse
certain well-defended areas. Defensive structures
are greatly improved with the presence of sandbags,
which deflect and prevent enemy fire from hitting
the defensive structures.
- Medium-Repeater Blaster: a small, unarmed
blaster effective against
small groups of infantry. The MRB is your only
early-game defense buildable by the MCV. It is
best used in groups defending resource centers
from early attack. The MRB is ineffective against
vehicles and walkers, which should be defended
against with heavier defenses like the Golan and
Atgar.
- Anti-Aircraft Battery: stationary anti-aircraft
battery. Fires explosive shells
at incoming aircraft that are devastating against
tightly-packed groups. This battery has trouble
tracking faster-moving craft like TIE Interceptors,
which should be destroyed using Rocket Troopers
and/or A-Wings and Z95 Headhunters.
- Golan Anti-Infantry Battery: the powerful
Golan Battery has a longer
range than the MRB and fires high-energy bolts
capable of engulfing multiple infantry and vehicles
in their blast radii. The Golan is less powerful
than the Imperial Turbolaser but also cheaper,
allowing a Rebel commander to deploy multiple
Golans for every Turbolaser his opponent constructs.
- Atgar Anti-Vehicle Array: this laser
array does little damage, but don't
let that fool you -- the Atgar is a very effective
defense unit. It has nearly twice the range and
half the reload of the Golan Battery, which allows
the Atgar to harass enemy troopers from an extreme
distance. A small group of Atgars act almost like
artillery fire, shelling incoming troops with
a barrage of laser bolts.
- Spotter Tower: a lone Rebel soldier sits
atop this tower of metal, keeping
watch for Imperial movements. His pair of high-power
binoculars enable him to see a great distance,
providing line-of-sight over a large area. Though
Rebel radar technology can detect Imperial units
at a further range than the Spotter Tower can
see, the Tower actually allows any unit in the
area to fire at these units as soon as it sees
them, unlike radar tower, which forces the commander
to give explicit firing orders. One Spotter Tower
will enable your Atgar and Golan batteries to
fire at their maximum range all the time, greatly
increasing their efficiency.
- Energy Generator: recent engineering
advances have resulted in the Energy
Generator, a high-yield power system that provides
more power to your army than three-dozen Fusion
Generators. Use these generators to power your
late-game armies, gradually replacing your Fusion
Generator fields. Keep them well-guarded, though,
as they are fragile and explode in a mighty fashion
when destroyed! The Rebellion's Energy Generator
is cheaper to build than the Empire's, but produces
less energy overall.
- Advanced Mineral Extractor: a more efficient
version of the Mineral
Extractor that bores deeper into the planet to
remove greater quantities of valuable minerals.
One Advanced Extractor produces minerals three
times faster than a standard extractor. You should
transition to these extractors as your army grows
in size, using their extra output to produce larger
and advanced armies.
- Stormcannon: firing destructive missiles
at a rapid pace, the Stormcannon
is the Rebellion's answer to the increased potency
of recent Imperial fighter craft. It features
a burst rocket system that fires extremely powerful
missiles in groups powerful enough to incinerate
all but the heaviest aircraft. With a large range
and excellent tracking system, one Stormcannon
should be able to protect a large area of your
base from enemy attack.
- Proton Torpedo Artillery: filling the
need for medium-range defense is
the Proton Torpedo Artillery, which fires heavy
torpedos similar to those used by the MPTL. This
artillery platform uses an advanced targeting
suite to "lob" its torpedos over terrain
and blocking wreckage, significanly increasing
the potency of its weapon. Useful for defending
against attacks from Mobile Artillery.
- Build Tree:
- MCV: builds Solar Collector, Mineral
Extractor, Mineral Maker, Energy
Storage, Mineral Storage, Sensor
Tower, Barracks, Aircraft Base,
Spotter Tower, and MRB Blaster.
- Construction Droid: builds all MCV
structures, plus Tibanna Refinery, Repulsorlift
Plant, Heavy Weapons Lab, Heavy
Infantry Barracks, Sandbags, AA
Battery, Golan Battery, and Atgar
Array .
- TUG: builds all Construction Droid
structures, plus Advanced Starfighter Base.
- CUV and Construction Hover: build
Advanced Mineral Extractor, Energy Generator,
Stormcannon, and Proton Torpedo Artillery.
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associated content (whether trademarked, copyrighted or otherwise protected
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no profit, and do not feel that it is detrimental to the Star Wars name, brand
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