Before we send you out there, you are to be given some information on
your enemy. We have a lot to cover Rogues, so pay attention. This information
could save your life.
All Terrain Armored Transport is the heaviest ground assualt vehicle in
the Galaxy. Its imensely strong armor can resist even a turbolaser blast.
Standing 12 metres tall, with duel heavy laser cannons mounted in the command
area, the AT-AT is formidible. Firepower is of no use here. Experience
has taught us that the legs are its weak spot. Speeders can use their harpoon
guns to attatch a cable to one of the legs, and wind the cable around and
around the legs, tripping the monster. This takes great pilot skill, and
cover, as taking down an AT-AT is a long process, which leaves you vulnerable
to attack. The AT-AT is good at attacking almost anything and can carry
troops inside it.
The All Terrain
Scout Transport is a good all rounder. It is fast, strong and trouble.
It doesn't have any specific weakpoints, apart from if you fly at it from
the back it can't see you. My advice is to fire like hell when you see
it! The gunners on these things are good, but the AT-ST is very little
use against air targets. However it is excellent at taking out ground targets,
such as soldiers, and lightly armored vehicles. It's weak spot is the head.
The All Terrain
Personal Transport is the "baby" of the All Terrain series. This
craft trades firepower and armor for speed. It can outrun anything else
that relies on the ground for support. However the heavy blasters can still
do considerable damage, so when you take them out, make sure that you do
so from behind.
are looking at is a turbolaser turret. They are ground based, and have
little armor. Four shots should do it. However be carefull to watch whcih
which way the guns swing as these babies pack a serious punch.
turrets are the pilots nightmare. These nasty pieces of work will fire
two missiles in each shot. Your computer will tell you if you are being
targeted by a double high pitched bleep. When you hear it, comence evasive
manoeuvres immediately and take out the turret!
of a problem is this. The heavy turret. It packs more of a punch than a
normal turbolaser turret, and its strong armor means that multiple passes
have to be made to take it out. The only way to take it out is to aim at
the very top, where the guns are and fire like hell. However this does
put you right into the cross hairs of an imperial gunner. So make sure
that you are careful!
is an Imperial Landing Craft. It is included in thes section because althtough
it flies, it delivers troops to and from the battle field, It can carry
anything from Stormtroopers to AT-ST walkers. Fast but sluggish. Its super
heavy armour makes it almost impossible to destroy. Therefore the best
thing to do is to ignore the craft in itself, but to make sure that you
get every single troops that it disgourges!
of a Tank Droid on the scene is always bad news. Its tracks give it excellent
traction and speed. The gun turret is capable of taking down even heavily
armoured ground targets. Its tracks make it fast and capable of going over
almost all terrains and inclines. They tend to hunt in packs, making them
a deadly addition to the Imperial arsenal.
long been the most infamous soldiers in the galaxy. Adapted to all environments,
you will find them everywhere. However they are no real threat to starfighters
as their weaponry is far to weak, but continuous impacts from a squad of
Stormtroopers can do damage, meaning that they are a pesky nuisance, so
if you get a chance to take them out, please do so!