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Mounted Trooper, Heavy Mounted Trooper, Advanced
Mounted Trooper |
This mounted and melee unit is capable of detecting concealed units such as Jedi and Sith. It’s
main use though, is to defeat Mech Destroyers and Assault Mechs. It has bonuses vs. buildings. |
Trooper Recruit, Trooper, Heavy Trooper, Repeater
Trooper |
The most basic gun fodder for all the techs in SW:GB. They are most useful in the earlier techs when they
are the most powerful units on the field. In later techs however, when mechs and other powerful machines dominate, they are
the quickest unit to die. |
Anti Air Trooper, Heavy Anti Air Trooper |
Anti-Air Troopers are lightly armored soldiers armed with powerful missile launchers specifically designed
to destroy flying units. |
Grenade Trooper |
This unit is one of the more expensive units in the Troop Center. It has a strong bonus vs. all mechs,
and fires a grenade with a small area damage. |
Scout |
These rather flimsy units are very quick, and thus ideal for scouting with their wide range of sight.
They also contain the ability to spot concealed units. |
Strike Mech, Heavy Strike Mech |
These are the answer to infantry. They are quite capable of disrupting infantry formations, and are quick
to respond to threats. |
Mech Destroyer, Heavy Mech Destroyer |
Ever wonder what unit can possibly drop an Assault Mech in its tracks? This is the ultimate Mech Destroyer
that can destroy any units made inside the Mech Factory. It is weak against massed infantry, but has the ability to carry
one unit inside its metal frame. |
Assault Mech, Heavy Assault Mech |
The strongest unit made within the Mech Factory. It delivers a powerful, explosive attack that severely
damages everything in its wide blast radius. In the SWGB: CC expansion, we will be seeing the AT-AT being able to attack air
units. This unit can be used to transport smaller forces, such as Troopers, within its thickly armored confine. |
Utility Crawler |
A form of worker that fishes and constructs aqua harvesters. In the case of Gungans, this vehicle can
construct under water prefabs. |
Transport Ship |
The key to quickly transporting units from one location to another by sea. |
Light Frigate, Frigate, Advanced Frigate |
This speedy vessel is equipped with a basic energy weapon, making it suitable both for scouting and defense.
It is also capable of detecting hidden units, including enemy submersibles. |
Destroyer, Heavy Destroyer |
The Destroyer is a fast craft that's specifically suited towards eliminating other sea vessels-particularly
slower ones, such as Cruisers. |
Anti Air Destroyer, Heavy Anti Air Destroyer |
This is the key to protecting your weak naval units from furious attacks from the air. They carry surface
to air missiles, but cannot defend themselves from other sea units. |
Cruiser, Advanced Cruiser |
Cruisers fire devastating artillery volleys at an extreme range, making them ideal for coastal bombardment.
They are otherwise weak to attacks from the air or to quicker strikes from faster vessels. |
Air Transport |
One of the best ways to get a unit from one location to the next. It can transport almost anything, over
anything, and is hard to shoot down. |
Bomber, Enhanced Bomber, Advanced Bomber |
Bombers have no air-to-air fighting capability, but carry slow-firing weapons that can cause tremendous
damage to buildings as well as groups of ground units in tightly packed formations. |
Fighter, Fast Fighter, Advanced Fighter |
The Fighter is quick and capable of delivering harmful strikes against any other unit, flying or otherwise.
Its best use is to attack units incapable of returning fire. |
A-Wing (Rebel Alliance Only) [CLONE CAMPAIGNS
ONLY] |
A hit-and-fade fighter exclusively available to the Rebel Alliance, the A-wing can be built in Tech Level
4 once the Rebels have researched the technology to do so. A-wings lack the thicker armor of their X-wing cousins, but are
specialized in their ability to execute extremely fast surgical strikes against key ground targets. |
Artillery, Heavy Artillery |
Capable of hurdling bolts of energy over long distances to the enemy. Has a splash damage and is useful
against tightly packed formations. |
Anti Air Mobile, Heavy Anti Air Mobile |
Useless against a ground assault, Anti-Air Mobiles can obliterate Aircraft with ease. |
Pummel, Heavy Pummel |
A capable melee unit whose bonus is weak vs. everything but buildings. It uses cutting lasers to get up
close and rip its target to pieces. |
These warriors-in-training are already proficient with their weapon of choice: the lightsaber, an energy
blade of exceptional speed and power. Their lightsabers thus make these students of the Force effective against enemy Troopers
as well as some Mechs. |
Jedi Knight/Sith Knight |
Full-fledged Jedi Knights and Sith Knights are much stronger than the trainee Jedi and Sith that are initially
available. Not only can Knights absorb much more damage, but they're even better in battle-and, more importantly, they have
the ability to persuade weaker minds to join them. |
Jedi Master/Sith Master |
These masters of the Force are much stronger and tougher than even their brethren Knights. Thus not only
can these warriors rend asunder entire ranks of enemy Troopers and Mechs, but they can use their powers of the force to gain
control of the more stronger minds of their enemies. |
Royal Crusader & Elite Royal Crusader (Naboo
Only) |
The Royal Naboo's mightiest warriors, the Royal Crusaders are a form of glorified mounted trooper with
strong hit points and shields. |
Dark Trooper Phase 1 & Dark Trooper Phase
2 (Galactic Empire Only) |
This experimental ranged attack unit is more effective than Strike Mechs at dispersing enemy infantry
formations, and can detect invisible units such as Jedi or Sith Masters. |
Berserker & Advanced Berserker (Wookiee
Only) |
Unique to the Wookiees, Berserkers are highly trained, ferocious warriors that can quickly close the distance
with any foe. They are some of the stronger melee units available in this game. They can tear apart mechs in no time, and
even strong buildings will fall prey to their blades. |
Destroyer Droid & Heavy Destroyer Droid
(Trade Federation Only) |
Exclusively manufactured for the Trade Federation, the droideka-also known as the destroyer droid-has
an innovative design that lets it travel fairly quickly when it curls up and rolls across the terrain. When the Heavy Destroyer
Droid is researched, it will gain personal shielding. |
Fambaa Shield Generator & Heavy Fambaa Shield
Generator (Gungan Only) |
This unit gives off an energy source in a fairly covered distance with its shields. Units under it are
give this extra bonus in hit points as they attack or defend against their enemies. This mobile Shield Generator is slow,
but fairly strong against blaster fire. |
Airspeeder & Armored Airspeeder (Rebel
Alliance Only) |
Unique to the Rebel Alliance, the Airspeeder isn’t stronger than, but rather has better bonus’s
than the regular fighter, it can take down a mech with no slowing in its stride. |
Bounty Hunter |
Bounty hunters are the scum of the galaxy. They are somewhat good against trooper units, but they excel
against Jedi. Even the strongest Jedi Master will fall to the bounty hunter's underhanded tactics. |
Jedi Starfighter & Advanced Jedi Starfighter
(Galactic Republic Only) [CLONE CAMPAIGNS ONLY] |
Unique to the Republic, Jedi Starfighters are primarly spying/sneak attack units. These fast moving aircraft
piloted by highly train Jedi Knights have a slow fire rate and a delay before firing, but they can fire a homing torpedo.
They are susceptible to conversion by opposing Jedi/Sith Masters - but only if the opposing civilization has researched the
Force Influence ability. Advanced Jedi Starfighters can benefit from several upgrades including the Jedi Mind Trick, Sight
Beyond Sight and Shields. The most important of these upgrades is the Jedi Mind Trick which gives the craft stealth ability. |
Geonosian Warrior & Elite Geonosian Warrior
(Confederacy Only) [CLONE CAMPAIGNS ONLY] |
Geonosian Warriors are members of the soldier caste of the species that teems beneath the surface of the
planet Geonosis. These winged troopers can engage both ground and air forces in close combat, although their strength lies
in defeating other troopers. |
Cannon |
Every civilization can construct these slow moving and weakly armored, long ranged and powerful artillery
units that must unpack before they can commence their attack. |
Air Cruiser [CLONE CAMPAIGNS ONLY] |
In Tech Four, each civilization gains access to their own Air Cruiser, which is similar to an Assault
Mech in its destructive potential. Air Cruiser weapons have tremendous range and are extremely powerful against structures
and groups of tightly packed units. However, Air Cruisers fire slowly, move slowly, are expensive, and are vulnerable to fast
air-to-air attacks and anti air attacks from the |
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