___________
                         _,.-R           R-._
                    ,--''    |           |   ''-,
                    I        |           |      |   ______
                    I        |           |      I---      \
                    I        |           |       ___ ()->  \
                   I         |           |      I   -------\(-
                  [I_________|___________|______/
                    \___( O )_________( O )____/
                        | @ |         | @ |
                        |[ ]|         |[ ]|
                        |[ ]|         |[ ]|
                        ( O )         ( O )
                        | @ |         | @ |
                        |[ ]|         |[ ]|
                        |[ ]|         |[ ]|
                        |[ ]|         |[ ]|
                       /-----\       /-----\
                       =))-((=       =))-((=
                      --------      ---------

   ____      _____  ______          _____   ____   ___   ____         _____
  /    \   /|   |     |     /      /       /      /   \ |    | |\   |   |
 /     /  / |   |     |    /      /____   /___   /___/  |    | | \  |   |
/      \ /--|   |     |   /      /       /      /   \   |    | |  \ |   |
/_____ / /   |   |     |  /____  /_____  /      /    \   |____| |   \|   |

                          _______   _______
                             /         /
                            /         /
                           /         /
                       ___/___   ___/___


/----------------\
|Order of Content|
\----------------/

Legal Stuff
Version History
Scout Vehicles/Bikes
1.1.1 STAP
1.1.2 Speeder Bike
Medium Attack Vehicles
1.2.1 IFT-X/IFT-T
1.2.2 AAT
1.2.3 AAC-1
1.2.4 AT-RT
1.2.5 Armored Tank Droid
1.2.6 Hailfire Droid
Assault Vehicles
1.3.1 AT-ST
1.3.2 Spider Walker
Command Walkers
1.4.1 AT-TE
1.4.2 AT-AT
Space Fighters
1.5.1 Scout Fighters
1.5.2 Bombers
1.5.3 Multi-Purpose Fighters
1.5.4 Troop Transports
Turrets/Other
1.6.1 Laser/Beam Turret
1.6.2 Sonic Turret
1.6.3 Hoth Anti-infantry Cannon
1.6.4 Hoth Anti-Vehicle Cannon
1.6.5 Concussion Cannon Turret
1.6.6 Yavin Tower Turret
1.6.7 Particle Cannon Turret
1.6.8 Tauntaun
1.6.9 Snowspeeder
1.7.1 Locations Chart
Miscellaneous Submissions
Thanks

Note: Hit "Control + F" and type in the code next to the vehicle you want to
find.

Legal Stuff----------------------------------------------------------------
This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site other than those specified
below without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a
violation of copyright. (Short version: It's mine, not yours, don't make a
profit from it)

www.gamefaqs.com
www.1up.com

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
-----------------------------------------------------------------------------
Version History
---------------
1.00 Completed - 11/10/05 - First submitted to GameFaqs.
1.01 Added     - 11/14/05 - Fixed AT-TE faction, CIS to Republic, silly me
1.11 Added     - 11/14/05 - Added Turrets/Other section in place of Snowsp.
1.16 Added     - 11/14/05 - AT-AT vs. Snowspeeder strategy contributed
1.21 Added     - 11/15/05 - Ship slicing info added
1.22 Added     - 11/15/05 - I found a new AT-AT strategy
1.28 Added     - 11/16/05 - AT-AT strategy and spelling added
1.32 Added     - 11/17/05 - Added Particle Cannon Turret
1.47 Added     - 11/19/05 - Added more from Rork and added Misc. Sub.
1.52 Added     - 11/23/05 - Added Spudtrooper submission
1.57 Added     - 11/18/05 - short ver. Of legal stuff, added 'copyright'
1.95 Added     - 12/08/05 - Submissions, added chart and will fill it out.
2.15 Added     - 12/11/05 - My ASCII, tntn. Snwsp. In chart, new organization
2.20 Added     - 12/11/05 - Finished organization.
2.25 Added     - 12/13/05 - Richard Scinto's submission
2.30 Added     - 12/15/05 - Added to "Contact Me"
2.62 Added     - 01/07/06 - edited copyright, wording, and submissions

-My Personal Version System-
01     - Small update (spelling, etc.)
05-.09 - Added submission, rewrote certain vehicle, new vehicle
10-.20 - Good sized- to large update
1.0       - total rewrite

Note: These are approximations I usually adhere to. The number may vary
because I see the change as being bigger or smaller than the suggested
number.
-----------------------------------------------------------------------------
Guide Summary: I created this guide about vehicles for Star Wars: Battlefront
II. I will do my best to help you fight and fight from these fabulously
useful items.

Name: what the name of the vehicle is
Faction: what faction this vehicle belongs to
Crew/Passengers: how many soldiers it can hold and what they can do inside
Weaponry: what kind of firepower the vehicle has and how much
Critical Hit Location: where to hit the vehicle for extra damage, if there is
a place to.
Piloting it: all the strategies I have for driving this vehicle.
Fighting it: my tips for destroying this vehicle
Jedi: how to kill Jedi with this vehicle and how to kill the vehicle with
Jedi.
Slicing: the easiest way I have found to hack this vehicle with an engineer-
type class.
Notes: any notes I have
-----------------------------------------------------------------------------

Scout/Bike Vehicles

-----------------------------------------------------------------------------
STAP (1.1.1)

Faction: CIS
Crew/Passengers: 1
Weaponry: 2 laser cannons
Critical Hit Location: None

Piloting it: The STAP has very smooth, quick, forward motion. Its lateral
movement is very bad, as well its reverse movement. My strategy is to take
strafing runs against the thickest part of the enemies, make a U-turn WHILE
STILL MOVING by just turning the R-stick. The weaponry overheats in about 3
seconds or so, so begin the firing just as you hit the group. The cannons do
not have "explosive laser" effects like vehicles did in Battlefront I. NEVER
STOP MOVING!!!

Fighting it: If you can manage it, the IFT-X laser cannons can do the job
quickly, assuming you manage to hit the STAP. As a heavy trooper (missile
launcher), you will have to be extremely lucky to land a hit if it is still,
it may move at the last minute. You will have to be even luckier if the STAP
is moving, unless it is headed straight towards you or away from you.
Engineers can plant detpacks and hope the STAP goes over them. Mines work
too. Good snipers can pick off the drivers then use the STAP as bait to get
others. In any case, you can grab a pistol/rifle/shotgun and get personal
too.

Jedi: Jedi with this can be tricky, as you can't risk strafing runs too much
because they might slice you in half. Fire the lasers slower than usual while
backing up (the lasers should slow them down) to whittle away their stamina
until they can't block any more bolts. Once you see a few bolts go in, hold
down the trigger and lets loose.

Killing it with Jedi can be frustrating because this vehicle is quick. What
do I do? Saber throw or do the dash-attack (sprint then R-trigger while
sprinting).

Slicing: hacking can be frustrating because of the speed of the STAP. I try
to sneak up on it. All the scout vehicles are hacked in increments of 50% so
it won't take to long.

-----------------------------------------------------------------------------
Speeder Bike (1.1.2)

Factions: Rebel Alliance, Republic, Galactic Empire
Crew/Passengers: 1
Weaponry: 1 rapid-fire laser cannon
Critical Hit Location: None

Piloting it: Just like the STAP, this vehicle also has pitiful lateral and
reverse movement. My strategy is to take strafing runs against the thickest
part of the enemies, make a U-turn WHILE STILL MOVING by just turning the R-
stick. The weaponry overheats in about 3 seconds or so, so begin the firing
just as you hit the group. The cannons do not have "explosive laser" effects
like vehicles did in Battlefront I. NEVER STOP MOVING!!!

Fighting it: Basically the same strategy as the STAP. But now you can use the
Armored Tank Droid, with its shotgun-like rounds.

Jedi: Jedi with this can be tricky, as you cant risk strafing runs too much
because they might slice you in half. Though you can be a little risky and
try to impale them on the front of the bike Fire the lasers slower than usual
while backing up (the lasers should slow them down) to whittle away their
stamina until they cant block any more bolts. Once you see a few bolts go in,
hold down the trigger and lets loose.

Killing it with Jedi can be frustrating because this vehicle is quick. What
do I do? Saber throw or do the dash-attack (sprint then R-trigger while
sprinting).

Slicing: Sneak up on it very fast. If you can catch it when its stationary
except for rotation, it's yours.

Notes: You can impale people on the front of your bike.
-----------------------------------------------------------------------------

Medium Attack Vehicles

-----------------------------------------------------------------------------
IFT-X/IFT-T (1.2.1)

Factions: Galactic Empire, Republic
Crew/Passengers: 2
Weaponry: 2 laser cannons
         2(concussion?) missile launchers
         1 beam turret
Critical Hit Location: the circle on the rear panel of the tank.

Piloting it: the missile launchers are valuable against clusters of infantry
and enemy tanks. They fire in pairs, so don't miss. For tank-to-tank
engagements, strafe a lot, boost behind your enemy, or both. If you see
you're going to lose, ditch out and try to hack/detpacks/time bomb the enemy
if you can. You are at a supreme disadvantage if your turret isn't manned in
a tank battle. It clears away infantry and does damage to enemies quickly.

Fighting it: try to get behind the tank near the Critical Point while
shooting the turret controller, if present. This tank can rotate fast enough
be annoying. In a tank, you NEED to dodge those missiles!!! As a soldier,
make sure no one gets in that turret once it's empty and unload your
ordinance into it. If you want to, you can jump onto the tank, and get behind
it. It is great for gloating against other human players.

Jedi: You can charge Jedi with the boost and hopefully damage them seriously,
but they can jump high. You need to make sure you're unloading your missiles
at their feet and blasters at their head (or body). You need to protect you
gunner, as he is very important. Should the Jedi get behind you, boost away
and turn around and nail them.

Killing an IFT-X/IFT-T can be interesting as a Jedi. Dash forward and jump in
the air and do an air attack to kill the gunner (it will take some practice).
You need to stay behind the tank at all costs. If it boosts away, dash after
it. Make sure to kill the occasional soldier to keep your "Hero Bar" up.

Slicing: Just make sure the gunner is dead and stay behind the tank. If it is
going to get blown up, don't let someone else get the kill! Slap a detpack on
that sucker and run! Make sure you put it on or near the circle if you can.

Notes: the Beam Cannon has a zoom function for the bored gunner ready to nail
people at long distance!
-----------------------------------------------------------------------------
AAT (1.2.2)

Faction: CIS
Crew/Passengers: 2
Weaponry: 2 blaster cannons
         2 missile launchers
         1 big turret on the top
Critical Hit Location: back panel under cockpit.

Piloting it: In a tank-on-tank battle, if your turret isn't manned, you're in
serious trouble. Switch back and forth between the turrets massive gun and
the main tank's concussion missiles. This tank has wonderful overall movement
with good strafing once you get momentum. The rotation on the turret and tank
is FANTASTIC.

Fighting it: Sadly, there is no gunner you can shoot out of this puppy. Just
duke it out while avoiding the big gun and missiles. As infantry, bomb the
panel in the back like there's no tomorrow.

Jedi: Killing Jedi is once again important to your tank's survival. Make the
missiles explode at their feet and the lasers at their bodies. Boost away if
they're behind you. (Getting repetitive a little, isn't it?)

As previously said, there is no gunner to shoot out this time. The gunner
won't help the tank too much once you get under the turret and start
swinging.

Slicing: slicing is simple as long as no soldiers are shooting at you or the
tank boosts away. Just stay under the turret.
-----------------------------------------------------------------------------
Combat Speeder (AAC-1) (1.2.3)

Faction: Rebel Alliance
Crew/Passengers: 2
Weaponry: 2 laser cannons
         2 particle cannons
         2 missile launchers (operated by one gunner)
Critical Hit Location: Black horizontal barrels on sides

Piloting it: YES!!! This baby has a turret that rapid-fires 12 missiles.
TWELVE!!! This thing is great, though the particle cannon is weaker than
missiles, but it has a faster fire rate. It isn't slow but it's not fast
either, just slow enough to be an effective platform for the main attraction,
the missile turret. The strafing is good once you get it going. Rotation is
great too.

Fighting it: this tank can be frustrating to kill with such a small Critical
Hit spot. But the main thing to do is DODGE THOSE MISSILES!!! The particle
cannon is damaging too, but the missiles are scary. If you some how manage to
get on top, you can shoot it from there. This tank can also be attacked by
detpacks/time bombs.

Jedi: Killing Jedi is fun in this one. The boost is good enough to get you
far away enough you wont get splash damage from your missiles. If you are out
of boost and a Jedi starts smacking the sides, just rotate the Critical Spot
away from him/her.

As a Jedi this is interesting. Try to get on top and dice it from above. I
don't know if you can deflect the missiles or not. If anyone finds out, email
me.

Slicing: Get behind the tank, and don't let it turn around and vaporize you.
-----------------------------------------------------------------------------
AT-RT (1.2.4)

Faction: Republic
Crew/Passengers: 1
Weaponry: 1 laser cannon
         1 mortar launcher
Critical Hit Location: the cylinder between the legs

Piloting it: ooh, this one is fun. It's like being on a tall AT-PT, except
people can snipe you out. Use the boost when you can because it is kind of
slow. The strafing is a little weird. From a standstill, starting to strafe
is slow unless your walker is already pacing sideways. It is generally safer
to start out walking forwards a bit then ease into the strafe. Sometimes
switching between left and right can cause the walker to rotate, with is
annoying. The laser cannon isn't anything new, but the mortar launcher is.
Remember, it fires in an arc, so aim higher than your target.

Fighting it: unless you get behind it or cover, or take it out quick, your in
trouble. The AT-RT can unload a lot of pain fast, but if it doesn't kill you,
you get a couple seconds of impunity. There are 4 mortars in a clip, the clip
isn't shown however. You can snipe the driver out and dash into it if you
want to. Good old pistol or rifle fire works too. A critical rocket is an
instant kill, so don't miss.

Jedi: Killing a Jedi in this can be very risky. Unload all of your mortars
into but only some of the laser cannon. If you are all out of everything,
don't let them get close until you have weapons again. If they get close,
either boost or if it's about to blow up, ditch and run.

Killing AT-RTs may be one of the most fun things to do as a Jedi. Dash up
close, jump up, do an aerial attack on the driver, and you're done. If you're
no good at aerial attacks, just get behind it and slash at the legs and
cylinder. Make sure you have saber block up if you don't dash.

Slicing: Slicing this isn't too hard, the slicing goes in increments of 10%.
The only problem is getting to the walker without getting blown up. Just run.
-----------------------------------------------------------------------------
Armored Tank Droid (1.2.5)

Faction: CIS
Crew/Passengers: 1
Weaponry: 2 giant shotguns
         2 mortar launchers (4 mortars per clip)
Critical Hit Location: Side of the rear tread cylinder

Piloting it: this tank is so much fun. The shotguns tear up tanks AND
soldiers. The mortars are handy too. The forward motion is pretty good. The
rotation is better than you'd think. Since this tank only has on tread, there
is no strafing whatsoever. Remember this. My strategy against enemy tanks:
boost in (it's really quite fast) and unload mortars on the way so you don't
get splash damage. Fire your shotguns while backing up. And then put more
mortars on it. Finish it off with whatever you have.

Fighting it: Take advantage of this tanks inability to strafe. Just strafe
around it, watching it turn around and around and around. Don't get too
close!

Jedi: Jedi are dangerous to you. If you don't kill them in the first pass,
they can jump on top of you and you're toast. Charge while firing your
mortars, the shotguns aren't useful until you're up close and personal.

If you can sneak up on this tank or simply jump and avoid its fire, land on
top of it of hit the rear cylinder.

Slicing: this one is fun. Sneak up behind it, jump on top and crouch and
slice.
-----------------------------------------------------------------------------
Hailfire Droid (1.2.6)

Faction: CIS
Crew/Passengers: 1
Weaponry:  Twin Missile Magazines (16 missiles/clip)
          1 machine gun
Critical Hit Location: Protrusion under tank

Piloting it: Missiles. Missiles. Missiles. This thing is fun. With 16
missiles firing one after another, this thing can slag a big area. The
missiles don't really lock, as far as I know, they just bombard a large area.
The machine gun is only good for taking out troops, and none to good at that.
No strafing on this thing. The rotation is good, which is important so you
can expand the slagged area. Don't lets infantry get too close, if they do,
just use a short boost to get away. The best way to get around in this thing
is through short bursts.

Fighting it: The Hailfire Droid isn't super accurate, but you have to watch
out for the occasional good machine gunner. Go up to it from any direction
and aim low, for the critical point if you can see it. Don't let it get a
bead on you if you are in a tank. The missiles might get you.

Jedi: It is frustrating to kill Jedi with this simply because the machine gun
overheats fairly quickly. Aim at them with the missiles, and hope you're
lucky while using the machine gun. The Critical Hit spot is easy for them to
hit, so watch out.

The Hailfire Droid can be hard or easy. If you have a stupid driver at the
wheel just get behind and slash at the Critical Hit spot. If they are good
you may have to do some complicated dashing/jumping.

Slicing: Hailfires are slightly annoying to slice because they are so quick
they can get away. Not much you can do other than sprint after it and hope
you don't have to start over.
-----------------------------------------------------------------------------

Assault Vehicles

-----------------------------------------------------------------------------
AT-ST (1.3.1)

Faction: Empire
Crew/Passengers:2
Weaponry: 2 laser cannons
         2 particle cannons
         1 gunner-guided missile launcher
Critical Hit Location: Block behind and under cockpit (between legs)

Piloting it: The speed on this is a moderate one, not to fast, not too slow.
The cannons on this baby last about 4 seconds before overheating. The
particle cannon provides the firepower necessary to take down turrets and the
occasional snowspeeder. The particle cannon as the "explosive bullet" effect,
so use it on groups of enemies. The secondary position, the rocket
controller, isn't super for direct contact fights, so just have your gunner
firing missiles at all times. Groups of enemies are great with this. Make
sure your gunner boosts the rocket all the way before impact.

Fighting it: The head doesn't turn all the way on its neck like some sort of
owl, and this is what you need to take advantage of. The AT-ST has fair
rotation, but this can be nullified. Just stay behind it and shoot for the
block. In a snowspeeder, don't travel in a straight line, the particle cannon
is very strong.

Jedi: With explosive bullets, lasers, and a missile launcher, only the best
Jedi survive. Unless you are just really bad, but that is what we're trying
to change, right? Anyway, unload everything on the Jedi, with the particle
shots and rockets the his/her feet. That's about it.

The armor on this thing isn't as tough as you'd think against a lightsaber.
You can slice at the legs, jump up and slice at the Critical Hit spot, or,
for complete safety (except from snipers), just jump on top.

Slicing: Slicing here is pretty straightforward. Just stay in the back.
-----------------------------------------------------------------------------
Spider Walker (1.3.2)

Faction: CIS
Crew/Passengers: 1
Weaponry: 1 blaster cannon
         1 beam cannon
Critical Hit Location: joint where legs meet body

Piloting it: Fortunately, the Spider Walker's speed has been slightly
upgraded since BFI. In general, the movement is smoother too. There is no
immediate strafing. If you want to strafe, just hold down one side on the L-
stick and keep going. If you want to strafe in the other direction the whole
Spider Walker has to rotate. The left stick controls the movement while the
right stick controls the guns. There is no boost on the Spider Walker like
there is on the AT-ST. Your biggest threat is from people behind and under
you. Try to attack at longer ranges with the beam cannon and use the laser
rifle only when enemies get close.

Fighting it: The Spider Walker's glaring weakness is its inability to attack
things right on top of them (or rather, under them). The rotation seems to be
faster than BFI, so just being behind it isn't a guarantee any more. Use
rockets etc. to hit the joints where the legs meet the body.

Jedi: Jedi are evil when you are in this. They simply are too fast to really
get a lock on when they are next to you and far away. If you still have a
good amount of health and your walker is about to be totaled, just ditch it
and kill the Jedi.

Spider Walkers are so easy. Just dash up and start slashing. If you want to
show off, jump on top of the ball cockpit and slash form there.

Slicing: Also not too difficult. The only real threat if you stay under the
tank is enemy soldiers and your teammates firing on the walker with
explosives or bad aim.
-----------------------------------------------------------------------------

Command Walkers

-----------------------------------------------------------------------------
AT-TE (1.4.1)

Faction: Republic (Not CIS like I put, thanks to Kieran Patel for correction)
Crew/Passengers: 3
Weaponry: 2 forward-firing laser cannons
         2 forward-firing particle cannons
         1 heavy-duty particle cannon turret on top
         2 rear-firing machine guns
Critical Hit Location: box under front of AT-TE

Piloting it: Kind of bulky. The forward lasers pack a fair punch, and the
particle cannons have a bigger one. The pilot needs to remember that not only
is his job to get a good command post and assault, but also to set up good
shots for both of his gunners (yes his, they're all clones). The big turret
on top may be more or less powerful that it seems to be, but it can still
blow up enemy vehicles really nicely. The machine guns in the back are only
good for infantry, so if you see a nice clump of infantry, rotate that puppy,
and let loose. I haven't found a way to strafe other than moving forward and
diagonally. If you do, let me know.

Fighting it: AT-TE's can be a little troublesome to attack as an infantryman.
I recommend a rocket launcher, and nothing else. Stay off to the side away
form the front and back, and hopefully the turret wont notice you. Don't go
up close unless they hardly have any reinforcements left, otherwise they will
spawn and kill you. If in a tank, stay in the back of up close away from the
front. Sometimes the turret will have trouble getting you.

Jedi: You can't really stop Jedi once they get at you, so don't try. Just
pray your teammates will get them. You can blow the Jedi up, way up, if they
are stupid enough to be in front of you. As always, aim the particle cannons
at their feet.

Once you get past the guns, it' all cake. You can either stay on the bottom
and slash at the Critical Hit spot or jump on top and kill the gunner and
anyone foolish enough to get in. I prefer the latter choice, as it helps keep
your Hero Bar up while you damage the AT-TE by means of its turret.

Slicing: AT-TE's cannot be sliced
Notes: AT-TE's also function as spawn points, but not as official command
posts. (i.e., if the enemy captures all 'real' command posts, they win, even
if you have an AT-TE.
-----------------------------------------------------------------------------
AT-AT (1.4.2)

Faction: Galactic Empire
Crew/Passengers: 1
Weaponry: 2 heavy laser cannons
         2 particle cannons
Critical Hit Location: Neck behind head

Piloting it: Finally. One of the games biggest behemoths in the game is
yours. But the bigger they are, the harder they fall, right? Let's just not
fall, okay? The heavy laser cannons do a good amount of damage, supposing you
hit the enemy directly. No explosive lasers here. But the particle cannon is
a different story. Nice big explosion big enough to blow a turret to Timbuktu
in one hit. These sick puppies are fast (the bullet) and accurate. A good
shot can take down a snowspeeder from across the map. It is a one hit kill,
by the way. Enemies will undoubtedly try to get under you by sneaking and/or
tauntauns. Blow them up. Blow them all up. I have a new snowspeeder strategy
I found. The AI's are bad at the tow cable shots, and some humans are too.
When the speeder comes around the front, find the right angle to fire at and
take a pot shot. Then, once you know the angle, begin firing the primary
cannons right before he gets there. Use the particle cannons and see if you
hit with those too.

Fighting it: The dish turrets work surprisingly well if you get fully charged
shots on this giant beast's neck (not too hard). You can't fire a cable shot
from a snowspeeder and then switch back (as far as I know), so use the
snowspeeder's particle cannons. Use the cable if you have a competent gunner.
Don't any sort of infantry and try and kill it up close unless they have very
little reinforcements. Rockets are generally accurate enough to hit it, and
if you're lucky, its neck.

Submitted by [email protected] (I put in a couple grammar/spelling
corrections):
I just read the BFII vehicle guide, and I have something to add to the AT-AT
vs. snowspeeder w/ tow cable thing. Wait till it comes around, then nail it
with a particle shot out a laser. Or, if another human (your side) is by a
dish turret (Hoth) tell him to get in it and blast the snowspeeder (one shot
kill, played a Hoth game as rebels and found this out (a few rebel pilots
went home in body bags that day). Works good against infantry, too) the
turret that looks like a column with a barrel on top will not work! It is a
turret similar to those gray, doggy kibble bowl shaped things (similar in
fire rate/style, bad against aerial targets (snowspeeders, X-wings, etc.)
hope it helps.

Jedi: Jedi are only dangerous should get close and/or get on top of you. If
you keep your eyes open, they won't get close. Should they get close, you
can't do anything about it, so either hope your soldier buddies get him or
just get out and do the job yourself.

The first thing you need to do to kill the monster with a Jedi is get out of
its view/range. All you have to do is approach from the sides. Try jumping on
top of it to attack with impunity.

Submitted by mikeTherob:
As a Jedi, just hop on their head and throw your saber at its neck rinse,
lather, and repeat.

Slicing: AT-AT's can't be sliced.
Notes: AT-AT's function as mobile SPAWN POINTS, NOT command posts.
-----------------------------------------------------------------------------

Space Fighters

-----------------------------------------------------------------------------
Submitted by Guy Rork (with some grammar/spelling changes):

I just wanted to let you know that all space craft and snow speeders can be
sliced.  This is mainly evident if your hanging around in the hanger as a
pilot/engineer and a AI gets in a ship (they always seem to wait like 3 sec
before taking off). in space its very helpful for transports, because usually
either everyone will bail before you slice it fully or they take off without
a
full load the increments of the slice I believe was 10%.

More by Rork: slicing a space craft and snowspeeders are only good to get
either human pilots to take off w/o a co-pilot (or just take off fast, I've
seen a couple peeps since boost into a wall) or sometimes people will get out
and try killing you. I haven't tried slicing snowspeeders while there moving,
basically cause there stupid easy to shoot down with the AT-AT guns.

-----------------------------------------------------------------------------
Scout Fighters (1.5.1)
-----------------------------------------------------------------------------
Scout fighters are extremely similar, so I will just put a summary and what
makes them different from each other.

The Scout Fighters generally have good speed and maneuverability. The common
traits are:

Good speed
Good maneuverability
Primary gun
(Homing) Concussion missiles
Light armor

Differences:

The Tri-Fighter has a machine gun instead of lasers and fires three sets of
three concussion missiles.

The Republic Starfighter (Jedi Starfighter) fires five pairs of two and uses
lasers.

The TIE Interceptor fires its 10 very quickly, so if you want to fire just
one, do a tiny tap. I like it in bursts or pairs. Four laser cannons.

The A-Wing fires a short burst of missiles, no more than six. (I'm not sure
how many exactly) and it uses lasers.

Note: Scout Fighters have no Critical Hit Location.
-----------------------------------------------------------------------------
Bombers (1.5.2)
-----------------------------------------------------------------------------
Similarities:
Bombs
Sluggish/slow
Heavy armor

Differences:

The Y-Wing has a gunner position for a machine gun turret and it fires its
bombs as three pairs of two. The bombs also fly forward more than some other
bombs. It fires a particle cannon.

The TIE Bomber has a second seat for a remote rocket gunner, and its bombs
(it carries 6 in a 'clip') can be fired in one cluster or one at a time. The
bombs also fly forward more than some other bombs. It fires a particle
cannon.

The V-Wing fires a sort of shotgun instead of a particle cannon like the
others. Its six bombs are a little heavier than the Galactic Civil War bombs,
but not heavier than the CIS Strike Bomber's bombs. The bombs can be fired
one at a time or all in quick succession.

The CIS Strike Bomber has the heaviest bombs and therefore they fall faster.
It also uses a particle cannon. The 6 bombs can be fired one at a time or
very, very, quickly in succession.

Note: Bombers have no critical hit location.

Submitted by [email protected]:
Anyway I notice that the v-wing is faster then any other bomber. I'd think
you should put that in the guide(I'm not entirely sure that the v-wing
is fastest).

Notes: It seems a little faster, doesn't it?
-----------------------------------------------------------------------------
Multi-Purpose Fighters (1.5.3)
-----------------------------------------------------------------------------
Multi purpose fighters include the X-Wing, TIE Fighter, ARC-170, and the
Droid Starfighter. Their features are:

6 Proton Torpedoes, fired in pairs
Laser cannons
Medium armor

Note: the X-Wing has 4 laser cannons instead of two, which the others have.
No critical hit location.
-----------------------------------------------------------------------------
Troop Transports (1.5.4)
-----------------------------------------------------------------------------
Troop transports have at least two gunner positions. They have heavy armor
and powerful weapons. They just can't do the complicated evasive maneuvers
starfighters can.

They:
Have turrets
Heavy armor
Can't do complicated evasive man.
Are spawn points when the land.

Differences:

Droid Gunship has a beam cannon, five pairs of conc. Missiles, guided
rockets, two turrets, and room for two passengers. Critical Hit Location:
rear panel

The Republic Gunship (also Rebel ship) has proton torpedoes, a particle
cannon, guided rockets, and two beam turrets. Critical Hit Location: cockpit

The Imperial Shuttle has two particle cannons, a burst conc. Missile
launcher, guided rockets, a rear machine gun turret, and room for three
passengers. Critical Hit Location: under neck
-----------------------------------------------------------------------------

Turrets/Other

-----------------------------------------------------------------------------
Laser/Beam Turret (1.6.1)

Factions: All
Crew/Passengers: 1
Weaponry: 1 Laser cannon
         OR
         1 Beam cannon
Critical Hit Location: none

Piloting (using) it:
Laser Cannon: Fires about 15 lasers in succession before overheating. I
recommend firing in two's, three's, or four's, to prevent overheating while
still keeping up the fire rate. It has a scope for longer ranges. If someone
gets up close, get out. It's the smart thing to do, seeing as they can shoot
you out and run around you in circles.

Beam Cannon: does OK vehicle damage, but a whole burst can kill a soldier,
and you can sweep the beam across large groups back and forth. If they are
too far away, don't go for headshots unless you're feeling lucky. Medium fire
rate.

Fighting it: sniper rifle, grenades, rockets, detpacks, time bombs, blaster
rifle

Jedi: honestly, only engage Jedi in this if they are a pretty good distance
away. If not, just bail. If they are a good distance, just shoot away.

These turrets are easy. Just find the direction the fire is coming from, turn
on saber block, and go. Once you get close enough, just jump in the air and
do an aerial attack or get behind the turret and close in.

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Sonic Turret (1.6.2)

Faction: CIS/Geonosians
Crew/Passengers: 1
Weaponry: 1 Sonic Cannon
Critical Hit Location: none

Piloting it: Pretty strong. The blasts are quite powerful, though they travel
slowly and are hard to hit with. It's great for unsuspecting enemies. Just
watch your back. I don't think it damages CIS troops.

Fighting it: sniper rifle, grenades, rockets, detpacks, time bombs, blaster
rifle

Jedi: It's awkward. Just don't let them get close, as usual.

Dash, jump, slash!!!

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Hoth Anti-Infantry Cannon (1.6.3)

Faction: Rebels/Imperials
Crew/Passengers: 1
Weaponry: 1 heavy anti-infantry cannon
Critical Hit Location: none

Piloting it: Fire in two's or three's. You are completely protected form
small arms fire. (YOU, NOT the turret. It is a massive target for grenades
and rockets, so watch out. If the AT-AT head looks directly at you, bail out.
The particle cannons on that sucker can blow you away. The fast fire rate is
great for large groups of infantry.

Fighting it: rockets, grenades, AT-AT's, AT-ST's, dish turrets

Jedi: pretty good against Jedi, so long as they don't get close.

Dash up to the turret, and once you are close, just keep slashing, the turret
can't get you.

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Hoth Anti-Vehicle Cannon (1.6.4)

Faction: Rebels/Imperials
Crew/Passengers: 1
Weaponry: 1 heavy-duty anti-vehicular cannon
Critical Hit Location: none

Piloting it: it's not called an anti-vehicle cannon for nothing. This sweet
puppy can blow the stuffing out of AT-ST's and AT-AT's, and it is even better
if you hit the Critical Hit spots. This gun can charge up really nice, and
don't forget it. If there is an infantry rush, either go for an anti-infantry
cannon or pull out your trusty sidearm. It can blow up turrets, too!

Fighting it: grenades, rockets, other dish turrets, get behind it and kill
the gunner.

Jedi: it sucks against Jedi. That's all I have to say.

This is easy to dodge fire from. But the stupid gunner who still fires at the
Jedi running at him may get a lucky shot, so keep an eye out.

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Concussion Cannon Turret (1.6.5)

Factions: All (I think)
Crew/Passengers: 1
Weaponry: 2 explosive launchers
Critical Hit Location: none

Piloting it: These projectiles fire in an ARC. Don't forget it. It can take
apart vehicles quickly. This gun isn't super against infantry, so go for
vehicles first. Pretty good armor protects you in general, but the occasional
accurate shooter may get you.

Fighting it: don't fight this thing in a tank. It's not smart. It's stupid
unless you spend your entire life strafing around, these guns will blow you
up. Just use rockets. You can't get close enough to throw grenades unless
there is an inattentive gunner.

Jedi: not that great. It's ok, but it could be better.

Sprint up to this turret, just in case the gunner gets a lucky shot. Slice
and dice the turret and/or its gunner.

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Yavin Tower Turret (1.6.6)

Faction: Rebels
Crew/Passengers: 1
Weaponry: 1 laser cannon
Critical Hit Location: None

Piloting it: the high elevation of this type of turrets does provide some
advantages over unsuspecting troopers. It has a scope, so use and don't let
anyone get under your minimum range. Watch out for snipers.

Fighting it: dash up and set a detpack, launch a rocket, or snipe the gunner

Jedi: ok against Jedi, but if they get close, you're toast.

Dash up and slash

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Particle Cannon Turret (1.6.7)

Faction: Neutral
Crew/Passengers: 1
Weaponry: 2 Particle Cannons
Critical Hit Location: none

Piloting it: The Particle Cannon Turret has rotation decent enough to track
tanks, which is what you should use it for. The turret does have a minimum
range, and it's pretty big, so watch out. Only try for infantry if there is
nothing else to shoot at. Don't mistake this for the Concussion Cannon Turret
like I did. I found this turret on Mygeeto.

Fighting it: in a tank, just strafe a lot. On foot, sneak under its minimum
range or find cover. Then lob grenades.

Jedi: Killing Jedi in this is difficult. Unless you are a really good shot at
the time they don't have saber block up, you're stuck. Once they get up
close, bail out and shoot them yourself.

Just dash or jump into the minimum range. Piece of cake.

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Tauntaun (1.6.8)

Faction: Rebel Alliance
Crew/Passengers: 1
Weaponry: none
Critical Hit Location: none

Piloting it: since you have no guns, tauntauns are just a means of
transportation. Don't get shot.

Fighting it: mines, sniper rifles, and blaster rifles are all good choices
(besides the walkers)

Jedi: You don't have guns, either get off or run

Tauntauns are pretty quick. Just dash over to them and slash.

Slicing: Can?t be done.
-----------------------------------------------------------------------------
Snowspeeder (1.6.9)

Faction: Rebel Alliance
Crew/Passengers: 2
Weaponry: 2 laser cannons
         2 particle cannons
         1 gunner controlled tow cable launcher
Critical Hit Location: none

Piloting it: if you don't have a cable gunner, you have to stick to lasers
and particle cannons to hit the AT-AT's neck. The laser cannons can harass
troops, as well as the particle cannons. Watch out for the AT-AT's own
particle cannons, as they can blow you out of the sky in one hit. Use the
particle cannons to take down enemy turrets harassing your troops, leave the
other ones intact for your soldiers to use. The Snowspeeder can now roll and
do the maneuvers the starfighters can, so use 'em.

Fighting it: Snowspeeders are fast and maneuverable. Missile attacks rarely
hit. I always use the AT-AT's particle cannons.

Jedi: Killing Jedi with this is pretty ordinary. Particle cannons at feet,
lasers at the body.

I have yet to find a way to kill this with Jedi other than a lucky saber
throw.

Slicing: I heard this can be sliced, if flown low enough. If anyone has help
on how to do that effectively, please submit it.
-----------------------------------------------------------------------------
Vehicle Locations (1.7.1)
-----------------------------------------------------------------------------
The first number is the number of vehicles, the second (and possibly third)
is which command post(s). If there is only one, it is zero and the vehicle
can't spawn. This is a section I will probably need a lot of corrections on,
so keep them coming. The Command Walkers don't need a CP.

       |Endor |Felu. |Geo. |Hoth |Kash. |Myg. |Naboo |P.M. |Utapau |Yavin 4
-----------------------------------------------------------------------------
STAP    |  0   |  0   |  0  |  0  | 2,1+3|  0  |  0   |  0  |   0   | 1,2
-----------------------------------------------------------------------------
Sp. Bike|      |      |     |     |      |     |  0   |  0  |   0   |
-----------------------------------------------------------------------------
IFT-X/T |      |      |     |  0  |      |     |      |  0  |       |
-----------------------------------------------------------------------------
AAT     |      |      |     |  0  |      |     |      |     |       |
-----------------------------------------------------------------------------
AAC-1   |      |      |     |  0  |      |     |      |     |       |
-----------------------------------------------------------------------------
AT-RT   |      |      |     |  0  |      |     |      |  0  |       |
-----------------------------------------------------------------------------
Arm. TD |      |      |     |  0  |      |     |  0   |  0  |   0   |
-----------------------------------------------------------------------------
Hailfire|      |      |     |  0  |      |     |  0   |  0  |   0   |
-----------------------------------------------------------------------------
AT-ST   |      |      |     |     |      |     |      |  0  |   0   |
-----------------------------------------------------------------------------
Spider W|      |      |     |  0  |      |     |  0   |  0  |   0   |
-----------------------------------------------------------------------------
AT-AT   |  0   |  0   |  0  |  2  |  0   |  0  |   0  |  0  |   0   |   0
-----------------------------------------------------------------------------
AT-TE   |  0   |  0   |  1  |  0  |  0   |  0  |   0  |  0  |   0   |   0
-----------------------------------------------------------------------------
Tauntaun|  0   |  0   |  0  |     |  0   |  0  |   0  |  0  |   0   |   0
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
Miscellaneous Submissions
-----------------------------------------------------------------------------
Submitted by Vermillionwing:
I have a few things I can add about some of the vehicles(I can't spell
>.<)Anyway against the AT-AT as a Jedi, you can actually manage to jump onto
the joint connecting the leg to the side of the AT-AT, it makes you vibrate
back and forth constantly and negates almost all sniping and missile
attempts. If you can get yourself there you can slash at it pretty safely.
The easiest way to get onto those legs is to force speed while lined up with
the trenches facing you horizontally. The trenches usually have a little
ramp/bump that will launch you up a long and high distance for the value of
one force jump. Its an easy way to get to the AT-AT fast Also the mine glitch
is still there. If you plant mines in front of the AT-AT and it steps on
them. 4 mines do about 1/4-1/3 damage to an AT-AT, so the tricky part is just
getting to the AT-AT. Finding ammo is also no problem because of the infantry
that spawn around it. As an AT-AT, I've found this very effective in BF1 and
2. When you get hooked by a snowspeeder, use your radar and time the flight
properly. Just as it loops around go into reverse a few steps, it will
usually cause the snowspeeder to either slam into the AT-AT or disengage its
harpoon, not many people can hold onto one right after that. Against the IFX
fighter tank there is also another weak point. If you rush the tank head on.
Yes I said RUSH the tank. If you can get into the wedge right between the
laser/missile launchers your basically safe from most damage. The tank can't
boost away, and all it can do is reverse, and you sprint after it as it does
this for easy slicing. If you get shot by infantry or grazed (I've never
actually been solidly hit by the lasers) Just switch to the health dispenser
and throw it in front of you, the Slice meter will only drop a few percent at
best. In a space fighter when you get a missile lock on you, when the missile
is around 200-500 meters (depends) away, do a loop maneuver. If you are lucky
you can send the missiles right back at the ship that fired them because they
are usually tailing pretty close to you.

Note: I would like to point out that the tank can boost into YOU, and kill
you, so watch out.

Submitted by Spudtrooper:
The Guided Rockets (available on some vehicles, also as the award for the
Demolition medal) can use the same evasive maneuvers as starfighters. This
means if you miss your target, you can hit the maneuver button twice, hit any
direction, and your rocket will flip a 180 and give you another pass.

Submitted by Timmeh:
On the AT-TE, I think there might be another critical hit spot in the lovely
mesh behind the heavy armor. Go up on the side on aim into the back when the
leg extends forward. Aim it in and knock it down.

Also, I wanted to note that Heavy Cannons in space are not protected in space
by shields (except for the campaign). The normal flight plan for me in space
is hitting the heavy cannons, dropping in with a transport, and then
disabling auto turrets. If there's time I'll destroy shields from the inside.
After that, feel free to show the amazing small frigates whose boss. Also
notice that the tip of the victory star destroyer is amazing small. Nice try
Lucas. Like that is habitable. Destroy the systems on the ship or just enjoy
the killing with your fighter. I think that if you put the reinforcements to
250 dudes for the space assault you should have to dogfight a little (or just
have the computer do it all). Also a note that killing a unoccupied fighter
still gives points. Even better to plant a time bomb and watch it blow up
right when it goes out. Hilarious. Marine rockets kill the scout and I think
the heavy fighter (x-wing and tie-fighter) when hit right.

Notes: in Space Assault there are no reinforcements, just points.

More by Timmeh:
The Y-wing might have a critical hit spot. The reason why I say that is that
if you time bomb it on the very back of its engine it doesn't get destroyed.
Yet if you put it by the space between the engines right around the body it
will get destroyed. Just something to check out.

Notes: My thoughts are that the nacelle may either take less damage, not
count as part of the fighter when landed and the fighter takes some distance
damage, or he is correct.

Anonymous submission:
for the combat speeder in Polis Massa you can go though the force field and
hit the enemy from behind or run away

Richard Scinto (regarding snowspeeders):
If your a Jedi and your skilled with the light saber throw it is fairly easy
to take them out. as they make a pass with a tow cable you can throw your
lightsaber at them and it does considerable damage. Human pilots catch on
quickly but the A.I. isn't very smart.

Also on the at-at. If you are Luke and you time your jumps right it is
possible to jump onto the top of the at-at and if you are careful you can
stand on its
neck and deliver a deadly barrage of lightsaber attacks.

Submitted by [email protected]:
Sorry, but I found out that on the IFT-X/T another good strategy is to jump
on it as a sniper and walk up to the turret. The blasters wont hit you and if
you can get a headshot on the guy in the turret with a sniper rifle or pistol
(I prefer the precision pistol for this), he wont have time to hit you. or
you can jump on as an engineer and shoot the guy in turret with a shotgun
then attach a detpack, run away and blow up the detpack this usually works.

Submitted by Zuranamee:
I have found that you can kill people by running over them with the STAP, but
you either have to be boosting or they have to be jumping.

Submitted by mikeTherob/Stargazer/gag gfgd(mike was first, but I forgot to
put it in):
(This is a summary, not word for word, sorry):
Snowspeeders can be sliced.

Submission by VXY:
I am a big fan of battle front 2, and I read your guide. I saw that you
needed information on slicing snow speeders. It you become an engineer
and go into the wing where they are held, you can jump on one. Stay on it
until a rebel goes into it. There, start the slicing. It goes up by 10% at a
time. Once it takes off, you may want to crouch, because the door out is just
the right hieght to knock you off of it. If you can time it right, the
people will fall out and die. The main problem is that the ship will crash to
the ground and may kill you depending on the altitude of the fall.

Submission by Ham:
Hello first of all you did a great job on the guide ! Now down to
business you can kill snowspeeders by getting on the top AT-AT. When they
slow down to try to harpoon the thing you can do two things throw your
lightsaber which is easier since you are higher up than the snowspeeder
or you can attempt to jump on to the snowspeeder and attack in midair or
land on it and whack at it. Now listen carefully while throwing the
lightsaber from right there makes it extremely easy jumping is very hard
it took me about  2 hours before I could land on one close enough to hit
it mid air .Out of 100 tries only about 40 times did i hit it . You can
land on it and stand on it like your surfin and hit it which is awesome
agianst other people online. If they have a voice chat they start
screaming and yelling and carrying on about you managed to get on the
snowspeeder mid flight.

Submission by Shadow Archmagi:
1st. You can hack a snowspeeder, and if your quick you can hack a starfighter
in the hangar.
2nd.  In mygeeto, there is a large dome in the middle, with a small
pathway going around the inside of it, with a healthbot and ammobot
and stairs at one end, and a smaller entrance at the other end with a ramp.
With a tank you can boost the ramp and go inside the dome.
3rd. Interestingly enough, vehicles can be force-choked.
4th. Putting a time bomb on the far end of a Y-wing (the part with the
big flaming engines) will only damage it halfway, whereas putting it near
the R2 or the cockpit will fully destroy it.

Submission by D. Brennan:
For Hoth you should try landing a snow speeder on top of the AT-AT
and then cut away at it. if you start to fall you should then get into
the snow speeder and take off as you are falling.
try this first it might not work. And also try to cut close to your ship.

Submission by Verbatim:
One Idea would be to jump on to the tank if you (usually done by sprinting
first)and Hiding between the arms of the missile launcher then starting to
slice. This allows you to hide from enemy fire for their fear of possibly
blowing up the AAC, If you start to run low on health, place a detpack and
jump clear of the tank.

Submission by Extremesauce:
I have recently figured out a way to easily destroy any vehicle. I have
only tried this on Kashyyyk though. First what you do is, as rebels, spawn
as a vangaurd (forget spelling) and get out your mines. Go up to the speeder
bike and place a mine on the front of it. Then boost all the way up to any
type of enemy or enemy vehicle and BOOOM!!! You take no damage but the enemy
blows up!.

Submission by [email protected]:
1st of all I'd like to compliment you on your great guide. Its helped me live
an encounter with 2 tank droids on kashyyyk while I was Yoda... poor droids.
Secondly I'd like to add that the V-wing is as fast as the X-wing according
to the Prima official stratedge guide (both go 1050 kph) Also the "shotguns"
on the tank droid are acually called "shock rifles." The GCW bombers are esy
to slice against the AI because they will wait for a gunner/copilot.

-----------------------------------------------------------------------------
Written by Tyler Eason.
-----------------------------------------------------------------------------
Thanks
-------
George Lucas first, of course, for creating the faraway galaxy we all know
and love.

Pandemic and Lucasarts Teams
And Everyone else who did something good for this game and Star Wars!!!

Corrections/Contributions:
Kieran Patel
[email protected]
Guy Rork
mikeTherob
Doom_Curser
Vermillionwing
Spudtrooper
Timmeh
[email protected]
Richard Scinto
[email protected]
Zuranamee
Stargazer
VXY
Ham
Shadow Archmagi
D. Brennan
Verbatim
Extremesauce
[email protected]
-----------------------------------------------------------------------------
NOTE: All but a very few of the Jedi strategies were thoroughly tested, a few
were just with my experience with a Jedi and the vehicle itself, and NOT
tested. If it sucks and/or you can't be a Jedi on a level with that vehicle,
please let me know.
-----------------------------------------------------------------------------
Contact me
-----------
If you have anything to submit to the guide or any comments email me at
[email protected].
No flaming, just corrections, ASCII art, slicing for the Snowspeeder, etc.
Label the Subject something like 'BFII Vehicle guide' or something of the
sort!!!!! It would also be helpful if you put the specific subject in the in
the mail (STAP, AAT, IFT-X, etc) in the subject; it helps me sort the stream
of mail. Don't forget to tell me how to credit you.
CONSTRUCTIVE CRITICISM!!!!!!!!

BIG note: I RARELY EVER look into my "Bulk" folder, so don't send prewritten
messages that will get dumped into it. If you don't have time to write an
honest, thought-out letter, chances are you probably won't get permission.

Copyright 2005-2006 to Tyler Eason