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/ Star Wars: Empire at War Forces of Corruption Consortium Unit FAQ /
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Version History
Version 1.00 - Finished all units.
Version 1.01 - More sites hosting the guide, additional info.

/                       1. Table of Contents                 (TBLCO)/

To jump to a specific unit, press ctrl-f and type the code next to 
the boss' name. Be sure to include the parenthesis.

1. Table of Contents------------------------------------------(TBLCO)
2. Introduction-----------------------------------------------(INTRO)
3. Space Units------------------------------------------------(SPAUN)
    I.Space Unit Format---------------------------------------(SFORM)
    III.Skipray Blastboat-------------------------------------(SKIPY)
    IV.Crusader Gunship---------------------------------------(CRUSR)
    V.Interceptor IV------------------------------------------(INTIV)
4. Space Heros------------------------------------------------(SPAHE)
    I.Bossk (Hound's Tooth)-----------------------------------(BOSHT)
    II.IG-88 (IG-2000)----------------------------------------(IG200)
    III.Tyber Zann (Merciless)--------------------------------(TZMER)
5. Ground Units-----------------------------------------------(GROUT)
    I.Ground Unit Format--------------------------------------(GFORM)
    III.Mercenary Assault Squad-------------------------------(MERAS)
    VI.Ewok Handler-------------------------------------------(EWOKH)
    VII.Destroyer Droid Mk II---------------------------------(DDMK2)
    VIII.F9-TZ Cloaking Transport-----------------------------(F9TZT)
    IX.Missile Attack Launcher--------------------------------(MIALA)
    X.MZ-8 Mobile Pulse Cannon--------------------------------(MZ8PC)
    XI.Canderous Assault Tank---------------------------------(CANAT)
    XII.Consortium Mobile Defense Unit------------------------(CMMDU)
6. Ground Heros-----------------------------------------------(GROHE)
    I.Tyber Zann----------------------------------------------(TYBZA)
    II.Urai Fenn----------------------------------------------(URAIF)
7. Frequently Asked Questions---------------------------------(FAQS!)
8. Credits----------------------------------------------------(CREDS)
9. Contact Information----------------------------------------(CINFO)
10. Copyright Information-------------------------------------(COPYI)

/                         Introduction                       (INTRO)/

Hello! I'm PenguinOwl222, and this is my Consortium Unit FAQ for Star
Wars: Empire at War Forces of Corruption. This is my second guide, my
first being the Star Wars: The Force Unleashed Boss FAQ. This guide 
is for those wanting a FAQ on all Consortium units, different 
strategies, ect. 

I was very surprised to see that not only was there a lack of a 
Consortium Unit guide for this game, but there wasn't a single FAQ 
for the entire game. That is what inspired me to write this guide.

The Zann Consortium is generally considered to be the strongest 
playable faction in the game. I agree with this, as they have some 
very powerful units at their disposal, not to mention 2 different 
capital ships, double that of the Rebels or Empire. So, let's get 
into the units!

/                         Space Units                        (SPAUN)/

/                              Format                        (SFORM)/

This is the format I'll use to describe all the space units, 
including space Heros.

Name: Self-Explanitory

Class: Is this unit a fighter, corvette, frigate, or Capital Ship?

Supply: How much supply this unit takes up.

Cost: How many credits you have to dish out for it in skirmish mode.

Hard Points:What hard points this unit has (if any).

Abilities: What abilities the unit has, and what they do.

Strong: What it's strong against.
Weak: What it's weak against.

Description: A description of the unit.

Strategy: How to use this unit effectively.

Opinion: On a scale of 1-10, and why I think so.

/                             StarViper                      (STVIP)/

Name: StarViper

Class: Fighter

Supply: 1

Cost: 650 Credits

Hard Points:No Hard Points

Abilities: Deploy Buzz Droids-Deploys Buzz Droids that attack enemy 
fighters and corvettes. Not very consistent, though, as sometimes 
they just hover in place, not doing anything.

Strong: TIE Interceptor, TIE Bomber, X-Wing, Y-Wing
Weak: Corvette class ships

Description: A powerful and versatile fighter. It has extremely high 
maneuverability, an impressive array of firepower and carries a 
payload of Buzz Droids that when deployed wreak havoc on enemy ships.

Strategy: They can hold their own in a fighter only battle, in fact, 
they are better than X-Wings or TIE Interceptors, mostly because of 
their Buzz Droids. However, in large scale battles, they will be 
taken down in the blink of an eye by the enemy's corvette class 
ships. Good in the beginning, but not very useful later on.

Opinion: I'll give it a 6, because they are superior fighters, but 
practically useless later on. The Buzz Droids seem to work only half 
the time, and are taken down fairly easy by enemy corvettes. Besides,
in late game, I don't use any fighters at all.

/                         Skipray Blastboat                  (SKIPY)/

Name: Skipray Blastboat

Class: Fighter

Supply: 1

Cost: 750 Credits

Hard Points:No Hard Points

Abilities: Sensor Jamming- Hides units from enemy radar. I can't tell
a difference whether it's on or off, I just don't bother with it.

Strong: Capital Ships, Frigates, Space Stations
Weak: Corvettes and Fighters

Description: A heavy unit once favored by the empire, it was 
eventually phased out and replaced. However, Tyber Zann redesigned 
the ship as a bomber by converting its cargo hold and adding sensor 
jamming equipment.

Strategy: These guys are your bombers, only use these guys against 
Capital Ships, Frigates, and Space Stations. In a large battle, have 
your other units charge in first to distract the firepower from your 
bombers, then let them wreak havoc on the enemy. They can take down 
an individual hard point in the blink of an eye, I recommend taking 
out hangars and shield generators first, so they stop spawning extra 
units, and so that your other units can help in destroying the Space 
Station/Ship. Also, if you are playing Galactic Conquest, make sure 
you have one in orbit before you attack an enemy planet, so that you 
have access to bombing runs during the assault.

Opinion: 9, these guys will be in your fleet for a long time, and 
for good reason. With the ability to destroy hard points with ease, 
and not to mention bombing runs, these are going to be a major thorn 
in your enemy's side.

/                         Crusader Gunship                   (CRUSR)/

Name: Crusader Gunship

Class: Corvette

Supply: 2

Cost: 1900 Credits

Hard Points:No Hard Points

Abilities: Point Defense Laser System- Causes the Crusader to fire a 
laser at any torpedo or missile. This ability is great for defending 
not only the Crusader, but also other frigates, Capital Ships, and 
Space Stations. Keep in mind, however, that it also affects your own 
torpedos and missiles, so don't have it on when your Skiprays go on 
the offensive.

Strong: Fighters of any sort
Weak: Frigates, Capital Ships

Description: Named for the crusaders of Mandalorian past, this 
gunship is well armed with highly accurate point defense laser 
cannons designed to destroy incoming enemy missiles and efficiently 
eliminate fighters.

Strategy: This is the only corvette-class ship in the entire 
Consortium, so there will be many of these in your fleet. These 
units should be used to decimate enemy fighters, especially bombers. 
If your enemy is sending wave after wave of bombers at you, the best 
solution is to have these guys with their Point Defense Laser Systems
ability on. The big laser takes care of the torpedos, while the 
regular laser destroys the bombers in seconds.

Opinion: 8, there is no better anti-fighter unit in the Consortium. 
However, their use is limited against non-fighters.

/                           Interceptor IV                   (INTIV)/

Name: Interceptor IV

Class: Frigate

Supply: 3

Cost: 2400 Credits

Hard Points:Turbo Laser Battery x2
            Concussion Missile Launcher x1

Abilities: Full Salvo- The Interceptor IV continuously fires 
concussion missiles at a target. Basically, as soon as you encounter 
an enemy, use Full Salvo to thin out the enemy's force.

Strong: Corvettes of any kind
Weak: Bombers, Capital Ships

Description: Refitted with better engines, shielding and most 
notably, increased firepower over its predecessors. The 
Interceptor IV has become the workhorse of the Consortium fleet.

Strategy: It's better to keep these guys behind your main fleet and 
pepper the opposition with concussion missiles from Full Salvo. 
They aren't very good against Space Stations, mostly because they 
don't have enough hard points. Just use these guys to keep the 
battlefield free of enemy frigates so that your bombers can do most 
of the work. 

Opinion: 4, I find these units useless. The only good part about it 
is Full Salvo, but it only lasts a few seconds, and has a long cool 
down time. It doesn't destroy fighters very well, it can't hold it's 
own against enemy frigates, and Capital Ships just tear these guys 
apart. The worst part of this unit is its armor. With only three 
hard points that are incredibly vulnerable, bombers can destroy them 
in the blink of an eye. Just leave these guys home, if you want a 
frigate, go with the Vengeance instead.

/                             Vengeance                      (VENGA)/

Name: Vengeance

Class: Frigate

Supply: 3

Cost: 3300 Credits

Hard Points:Mass Driver x2
            Turbo Laser Battery x2
            Engines x1

Abilities: Cloak- Makes unit invisible to the enemy. I love to use 
this ability to sneak them right on top of the enemy Space Station, 
and spring a surprise attack on them. Also useful to protect a 
weakened Vengeance frigate, and fly it away to safety.

Strong: Fighters, Corvettes, Lighter Frigates, Space Stations
Weak: Bombers, Heavy Frigates, Capital Ships

Description: A unique frigate class unit with mass driver cannons 
that bypass shields and do direct damage to the hull of their target.
The ship contains no shields, but is equipped with a cloaking 
generator allowing it to disappear from enemy radar and visual range.

Strategy: These guys can take down almost any enemy with ease. The 
secret is the mass drivers it has, it can tear apart not only 
fighters, but can deal direct damage to hard points or the hull. 
However, you want to deal as much damage as you can, then cloak and 
get out of there, because they don't have any shields, and are 
vulnerable to many attacks as such. 

Opinion: 9, this is my favorite frigate in the entire game. The mass 
drivers can destroy fighters quickly, a feature that most other 
frigates lack. Those same mass drivers can eliminate the most 
dangerous hard points on enemy ships incredibly quickly. The only 
glaring weakness of the Vengeance is its lack of shields. However, 
it usually doen't even come into effect, because the enemy is 
destroyed before they can even attack it. Make sure you bring lots 
of these guys to the battle with you.

/                              Keldabe                       (KELDB)/

Name: Keldabe

Class: Capital Ship

Supply: 4

Cost: 5300 Credits

Hard Points:Mass Driver x2
            Turbo Laser Battery x4
            Ion Cannon Battery x2
            Special Weapon x1
            Engines x2 (!)

Abilities: Leech Shield Power- The Keldabe drains the shields of an 
enemy unit, and uses it to temporarily power up attacks. The damage 
increase isn't that noticable, but the shield draining is. Along with
its two ion cannons, shields on enemy units won't last long.

Strong: Everything
Weak: Bombers

Description: A formidable new Capital Ship. It is fitted with a 
weapon that leeches shields from its target, and uses the stolen 
energy to power its own weapon systems.

Strategy: There's really nothing to say here, simply send one of 
these into a battle, and watch all of the enemy units get destroyed. 
Make sure you take out enemy bombers, as they might destroy a hard 
point, but other than that, have fun with them! 

Opinion: 10, these are the best units in the entire game when it 
comes to space. One time, I took out a level 4 Space Station and a 
sizeable enemy fleet with nothing but a Keldabe and IG-88.

/                             Aggressor                      (AGRES)/

Name: Aggressor

Class: Capital Ship

Supply: 4

Cost: 4800 Credits

Hard Points:Special Weapon x2
            Turbo Laser Batery x2
            Shield Generator x1
            Engines x1

Abilities: Self Destruct- The Aggressor blows up, causing massive 
damage to surrounding enemies. The only reason this ability should 
ever be used in Skirmish mode, and every had point but the engines 
and/or shield generator has been destroyed. In Galactic Conquest, 
you should try to save these ships, not have them blow up for damage 
that would probably be inflicted anyway.

Strong: Frigates, Capital Ships, Space Stations
Weak: Fighters, Bombers

Description: A Consortium Capital Ship of unique design, the 
Aggresor-class Destroyer is built around a pair of cannons that fire 
two shots in succession inflicting massive damage on a target.

Strategy: These guys were built to destroy the biggest and baddest 
of the enemy fleet. Its basic attack is to shoot one blue ion cannon 
shot, followed by one red normal shot. The ion cannon will eliminate 
the shields of nearly anything in the game (it does massive shield 
damage to Space Stations), while one red shot will be he end of a 
individual hard point. Just make sure to have either Bossk, IG-88, 
or a Crusader around to eliminate bombers, or they will destroy the 
special weapons, and if they are destroyed, the Aggressor losses 
everything that makes it useful. Also, don't bother with more than 
one of these, your supply would better go to another Keldabe rather 
than another Aggressor.

Opinion: 8, these guys can destroy a hard point in one shot. However,
it has such a specialized role that more than one is a waste. It does
have a useless ability, but it doesn't need it. It is always a 
benefit to include one in your attack force.

/                         Space Heros                        (SPAHE)/

/                       Bossk (Hound's Tooth)                (BOSHT)/

Name: Hound's Tooth

Class: Fighter Hero

Supply: 1

Cost: 1200 Credits

Hard Points:No Hard Points

Abilities: Sensor Jamming- Hides units from enemy radar. I never 
really noticed a difference when this ability is on or off, so I 
usually don't bother.

Strong: Fighters, Bombers
Weak: Corvettes, Frigates, Capital Ships

Description: A tenacious and greedy Trandoshan bounty hunter who 
values credits over everything else. Bossk pilots the ship Hound's 

Strategy: Treat Bossk like a corvette. Use him against fighters, 
but anything larger than that will give Bossk difficulties.

Opinion: 7, He is the worst space hero for the Consortium. Basically 
like a corvette, except with an ability that doesn't really do 

/                          IG-88 (IG-2000)                   (IG200)/

Name: IG-2000

Class: Fighter Hero

Supply: 1

Cost: 1700 Credits

Hard Points:No Hard Points

Abilities: Corrupt Systems- Causes enemy units to go haywire. 
Basically, enemy shields will be drained, abilities will be 
deactivated, and the ships will have horrible accuracy. Overall, a 
very nice ability.

Strong: Fighters, Bombers, Frigates
Weak: Corvettes, Capital Ships, Space Stations

Description: An assassin droid who's one of the galaxy's most feared 
and proficient bounty hunters. IG-88 pilots the ship IG-2000.

Strategy: IG-88 can take down fighters and bombers just as well as 
any other corvette. What makes him stand out above other corvettes, 
however, is his ability to take on frigates. He can take out hard 
points quickly, and even take down the entire ship. IG-88 does better
against Imperial Frigates, however, due to their ability, which 
causes their shields to be drained.

Opinion: 9, IG-88 is a fantastic hero. His ability can wreak havoc 
among the enemy, he can take out those pesky bombers, and can even 
take on frigates. He is the perfect hero to bring with you to space 

/                       Tyber Zann (Merciless)               (TZMER)/

Name: Merciless

Class: Capital Ship Hero

Supply: 4

Cost: 5800 Credits

Hard Points:Special Weapon x2
            Turbo Laser Battery x2
            Shield Generator x1
            Engines x1

Abilities: Blast- The Merciless unleashes two very powerful blasts.
           Cloak- The Merciless becomes invisible. An excellent 
                  ability for a Capital Ship.

Strong: Frigates, Capital Ships, Space Stations
Weak: Fighters, Bombers

Description: Self proclaimed leader of the Underworld organization, 
the Zann Consortium. Tyber Zann is cold, methodical and ruthless to 
the core. Tyber commands his personal flagship, the Merciless.

Strategy: Use him the exact same way you would a normal Aggressor. 
One thing to note, however, is his ability to cloak. There is 
nothing quite like springing a surprise attack with an invisibe 
Capital Ship.

Opinion: 8, for the exact same reasons as the Aggressor. If you bring
Tyber Zann with you on an assault, then you don't need another 

/                         Ground Units                       (GROUT)/

/                         Ground Unit Format                 (GFORM)/

This is the format I'll use to describe all the ground units, 
including ground Heros.

Name: Self-Explanitory

Cost: How many credits you have to dish out for it in skirmish mode.

Abilities: What abilities the unit has, and what they do.

Strong: What it's strong against.
Weak: What it's weak against.

Description: A description of the unit.

Strategy: How to use this unit effectively.

Opinion: On a scale of 1-10, and why I think so.

/                             Grenadier                      (GREND)/

Name: Grenadier

Cost: 450 Credits

Abilities: Proximity Mines- The Grenadiers lay mines on the ground 
                            that causes damage ot any enemy that 
                            passes over them. Place these at
                            choke points, and other than that, they 
                            don't really do much.

           Stimpack- Increases movement speed and damage of the 
                     Grenadier, but also damages them. I don't use 
                     this ability at all, because the movement and 
                     damage bonuses are so insignificant that it is 
                     pointless to use.

Strong: Infantry
Weak: Anti-Infantry Tanks, Pretty much everything that isn't infantry

Description: The Grenadier Squad is a backup infantry unit. Its 
members carry grenade launchers loaded with standard concussion 
grenade ammunition. They rarely need to get within blaster range to 
do tremendous damage.

Strategy: Use them to capture reinforcement points and build pads. 
They can handle infantry squads, but other than that, these guys 
will fall to low level vehicles.

Opinion: 3, these guys are pretty much useless. The Mercenary 
Assault Squad should be your choice for infantry if you need it.

/                      Mercenary Assault Squad               (MERAS)/

Name: Mercenary Assault Squad

Cost: 600 Credits

Abilities: Stimpack- Increases movement speed and damage of the 
                     Grenadier, but also damages them. I don't use 
                     this ability at all, because the movement and 
                     damage bonuses are so insignificant that it is 
                     pointless to use.

Strong: Infantry, Tanks without shields
Weak: Tanks with shields, Artillery

Description: The Basic Infantry units of Tyber Zann's ground forces. 
They carry modified Disruptor Rifles that can be instantly switched 
between disruptor and standard blaster ammunition.

Strategy: These guys are slightly better than Grenadiers, because 
they can hold their own against nonshielded tanks, such as the AT-ST.
However, they can still be taken down fairly easy by pretty much 
anything else, like the T2-B Tank.

Opinion: 5, they are better than Grenadiers, but not by much. I 
don't use infantry, I go with heavy tanks, and if I need to capture 
a reinforcement point, I simply use a hero.

/                            Nightsister                     (NIGHS)/

Name: Nightsister

Cost: 2000 Credits

Abilities: Drain Life- Drains health from nearby infantry, and heals 
                       the Nightsister. Kills infantry in a flash, 
                       but doesn't heal much.

Strong: Infantry, Light Tanks
Weak: Heavy Tanks, Artillery

Description: The Nightsisters of Dathomir are Force sensitive female 
warriors who have been seduced by the dark side of the Force. During 
battle, Nightsisters use Rancors as weapons, riding on top and 
controlling them via the Force.

Strategy: Don't try to chase down anything with a Nightsister, 
because they are really slow. However, they make up for that with 
sheer power. A light tank will go down in one blow from a 
Nightsister, and buildings in two or three. Basically, treat the 
Nightsister as if she ws a heavy, melee tank.

In Galactic Conquest, you must have control of the planet Dathomir 
in order to produce Nightsisters.

Opinion: 7, Nightsisters have excellent power that can destroy heavy 
targets with ease. However, it is annoyingly slow, making it 
impossible to chase down fleeing units.

/                              Vornskr                       (VOSKR)/

Name: Vornskr

Cost: 650 Credits

Abilities: Prowl- The Vorskr will run around the map, looking for 
                  enemy units.

           Detect Stealth- Stealth units will be visible if the 
                           Vorskr is around.

Strong: Force Sensitive Units
Weak: Everything else

Description: Dangerous predators that have been trained to hunt and 
attack infantry. They can also sense the Force and are extremely 
useful for tracking Jedi and Sith enemies.

Strategy: The best way to use Vornskrs is to not use them. 
Seriously, they are horrible. Just don't do it.

In Galactic Conquest, you must have control of the planet Myrkr in 
order to produce Vornskrs.

Opinion: 1, these guys are horrible. the only good thing they can 
do is fight Jedi, and even then there are better units for that. 
Your supply is better used elsewhere.

/                           Ewok Handler                     (EWOKH)/

Name: Ewok Handler

Cost: 1250 Credits

Abilities: None

Strong: Buildings
Weak: Infantry, Tanks of all sorts

Description: Fat, disgusting and smelly, Ewok Handlers travel the 
galaxy in search of new and interesting creatures to force into 
service. Their most lucrative endeavour is to capture Ewoks, strap 
bombs to their chests and stuff them in a big bag until needed in 

Strategy: Hmm, reusable suicide bombers! However, they are only good 
against buildings, so don't have them g oagainst infantry or tanks. 
They are incredibly fragile, so only send them in to blow up 
buildings when you have already cleared out all of the enemy forces.

In Galactic Conquest, you need to have corrupted Endor using Slavery 
in order to have the option to build Ewok Handlers.

Opinion: 2, these guys are only good against buildings, and they 
don't fight back, so it is perfectly fine to leave these guys behind 
and spend an extra two seconds destroying them with your other units.

/                      Destroyer Droid Mk II                 (DDMK2)/

Name: Destroyer Droid Mk II

Cost: 1200 Credits

Abilities: Swap Weapons- Causes the Destroyer Droid to fire ion 
                         cannons, rather than laser cannons.

Strong: Infantry, Light Tanks
Weak: Vehicles that can pierce shields

Description: This durasteel armored combat droid still maintains its 
frightening insectoid design from the Clone Wars Era. The droid is 
vulnerable while moving, but will uncoil and deploy shields when 
stationary. It has been modified to accomodate Ion Cannon mounts 
that are devastating to enemy shields.

Strategy: Make sure you have shields up when you begin attacking, or 
the droid won't be alive for very long. A good way to approach a 
battle is to stop just before the fight, then move slowly into 
battle, so the shields are never down. Don't use the ability, the 
regular lasers are capable of taking down shields incredibly quickly.

Opinion: 8, they can destroy targets very quickly. It is incredibly 
vulnerable without its shields up, so be careful when entering 
battle zones. Other than that, they are fast, powerful, and tough, 
so they are an all around great unit.

/                      F9-TZ Cloaking Transport              (F9TZT)/

Name: F9-TZ Cloaking Transport

Cost: 1400 Credits

Abilities: Cloak- The F9-TZ Cloaking Transport becomes invisible. 
                  Great ability for a transport.

Strong: Nothing, it can't attack.
Weak: Everything, once again, it can't attack

Description: The F9-TZ Cloaking Transport houses squads of infantry 
units and has the ability to cloak making it invisible to enemy 
radar and sight. The transport uses repulsor technology allowing it 
to travel over water.

Strategy: Pile your infantry units into the transport, cloak, move 
behind the enemy base, and spring a surprise attack from the rear. 
I'm not a huge fan of trnsports, but it is really nifty how these 
can cloak, meaning you can hide your infantry movements from the 

Opinion: 5, I don't really like transports, walking is just fine 
with me. I also don't use infantry that often, making these guys 
useless. If you use infantry, however, then these guys can really 
help, as their cloaking ability is invaluable to surprise attacks.

/                      Missile Attack Launcher               (MIALA)/

Name: Missile Attack Launcher

Cost: 1400 Credits

Abilities: Deploy- The M.A.L. stops moving, but can now fire long 
                   distance rocket volleys. Use this, it's how you

           Weapon Swap- Switches from missiles to a carbonite rocket, 
                        which slows enemy units.

Strong: Infantry, Light Tanks
Weak: Heavy Tanks

Description: The M.A.L. employs the use of concussion missiles for 
ranged bombardment and anti-vehicle defense. The unit has three rocket
pods that pivot around the vehicle when deployed. When in motion it 
can target ground based vehicles without having to stop.

Strategy: This is your artillery, use it as such. Use deploy if you 
plan on attacking, it makes a huge difference. If you are fighting 
enemy units, have one of your M.A.L.s swap weapons, that way the 
enemy can't escape, and you don't lose to much power.

Opinion: 8, these are better than the Imperial artillery, but not as 
good as the Rebel's. It has excellent range, and great power, making 
it a very good choice for you to bring to the battlefield.

/                      MZ-8 Mobile Pulse Cannon              (MZ8PC)/

Name: MZ-8 Mobile Pulse Cannon

Cost: 1350 Credits

Abilities: Self Destruct- The unit explodes, causing massive damage 
                          to surrounding enemy units.

Strong: Light Tanks, Heavy Tanks, Buildings
Weak: Anti-Vehicle Turrets, PLEX Soldiers

Description: The MZ-8 Mobile Pulse Cannon sacrifices speed and 
mobility for its firepower. It houses a heavy pulse cannon that can 
level a structure in a short amount of time. The  can self destruct 
by overloading its power system, creating a tremendous explosion 
that causes a large amount of damage.

Strategy: Simply have them attack the enemy, and watch them explode. 
It has great range, so make sure you use that to your advanage. It 
is slow, but if you find yourself in a situation in which you want 
to run away, then you can simply self-destruct, causing the enemy to 
lose nearly their entire force. 

Opinion: 8, these guys have great defenses and firepower, so it can 
take some punishment while dealing some out itself. A great unit to 
have when something needs to be destroyed fast.

/                       Canderous Assault Tank               (CANAT)/

Name: Canderous Assault Tank

Cost: 1800 Credits

Abilities: System Control- Causes enemy units to attack the Canderous 
                           Assault Tank. I never use this, I want my 
                           tanks alive.

Strong: Everything
Weak: Heavy Tanks

Description: The best heavy repulsorlift tank Mercenary types can buy. 
Canderous Assault Tanks are heavily armored, and armed with mass 
driver cannons that bypass shields. The vehicle also houses special 
jamming equipment that can trick enemy targeting systems into 
targeting the tank instead of other friendly forces.

Strategy: The Rebels have the MPTL-2a artillery, the Empire has 
AT-ATs, and the Consortium has Canderous Assault Tanks. Basically, 
this is your super unit. Make lots of these, and target enemy units 
that can cause the most damage to your forces, like T4-B tanks, and 
turrets. If your going against AT-ATs, make sure you attack them 
from behind.

Opinion: 10, these are the best ground units for the Consortium. 
They can bypass shields, cause massive damage in no time at all, 
and are pretty tough to take down themselves. The perfect unit.

/                  Consortium Mobile Defense Unit            (CMMDU)/

Name: Mobile Defense Unit

Cost: 1200 Credits

Abilities: Deploy- Allows build options to be constructed on the MDU.

Strong: Nothing
Weak: Everything

Description: Mobile Defense Units are land vehicles that provide 
build pad functionality on a mobile platform. They can be deployed 
anywhere on the battlefield and have three buils options.

Build Options:Sensor Scrambler- Jams missiles and enemy radar in a 
                                small radius araound the MDU.

              Ysalamiri Cage- Negates Force-based abilities.

              Rocket Pod- Fires rocket volleys.

Strategy: The only MDU structure worth building is the rocket pods. 
The Sensor Scrambler's range is too small, and the Ysalamiri Cage 
hardly ever has any uses. Even then, the rocket pods aren't great.
The only real useful place to use them is in choke points, seeing 
as they can't move once deployed.

Opinion: 2, I hate MDUs, they are not very powerful, and two build 
options are horrible. Besides, you only get two MDUs per company, 
and that isn't much.

/                         Ground Heros                       (GROHE)/

/                             Tyber Zann                     (TYBZA)/

Name: Tyber Zann

Cost: 3500 Credits

Abilities: Bribe- Bribes enemy units to fight for the Consortium. 
                  Fantastic ability.

           Cloak- Tyber becomes invisible to enemy units.

Strong: Infantry
Weak: Heavy Tanks

Description: Self proclaimed leader of the Underworld organization, 
the Zann Consortium. Tyber Zann is cold, methodical and ruthless to 
the core.

Strategy: He can kill entire squads of infantry in one shot, so use 
him agaisnt infantry. However, the rea lreason Tyber Zann is so 
strong is his bribe ability. By spending a meager amount of credits, 
the Consortium gains a new unit. Use these on the enemy's strongest 
units, such as MPTL-2a artillery. An entire enemy attack could be cut
short if the right unit is bribed. If you couldn't tell, use bribe 

Opinion: 9, mostly for the best ability in the entire game, bribe. 
He can kill infantry, and bribe anything else, so he is a good 
choice for a hero during a ground assault.

/                             Urai Fenn                      (URAIF)/

Name: Urai Fenn

Cost: 2000 Credits

Abilities: Sonic Stunner- Stuns infantry in the area around Urai.

           Cloak- Urai can become invisible to the enemy.

           Regen (Innate)- Urai constantly recovers health, at all 

Strong: Infantry, Light Tanks
Weak: Heavy  Tanks

Description: Tyber Zann's second in command, Urai Fenn is a wise 
and ancient warrior who prefers the art of hand-to-hand combat.

Strategy: Urai is a melee hero, so if you see enemy artillery, 
cloak him until he moves in close. If Urai is in a battle, use 
Sonic Stunner to put all of the enemy infantry out of commission. 
Also, since Urai regenerates health constantly, you can cloak him 
if his health is looking bad, giving him the chance to become as 
good as new.

Opinion: 8, Urai is a tough hero to take down, mostly because of his 
high defense, his health regeneration, and cloak ability. It's 
really frustrating when you have almost killed Urai, and he cloaks 
and runs away, regenerating his health back to full.

/                               Silri                        (CSILR)/

Name: Silri

Cost: 3800 Credits

Abilities: Drain Life- Drains life from nearby enemy infantry.

           Summon Rancor- Summons a Rancor to fight for the 

Strong: Infantry
Weak: Light Tanks, Heavy Tanks

Description: Devious, cunning and dangerous, Silri is a Force 
wielding Nightsister in Tyber Zann's employ.

Strategy: Silri isn't all that great by herself, the real reason 
she's good is her summon Rancor ability. Silri goes after infantry, 
which Rancors seem to have trouble with, while the Rancor goes after 
vehicles, which Silri seems to have problems with. If Silri gets low 
on health, use Drain Life on nearby infantry. It doesn't heal much, 
but it's something.

Opinion: 7, I don't really like Silri, I only use her for buying 
Black Market technology and Corruption missions. When I do use her, 
though, I always her her summon Rancor ability, and mostly forget 
about Silri.

/                               IG-88                        (CIG88)/

Name: IG-88

Cost: 1800 Credits

Abilities: Spread Infection- IG-88 shoots poison from his sniper 
                             rifle, causing the health of infantry to 
                             fall fast.

           Radioactive Contamination- IG-88 contaminates the ground, 
                                      making it dangerous for infantry 
                                      and vehicles to travel over.

Strong: Infantry, Light Tanks, Buildings
Weak: Heavy Tanks

Description: An assassin droid who's one of the galaxy's most feared 
and proficient bounty hunters.

Strategy: IG-88 uses poison to his advantage. He can wipe out a group
of infantry with the Spread Infection ability, and can use 
Radioactive Contamination to make the battlefield deadly to the 
enemy. One way to use the Radioactive Contamination ability is to use
it behind you when you are escaping. Most enemies won't follow, and 
those that do will suffer heavy damage. Also note that if IG-88 has 
low health, he gets healed at a Consortium Repair Station, not a 
Bacta Healing Station.

Reece Goding points out that IG-88 is the Consortium's method on 
destroying the Death Star. The ability (Hack Death Star) destroys 
the planet, but also removes IG-88 from play permanently.

Opinion: 8, IG-88 is a deadly hero in the right hands. His abilities 
are very powerful, use them frequently. He can also take down a 
building surprisingly fast, making him good during base raids.

/                               Bossk                        (CBOSS)/

Name: Bossk

Cost: 1250 Credits

Abilities: Flamethrower- Causes huge damage infront of Bossk, has 
                         good range.

           Weapon Swap- Switches between a standard rifle and plasma 
                        grenades, which linger and cause damage to 
                        units who pass through the affected area.

Strong: Infantry
Weak: Heavy Tanks

Description: A tenacious and greedy Trandoshan bounty hunter who 
values credits over everything else.

Strategy: Usually, Bossk will take out enemies on his own with his 
flamethrower, but if the battle is drawn out, then it's good to throw
one plasma grenade to cause lingering damage, and then switch to his 
regular rifle. It's better, though, to contain the enemy with Bossk, 
and stop smaller groups of units, rather than have him charge in 
guns blazing. Just stop them from moving about the map, and let your 
Canderous Assault Tanks do in the enemy.

Opinion: 7, he's a bit more fragile than most heros, but can be 
devastating to smaller groups of enemies.

/                              Defiler                       (DEFLR)/

Name: Defiler

Cost: 1100 Credits

Abilities: Remote Explosive- The Defiler sets up a remote explosive, 
                             which can be remotely detonated. Causes 
                             good damage, use it against tanks for 
                             the best results.

Strong: Infantry
Weak: Heavy Vehicles

Description: The Defiler is a minor hero that can be used to corrupt 
worlds and sabotage enemy structures on a planet. Defilersprefer 
long range combat and creating large explosions.

Strategy: The Defiler is pretty much the same as a Rebel Infiltrator. 
They can take out one infantry soldier in one shot, so he can take 
down infantry squads quickly. If he goes up against tanks, however, 
he won't be of much use. He can use his Remot eExplosive ability, 
but other than that, he is worthless against them.

Opinion: 6, I didn't like Rebel Infiltrators that much, so I don't 
like Defilers either. I prefer something that can take a beating, 
and also take out infantry in one big swoop.

/                    Frequently Asked Questions              (FAQS!)/

As of now, there aren't any FAQs, so send them in, and I'll answer 
them as best I can.

/                             Credits                        (CREDS)/

I'd like to thank the following:

Myself-I did all this work, you know!
Pop-Tarts-I would never have been able to finish the guide without 
          the help of sweet, sweet Pop-Tarts
George Lucas-Anyone who invents Star Wars should be in this section
Petroglyph-For making an amazing game
Reece Goding- Contributed info on various subjects

Anyone who sends in strategies or additional info will be thanked 

/                        Contact Information                 (CINFO)/

You can send me an e-mail to give a FAQ, strategy, to comment, 
or to fix a typo. Please send to:


Some rules:

-Put SWEAWFOC Unit FAQ somewhere in the Subject bar.
-Put what you are contributing in the Subject Bar as well.
-Make your e-mail readable.
-I only understand English, so send e-mails in English.
-Don't send hate mail.
-Make your e-mail relate to the guide.

That's all for now, but I may add more later.
/                       Copyright Information                (COPYI)/

This guide may not be reproduced without my permission. The guide is
only allowed to be used on gamefaqs.com, neoseeker.com, 
gamesradar.com, cheatplanet.com, supercheats.com and their 
affiliates. If you see a violation to this rule, notify me 
immediatly. You may use this guide for private use only. Any and all 
trademarks and copyrights found in this document are owned by their 
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above is copyright infringment.

Copyright 2009 Mattias Greer

The End