Hero Ships
Hero Ships are only available in Fighter Squadron mode by collecting a special hero vehicle pick-up. They are both very well-armored and are equipped with a third ability. They have energy distribution system also.
Millennium Falcon
This is available only in Fighter Squadron by flying an X-wing or A-wing through a hero vehicle pick-up. It has three abilities: a shield, missiles, and a speed boost. This hero ship has higher armor than other vehicles. Activate the shield ability to boost your defense for a short period, allowing you to escape trouble. The concussion missiles are high-powered rockets. Lock on to your target for an easier shot. The modified sublight engines allow the aircraft to get a significant speed boost.
Abilities:
Shield
- Cool Down (Seconds): 15
- Button: Left Ability
- Detail: A temporary shield gives you a little time to escape a hairy situation.
Concussion Missiles
- Cool Down (Seconds): 5
- Button: Right Ability
- Detail: This is a powerful rocket. Lock on to a target, and deploy the explosive.
Speed Boost
- Cool Down (Seconds): 15
- Button: Top Ability
- Detail: This maxes out speed for a short period, which is great for closing in on a target or getting away.
Slave I
Slave 1 is Galactic Empire’s hero ship, piloted by the bounty hunter Boba Fett. In order to take control of this hero ship you make take a hero vehicle card in Fighter Squadron mode. This hero ship carries a powerful arsenal. With its Proton Torpedoes and ion cannon, Slave 1 has the unique ability to lock on to successive fighters, taking down multiple targets in a small timespan. The usual evasive maneuvers are available for Slave 1. Combine that with its tight turns, and it can be difficult to target.
Abilities:
Proton Torpedoes
- Cool Down (Seconds): 5
- Button: Left Ability
- Detail: This is a powerful projectile. Lock on to your target before firing.
Ion Cannon
- Cool Down (Seconds): 20
- Button: Right Ability
- Detail: This powerful ion weapon is very effective against vehicles.
Sensor Jammer (10 Seconds)
- Cool Down (Seconds): 15
- Button: Top Ability
- Detail: This jams nearby scanners for 10 seconds, making you invisible on their radar.
Turrets List:
There are many turrets set up in the environment. Either faction can employ the E-Web blaster (widely used throughout the maps), along with the ATGAR-14, DF-9, and turbolaser, which are limited to specific locations.
E-WEB
These turrets are located on all four planets and they have decent firepower. Available to either faction, using the stationary blaster opens you up to rear and side attacks. Unless you are confident that your flanks are protected, do not spend too much time on the gun.
ATGAR-14
This turret is very effective against other turrets and other vehicles. But be careful while using as it as it is not enclosed so you are vulnerable to attacks. The fixed emplacement rotates 360 degrees with very limited up and down movement, though it can hit a low-flying aircraft. It shots are slow so you should aim ahead the moving targets.
DF-9 Turret
This is a fully enclosed turret and it is very good to defend objectives. The gun rotates a full 360 degrees, with limited up and down movement. It overheats after several shots, allowing you to take out a group of infantry if necessary. While it is unable to hurt other turrets and vehicles, it deals a little damage to the weakened underbelly of an AT-AT
Turbolaser
This is an anti-vehicle turret and very deadly against AT-STs and TIE fighters that attack in Survival mode. Is powerful laser can knock the fighters out of the sky. The high-powered laser cannon does overheat, so watch the meter just below the reticle.
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