Battlefront 2: Air Units and Heroes guide Battlefront 2 guide, tips
Last update: 28 May 2020
This chapter contains the list of all available air units that are utilized in Galactic Assault and Starfighter Assault matches (the choice of the vehicles depends on the current map and the chosen faction). Hero air units are available only during Starfighter Assault. You can view a list of the available abilities for air units below.
Ability 1:
- Afterburner - Your ship flies faster than its maximal speed for a few seconds. Use to fly up to opponents or to avoid enemy attacks (removes enemy missile locks and makes it difficult for them to hit you - the enemy's aim assist is turned off). Press the button again to turn the ability off.
- Astromech Repair - Activate to repair your vehicle.
- Electronic Countermeasures - Bombers can interrupt and disable enemy missile locks.
Ability 2:
- Laser Barrage - Activate to release a laser barrage. Mainly useful against head-on targets.
- Turret Gunner - Activates a turret that targets opponents behind your unit.
- Weapon Overcharge - Activate to increase the damage dealt for a short period of time.
- Quad Laser Cannon - Fire from four cannons at once and deal more damage.
- Hard Lock - Your target is visible on your radar and is marked by a white square. Torpedoes and rocket need less time to reach your target.
- Heavy Laser - A powerful cannon, slower than standard fire but dealing major damage (Tri-Fighter only)
- Ion Cannon Turret - Fire ion projectiles that lower the opponent' flight speed and deal minor damage, making the target an easy prey for allied units.
- Multi-Missile Lock - Some bombers can aim up to three targets at once and send rockets in their direction.
Ability 3:
- Proton Torpedo - Lock on target and release a torpedo that deals major damage but its guidance is weak - better against slow bombers than agile fighters.
- Proton Torpedoes - Bombers can fire two torpedoes instead of one.
- Energy Torpedo - The same as Proton Torpedo
- Heat Sink - Mainly seen in interceptor units. Fire your without overheating.
- Concussion Missile - Works similar as torpedo, but more accurate and weaker. Disables fighters and facilitates their elimination by interception units.
Fighter
Basic flying unit. Cheap and mobile but its durability is low. Mostly sent against other fighters and bombers which are fought in close combat, where a fighters' mobility makes them viable against such an opponent. Fighters can be used against infantry in Galactic Assault matches.
TIE/LN
Abilities: Afterburner, Laser Barrage, Proton Torpedo
TIE/FO
Abilities: Afterburner, Laser Barrage, Proton Torpedo
ARC-170
Abilities: Astromech Repair, Turret Cannon, Proton Torpedo
N-1
Abilities: Astromech Repair, Weapon Overcharge, Proton Torpedo
Vulture Droid
Abilities: Afterburner, Laser Barrage, Energy Torpedo
X-Wing T-65B
Abilities: Afterburner, Quad Laser Cannon, Proton Torpedo
T-70 X-Wing
Abilities: Afterburner, Quad Laser Cannon, Proton Torpedo
Interceptor
Interceptors are mostly sent against fighters, as they are the fastest and are armed with quick firing main armament. Weak against structures and mission objectives, as well as bombers.
V-Wing
Abilities: Afterburner, Laser Barrage, Heat Sink
RZ-1 A-Wing
Abilities: Afterburner, Hard Lock, Concussion Missile
RZ-2 A-Wing
Abilities: Afterburner, Hard Lock, Concussion Missile
Tri-Fighter
Abilities: Afterburner, Heavy Laser, Heat Sink
TIE/SF
Abilities: Afterburner, Turret Gunner, Concussion Missile
TIE/IN Interceptor
Abilities: Afterburner, Hard Lock, Concussion Missile
Bombers
Bombers are the most durable and slow units in the air. Their main duty is elimination of airborne targets in Starfighter Assault matches. Bombers can also dominate the skies in Galactic Assault matches, provided they received assistance from other airborne players.
Y-Wing BTL-A4
Abilities: Astromech Repair, Ion Cannon Turret, Proton Torpedoes
BTL-B Y-Wing
Abilities: Astromech Repair, Ion Cannon Turret, Proton Torpedoes
Hyena
Abilities: Electronic Countermeasures, Multi-Missile Lock, Proton Torpedoes
TIE/SA
Abilities: Electronic Countermeasures, Multi-Missile Lock, Proton Torpedoes