Category:The Rebels

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[edit] Special

[edit] Super Weapon Sense

  • When scanning enemy ships, Rebels can see, if a Super Weapon is mounted on the ship.

[edit] Spy Alliances

  • Starting on turn 10, when Spying is enabled, the Rebels have a special power to see other peoples' alliances. You cannot tell what kind of alliance it is, but you can see who is working with whom. This is based on players having their Attack turned on or off.
  • They will get an alliance message like this:
 Empire 1 Allies: 4
 Empire 2 Allies: 4
 Empire 3 Allies: Unknown
 Empire 4 Allies: 1 2
  • The alliances of other rebel players are shown as "Unknown"


[edit] Ships

Tech Name Comment
1 Bullrout Class Scout Warship, Support
2 Marriemac Class Destroyer Warship, Support
3 Falcon Class Support
A fast Hyperjumper - it jumps before normal movement (phase 0) and has normal warp movement after the jump.
4 Hyper Fueler Support
4 Deep Space Scout Warship, Support
4 Guardian Class Destroyer Warship
4 Patriot Class Warship, Support
5 Armored Transport Support, Warship
5 Castor Class Transport Support
6 Orleans Class Refinery Ship Support
7 Tranquility Class Cruiser Warship
7 Saruman Class Alchemy Ship Support
8 Sage Class Assault Ship Support
9 Rebel Space Platform Starbase, Warship, Support
10 Rush Class Carrier Warship

[edit] Special

  • Rebel scanners have a lower chance to find Gravitonic Minefields.
  • Rebels have a harder time getting a partial scan of planets. Their range for getting a partial scan for planets is 25% that of normal.

[edit] Command Code R##

  • By using a command code of the form "R##", any rebel owned ship of rebel design (Host 212e) can pretend to belong to another race (## = 01-30).
  • The ship will appear to be of that race for every other race except the race itself.
  • The ship is immune to damage from hitting all minefields (Host 212a) of the race it is pretending to be (a hyperjump will still be stopped by gravitonic or nova-barbitic mines).
  • R## also work vs other Rebel players in the same game as you.

[edit] Ship Devices

The Rebels ships include the following ship devices:

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 Bullrout Class Scout 15 400 40 990 6 Disrupter 2 Heavy Laser 2 Flake Cannon
1 Tranquility Class Cruiser 15 750 40 1200 15 Disrupter 20 Heavy Laser 4 Flake Cannon
2 Sage Class Assault Ship 15 400 40 1900 20 Disrupter   4 Flake Cannon

[edit] Resources on Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
1 Bullrout Class Scout 123 233 70 - 30 40 20 10 267 1000 450
1 Tranquility Class Cruiser 4000 4000 1000 - 35 800 400 200 500 6000 2750
2 Sage Class Assault Ship 10000 16667 1000 - 50 800 400 200 167 3500 1250


[edit] Fighters

[edit] Ground Combat Stats

Bantam Dasher
Image:Bantam Dasher.jpg
Cost 20
Speed 400
Fuel 400
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 65 45
Assault Craft 30 45
Troops 30 40
Cities 2 -
Space Combat
Quickness 160
Attack 0
Evasive 20
Armor 3
Exposed Sys 40
    Beam Missile
Power 30 -
Accuracy 30 -
Range 130 -
Generator 5
Battery 90
Ord - -
Quad Wing Star Lancer
Image:Quad Wing Star Lancer.jpg
Cost 90
Speed 400
Fuel 400
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 68 60
Assault Craft 140 62
Troops 130 85
Cities 45 -
Space Combat
Quickness 110
Attack 0
Evasive 20
Armor 12
Exposed Sys 0
    Beam Missile
Power 50 50
Accuracy 50 60
Range 230 450
Generator 15
Battery 310
Ord - 14
Thunder Dancer
Image:Thunder Dancer.jpg
Cost 120
Speed 400
Fuel 400
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 110 20
Assault Craft 10 35
Troops 10 30
Cities 70 -
Space Combat
Quickness 50
Attack 0
Evasive 10
Armor 25
Exposed Sys 0
    Beam Missile
Power 80 220
Accuracy 60 40
Range 160 300
Generator 26
Battery 380
Ord - 26

[edit] Special

  • The fighters have a very long range (400ly) (though the proper range is not shown in the fighter DataPad stats)
  • The Thunder Dancer has an ion cannon which will automatically deal 5 points of system damage on a successful hit against an Evil Empire ship or one which has lost all its shields.


[edit] Assault Craft

Foam Rider
Image:Foam Rider.jpg
Cost 5
Ground Combat
  Attack Defense
Fighters - 3
Assault Craft 1 4
Troops 5 4
Cities 1 -
Marchwarden
Image:Marchwarden.jpg
Cost 40
Ground Combat
  Attack Defense
Fighters 5 15
Assault Craft 25 15
Troops 25 15
Cities 10 -
Brono Stomper
Image:Brono Stomper.jpg
Cost 50
Ground Combat
  Attack Defense
Fighters 1 400
Assault Craft 40 150
Troops 5 400
Cities 30 -

[edit] Bases

  • Rebel bases on ice planets (climate under 30) are very hard to see.
  • Rebel bases on rain forest planets (climate 60 to 70) are very hard to see.

[edit] Natives

  • Rebels can see any planet that has more than 100,000 natives (of a type) on it within 300ly of a rebel base.
  • Rebels make natives happy and natives on nearby non-rebel bases unhappy within 200ly of a rebel base (they want to join the rebels). Happiness adjustment is as follows:

Colonists > 100k : 3
Colonists > 500k : 5
Colonists > 1mil : 10

This happiness adjustment is added to natives at the Rebel base itself and then subtracted from all non-Rebel bases within 200 ly. The message that they are getting unhappy appears if there are natives there; not if they are actually affected by this adjustment

[edit] Special Buidlings

[edit] Missing Buidlings

[edit] See also

[edit] Starting Stuffs

[edit] The Rebels - History

[edit] History

[edit] Host 194

New: An enemy base on a planet can block a Native Dust Off

[edit] Host 182

New: Cantinas can be removed from a Ground Base using the Ground Base command code "ATF"
New: Crime rate increase by cantinas reduced.

[edit] Host 181

Fixed: Cantinas produce the insane amounts of Contraband and crime is a joke

[edit] Host 162

New: Rebels "R" code no longer can be used to avoid combat.

[edit] Host 135

Fixed: Random number seeding broken, causing Cantina to sometimes never produce Contraband and many other odd errors involving random events that just never happen or happen too often.
Fixed: Cantina odds of producing Contraband increased to 10% chance per Contraband item per turn. This will make it so cantinas are most likely paid for themselves in less than 5 turns.

[edit] Host 123

New: Rebels now have a hard time detecting Gravitonic Minefields

[edit] Host 116

Fixed: Fast Hyp ships not moving after jump (Rebel Falcon, MCBR)

[edit] Host 115

New: Meteor Class and Rebel Falcon Class ships jump before normal movement (phase 0) and have normal warp movement after the jump
Changed: Cantina Contraband output doubled

[edit] Host 114

New: Cantina does not produce an insane amount of Contraband anymore

[edit] Host 113

Fixed: Rebel Rxx code was allowing the other race to issue commands for the ship (which were ignored)

[edit] Host 112

Changed: Rebel powers to detect Natives decreased to only planets within 300 LY of a Rebel Ground Base.

[edit] Host 110

New: Rebel Race command codes for ships. Any rebel owned ship can pretend to belong to another race by using the command code "R##" on the ship, where ## is any number from 01 to 30. A command code of "R01" will cause the ship to appear to belong to race 1 when seen on the map or in combat. However the true race 1 will see you as your real race. If you enter combat with ships of the race you are pretending to be your cover will be blown and all will see you as your true race. You are immune to damage from hitting Barbitic and Nova Barbitic Minefields of the race you are pretending to be.
New: Rebel assault device destroys any shield on a Ground Base under the ship and can take out Pod Launch Pads, Ion Cannons and AA guns
New: Rebel type 3 fighters have ion cannon beam weapons that disable an enemy ships systems when the enemy ship's shields are down. Weapon ignores all armor.
New: Rebels can see any planet that has more than 100,000 Natives on it (of one type)
New: Rebels can tell who is allied with whom
New: Rebels make Natives happy and Natives on nearby non-rebel Ground Bases unhappy (they want to join the rebels)
New: Rebel Ground Bases on ice planets (climate under 30) are very hard to see
New: Rebel Ground Bases on rain forest planets (climate 60 to 70) are very hard to see

[edit] Host 101

Fixed: Native Dust Off pods produce extra Natives out of no where
Fixed: Smugglers Cantina causes a negative value for Contraband on the planet

[edit] Host 098

New: Native Dust Off device limited to 400000 Natives per turn

[edit] Host 094

Changed: Smuggler's Cantina production tweaked a bit. Contraband production increased slightly.

[edit] Host 088

New: Privateers: Native Dust Off device. Removes all Natives from a PLANET and places them in a Native Pod on the ship. Works AFTER movement and does not work on Ground Bases.

[edit] Master 052

Fixed: Rebel ships assigned to the wrong race

[edit] Master 051

New: Supports rebels

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