The Rebels - Guide
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Contents |
[edit] Overview
- The Rebels are a strong early game power.
- The Rebels are normally not a late game power.
[edit] Strengths
- Fast pods (50ly)
- Long range fighters - all three types (400ly)
[edit] Natives
- Fast collection of natives using Native Dust Off devices.
- 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).
[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] Contraband
- Fast collection of contraband because of high racial PSI value.
- Generation of free contraband from Smugglers Cantinas.
[edit] Weaknesses
[edit] Gravitonic Minefields
- Rebel scanners have a lower chance to find Gravitonic Minefields.
- Rebels have only Laser Minefields - no Gravitonic or Barbitic Minefields
[edit] Starships
The Rebels (similar to the Evil Empire) are typical hyperjump race:
- All Rebel ships except the Rebel Space Platform can hyperjump.
- Except the Falcon Class all rebel ships have really slow warp speeds. That makes them very vulnerable to Boarding & ambush by warp races.
- The Rebel ships are all rather expensive, they have no ship to use in swarms (The Bullrout Class Scout may be the nearest thing to a swarmer).
[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).
[edit] Starting Ships
- With the default starting ships and fighters, the Rebels can take out many races really early in the game (before turn 10).
[edit] Falcon Class
The Falcon Class is a fast Hyperjumper. That means it jumps before normal movement (phase 0) and has normal warp movement after the jump. If you are facing a race that can only lay Barbitic Minefields, you can use their command code, jump in and fly away quite safely. Just take care that you don't end your turn in a minefield.
[edit] Strategies
[edit] Enemies
- The Crystal Assembly - The Rebels will have a hard time to get through all those mines.
- The Cyborg Collective - The Borg are your worst nightmare, their Annihilation Class Battleships have Gravity Well Generators and can lay Gravitonic Minefields combined with a Boarding Laser. They will stop your HYP fleet and may board even your Rush Class Carriers with their cubes.
- Any races with Gravitonic Minefields and/or Gravity Well Generator
[edit] See also
- Stuff concerning the Rebels
- [1] Official Race Guide
- [2] Guide by Kevin Jennings revised August 2006
