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

[edit] Weaknesses

[edit] Gravitonic 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

[edit] See also

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