The Rebel Confederation is the historic enemy of the Evil Empire, both having originated from the same long-defunct republic. The Rebels aim to establish a democratic system in the galaxy by liberating all species from their alien oppressors. They do this by both direct fight and the sabotage of enemy planets. The Rebels are specialists in the hyperjumping technology, and they are known for their powerful yet agile fleet.
RACE ADVANTAGES:
- Rebel Ground Attack sabotages planets (destroy structures and start a civil war)
- Planet Immunity
- Can live on arctic planets
- Immunity to the Evil Empire’s Dark Sense
- Can build fighters in space
- Hyperjumping Falcon Class Escort
- Can clone captured enemy ships
THE REBEL FLEET:
The Rebels base their strength on a comparatively light and agile fleet that includes light torpedo ships, carriers, highly specialized ships types and the famous hyperjumping Falcon Class Escort. Rebels are immune to attacks from planets and can bring respectable amounts of firepower to the battlefield, if (and only if) their fleet is adjusted to the opponent in the right way. Combined with their unique race ability ‘Rebel Ground Attack’ that sabotages planet structures, the Rebels can be considered a race that can grow very strong in the very late game due to their ability to take starbases without losses. Nevertheless they can develop fast in the early and midgame phases and therefore represent one of the most balanced races. Since most Rebel ships are relatively light, the middle range of ships tend to be slightly underpowered in terms of firepower and especially in minefield warfare. For direct battles the Rebel Confederation has the famous Rush Class Heavy Carrier at hand, which is one of the 5 strongest ships in the Planets universe.
Hull Design | Engines | Beams | Launchers | Note |
Small Deep Space Freighter | 1 | 0 | 0 | 60kt cargo |
Taurus Class Scout | 2 | 2 | 0 | Scout |
Cygnus Class Destroyer | 1 | 4 | 4 | Light Torper |
Falcon Class Escort | 1 | 2 | 0 | Hyperjumper |
Neutronic Fuel Carrier | 2 | 0 | 0 | Fuel Transporter |
Medium Deep Space Freighter | 1 | 0 | 0 | 200kt cargo |
Deep Space Scout | 1 | 4 | 0 | 120kt cargo |
Gaurdian Class Destroyer | 1 | 3 | 6 | Light Hitter |
Armored Transport | 2 | 1 | 0 | 200kt cargo |
Sage Class Frigate | 2 | 4 | 2 | Light Torper |
Sagittarius Class Transport | 2 | 2 | 1 Bay | Fighter Factory |
Large Deep Space Freighter | 2 | 0 | 0 | 1200kt cargo |
Tranquility Class Cruiser | 2 | 4 | 2 | Minelayer |
Patriot Class Light Carrier | 1 | 2 | 6 Bays | Light Carrier |
Gemini Class Transport | 2 | 4 | 1 Bay | Fighter Factory |
Iron Lady Class Frigate | 2 | 8 | 2 | Minesweeper |
Neutronic Refinery Ship | 10 | 6 | 0 | Makes fuel |
Super Transport Freighter | 4 | 0 | 0 | 2400kt cargo |
Rush Class Heavy Carrier | 8 | 5 | 10 Bays | Heavy carrier |
Merlin Class Alchemy Ship | 10 | 8 | 0 | Makes minerals |
Campaign Specials | Engines | Beams | Launchers | Note |
Taurus Class Transport | 1 | 2 | 0 | 120kt cargo |
Gaurdian B Class Destroyer | 1 | 3 | 6 | Light Hitter |
Gaurdian C Class Destroyer | 1 | 3 | 6 | Light Hitter |
Heavy Armored Transport | 2 | 1 | 0 | 520kt cargo |
Sage Class Repair Ship | 2 | 4 | 2 | Repair Ship |
Iron Lady Command Ship | 2 | 8 | 2 | Command Ship |
In Campaign Games the Rebels can research and activate several enhancements of existing ships, such as the Taurus Class and Heavy Armored Transports with increased cargo hold and the Gaurdian C Class with additional combat mass. The Sage Class Repair Ship allows repairs in mid-space or directly at the front. The Iron Lady Command Ship is the Rebels’ new Flagship that can move earlier than any other ship to avoid new enemy minefields and to position itself for improved minesweeping.
We’re still collating Rebel ship data and race guides. While you’re waiting, you may find this article to be of interest.
There may be cake.