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Submitted by System on 09/03/2006, 09:50. Print file.
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===== STAR WARS REBELLION ===== REBEL SHIP GUIDE =====

Author: Sashanan (sashanan@hetnet.nl)
Date: 20 March 2001
Version: 1.0

DISCLAIMER
This document is copyright 2001 Sashanan. All rights reserved.

You are allowed to do the following:

- Make copies (electronical or physical) for your own, personal use;
- Post this FAQ on a non-commercial, freely accessible web site. My permission is not required, however, the FAQ must be posted in its full, original form, including this notice, and credited to Sashanan.

You are not allowed to:

- Make money off this FAQ in any imaginable way.
- Post this FAQ on a commercial site without my explicit written permission.
- Use this FAQ, or part of it in magazines, guides, books, etc. without my explicit written permission.
- Edit this FAQ in any way, use it as a basis for your own FAQ, or post this FAQ without giving proper credit. This is considered plagiarism.


=================
TABLE OF CONTENTS
=================

- About this FAQ
- Rebel ships
x Ship list
x Research order
x Ship details
x Suggested names
- Revision history
- Final words


===========================================================================
ABOUT THIS FAQ
===========================================================================

This FAQ describes every ship availble to the Rebel Alliance, using the game's statistics and my own advice regarding each ship type. The guide consists of a quick overview of all ships, the order in which they can be researched, a detailed description of each of the 19 ship types, and finally, suggested names for certain ship types.

A similar FAQ of Imperial ship types may be found at www.gamefaqs.com.


===========================================================================
REBEL SHIPS
===========================================================================

---------
Ship list
---------

This is a quick overview of all Rebel ships. Refer to 'ship details' for more accurate data.

Cost: the cost of this ship in refined materials. This also determines how long a ship takes to build. A single shipyard needs 4 days to construct one point of refined materials' worth. For example, a Nebulon-B
Frigate costs 34 refined materials. A single shipyard would need 132
(34 x 4) days to build one of these ships.

VS starships: my interpretation of this ship's effectiveness against starships. From low to high, the terms I use are: Very weak, Weak,
Moderate, Strong, Very Strong and Brutal. I base this on the presence and strength of laser turrets and ion cannons, as well as shield strength.

VS fighters: this ship's effectiveness against starfighters, based on the presence and strength of laser cannons, as well as shield strength.

SHIP NAME                   COST   VS STARSHIPS   VS FIGHTERS    FC    TC
Alliance Dreadnaught        44     strong         very weak      1     2
Alliance Escort Carrier     32     very weak      moderate       6     0
Assault Frigate             60     very strong    weak           0     0
A-Wing                      5      weak           very strong    0     0
Bulk Cruiser                30     moderate       very weak      0     0
Bulk Transport              24     very weak      very weak      0     6
Bulwark Battlecruiser       248    brutal         moderate       10    4
B-Wing                      7      brutal         weak           0     0
CC-7700 Frigate             42     weak           moderate       0     0
CC-9600 Frigate             58     very strong    weak           0     1
Corellian Corvette          14     very weak      strong         0     0
Corellian Gunship           10     very weak      brutal         0     0
Dauntless Cruiser           136    very strong    moderate       4     2
Liberator Cruiser           66     moderate       weak           6     3
Medium Transport            10     very weak      weak           0     2
Mon Calamari Cruiser        92     very strong    weak           3     1
Nebulon-B Frigate           34     strong         moderate       2     0
X-Wing                      5      strong         strong         0     0
Y-Wing                      5      very strong    moderate       0     0

--------------
Research order
--------------

At the start of the game, the following ship types are available to the
Rebel player:

Alliance Dreadnaught
Alliance Escort Carrier
Bulk Cruiser
Bulk Transport
Corellian Corvette
Medium Transport
X-Wing
Y-Wing

The following ship types must still be researched. Whenever research is completed, the next ship in line will become available (i.e. the
Nebulon-B Frigate is always first, and the Bulwark Battlecruiser is always last).

Nebulon-B Frigate
Mon Calamari Cruiser
A-Wing
Corellian Gunship
B-Wing
CC-7700 Frigate
Assault Frigate
Liberator Cruiser
CC-9600 Frigate
Dauntless Cruiser
Bulwark Battlecruiser

Research is automatic, but slow. The pace of your ship research may be improved by assigning one or more characters to ship research. Eligible characters are Ackbar and Adar Tallon (both of which must be recruited first), as well as Wedge Antilles (who always starts the game on Yavin).

------------
Ship details
------------

In this section, all Rebel ships are described in detail, with all relevant statistics. Here's what they all mean:

Cost: how many refined materials are needed to build one of these ships. This also determines how long your shipyards will need to build this ship.

Maintenance: how much maintenance points are needed to keep this ship running. Remember that you must keep your maintenance pool above 0 at all times, or you will randomly lose ships, troops and facilities.

Fighter capacity: how many squadrons of fighters this ship can carry.
Although a limitless number of fighters can operate from a planet, you can only take fighters into space battles if you have capital ships to operate them from.

Troop capacity: how many regiments of troops this ship can carry. You can freely move troops between your own planets without needing a fleet, but if you intend to assault planets, troop ships are necessary.

Shield strength: how much punishment a ship's shields can take. While a ship's shields are up, the hull will not be hit, and the chance of suffering damage to vital systems is greatly reduced (but not eliminated). In addition, shields gradually recharge, something a hull cannot do.

Hyperdrive rating: this indicates how fast a ship is in hyperspace.
Lower ratings are better. Damage may result in slower hyperspace travel, or even prevent it outright.

Hull strength: the (remaining) hull strength of a capital ship.
Once a ship's shields are down, further hits damage the hull. If a ship's hull strength is reduced to 0, the ship is destroyed.
Starfighters do not have a hull strength. Rather, once they lose their shields, further hits may eliminate part of the squadron, and repeated attacks will destroy it entirely. Squadrons may be depleted, but individual starfighters never take on damage.

Damage control: a ship's capability of resisting damage. The higher this is, the less likely an enemy hit is to cause damage to vital systems.

Shield recharge rate: this indicates how quickly a ship can recharge its shields after taking hits. If a ship takes damage, this tends to be the first system to go. As a result, repeated attacks may eventually breach a ship's shields even if the recharge rate is high enough to theoretically resist the attack.

Tractor beam: this indicates the presence and strength of tractor beams on a ship. Tractor beams are automatically employed against fleeing enemy ships, and will slow them down (their effective speed will be equal to sublight engine rating - tractor beam strength).
This gives you a better chance of destroying them before they can escape.

Sublight engine rating: how fast is this ship in battles? This rating does not affect travel time in hyperspace, but ships with good sublight engine ratings can get from one end of the sector to another quickly in space battles.

Maneuverability: how quickly this ship can execute turns. For starfighters, this greatly contributes to the ability to evade damage. For capital ships, it is an important part of bringing their biggest weapons to bear, since these tend to be focused on one side of the craft.

Detection rate: this has no effect on battle. Rather, it is a capital's ship chance of detecting enemy saboteurs and foiling their mission. The higher a ship's detection rate, the more difficult it is to sabotage.

Weapon recharge: this indicates how quickly a ship can fire its weapons. The higher the weapon recharge rate, the quicker the rate of fire. Obviously, ships with high recharge rates are far more deadly than those that are constantly recharging.

Bombardment rate: this ship's effectiveness at planetary bombardments. Whenever a bombardment is issued, the bombardment rate of all starships and bombers in your fleet are combined and the result is measured against the bombardment defense rate of everything on the planet. Shields are targeted first; if the fleet's bombardment rate is high enough to get through, the next targets are laser and ion cannons, troop regiments, shipyards and training facilities (military bombardment) or construction yards, refineries and mines (civilian bombardment).

Turbo lasers: these powerful cannons are intended for use against starships, and do only little damage to starfighters.
They are typically found on big warships.

Ion cannons: these cannons have a greater chance of doing damage to vital systems (even when the target still has shields), but cause no actual hull damage. However, if a
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