/ ___|| |_ __ _ _ _\ \ / /_ _ _ __ ___ \___ \| __/ _` | '__\ \ /\ / / _` | '__/ __| ___) | || (_| | | \ V V / (_| | | \__ \ |____/ \__\__,_|_| \_/\_/ \__,_|_| |___/ ____ _ _ _ | _ \ ___| |__ ___| | (_) ___ _ ___ | |_) / _ \ '_ \ / _ \ | | |/ _ \| '_ \ | _ < __/ |_) | __/ | | | (_) | | | | |_| \_\___|_.__/ \___|_|_|_|\___/|_| |_| ===== 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 ship without shields takes an ion hit, there is a chance it becomes temporarily disabled, causing it to stop dead and be helpless for a limited time. Powerful warships like the Dauntless Cruiser can bring enough ion cannons to bear to pin a ship down and destroy it once it has lost its shields. Laser cannons: these small, quick-firing cannons are meant for use against starfighters. They are found both on superiority fighters and on certain starships, like Corvettes and Lancer Frigates. They are not very effective against starships. Torpedoes: X-Wings, Y-Wings, B-Wings, TIE Bombers and TIE Defenders have torpedoes at their disposal, and use them against capital ships for significant damage. The drawback of torpedoes is that they cannot penetrate shields. Fighters will not employ them until their target has lost its shields - but once they do, a few squads of fighters can do massive damage. ALLIANCE DREADNAUGHT Cost: 44 Maintenance: 33 Fighter capacity: 1 Troop capacity: 2 Shield strength: 200 Hyperdrive rating: 80 Hull strength: 1200 Damage control: 10 Shield recharge: 10 Tractor beam: 0 Sublight engine rating: 3 Maneuverability: 1 Detection rate: 10 Weapon recharge: 7 Bombardment rate: 1 Fore Aft Port Starboard Turbo Lasers 40 20 70 70 Ion Cannons 0 0 0 0 Laser Cannons 0 0 0 0 Game description: The Dreadnaught is an ancient heavy cruiser that dates from the time of the Old Republic. The Alliance has refit many of these ancient vessels with automated controls and faster sublight engines. Many of these became what are known as Rebel Assault Frigates. My description: One of the warships you start out with. The Dreadnaught is certainly better than the Bulk Cruiser (a lousy excuse for a warship if ever there was one), but don't expect to take on a Star Destroyer with it and win. With limited fighter and troop capacity, the Dreadnaught is perfect to defend transport ships with early on, and is very capable of fighting small Imperial fleets which do not have Star Destroyers of any kind in them. (Even the Victory model outguns the Dreadnaught.) You may wish to construct one or two of these ships until you have completed research on the vastly superior Nebulon-B Frigate. Strong against starships Very weak against starfighters Very limited fighter capacity Limited troop capacity Low cost ALLIANCE ESCORT CARRIER Cost: 32 Maintenance: 29 Fighter capacity: 6 Troop capacity: 0 Shield strength: 200 Hyperdrive rating: 80 Hull strength: 900 Damage control: 5 Shield recharge: 10 Tractor beam: 0 Sublight engine rating: 2 Maneuverability: 1 Detection rate: 4 Weapon recharge: 4 Bombardment rate: 0 Fore Aft Port Starboard Turbo Lasers 0 0 0 0 Ion Cannons 0 0 0 0 Laser Cannons 30 0 60 60 Game description: Alliance Escort Carriers serve a similar purpose to their Imperial counterparts. Escort Carriers are capable of carrying and refueling wings of starfighters and dramatically increase the starfighter capacity of the fleet to which they are attached. Alliance Carriers have better shielding than the Imperial models, but have relatively weak firepower. My description: Only slightly inferior to the Imperial model, but also a little bit cheaper. The main purpose of the Escort Carrier is to bring your powerful starfighters into battle, and as such, it is a very important ship. You'll want at least one of these in each of your fleets, filled to capacity with X-Wings, Y-Wings, or a mix of them. Later, as you complete research on A-Wings and B-Wings, you'll probably want to switch to those models. The Escort Carrier remains an important ship throughout the game, as it is your cheapest means of bringing great numbers of starfighters into the battles where you need them. Contrary to what the game description states, the Alliance Escort Carrier does not have more powerful shields than the Imperial variant. Very weak against starships Moderate against starfighters High fighter capacity No troop capacity Low cost ASSAULT FRIGATE Cost: 60 Maintenance: 60 Fighter capacity: 0 Troop capacity: 0 Shield strength: 600 Hyperdrive rating: 80 Hull strength: 1400 Damage control: 30 Shield recharge: 30 Tractor beam: 0 Sublight engine rating: 5 Maneuverability: 2 Detection rate: 15 Weapon recharge: 16 Bombardment rate: 2 Fore Aft Port Starboard Turbo Lasers 70 0 120 120 Ion Cannons 50 0 40 40 Laser Cannons 0 0 0 0 Game description: The Assault Frigate is one of the Rebel Alliance's main front line warships. Built using the framework of Old Republic Dreadnaughts, Alliance engineers created a ship with greater speed and maneuverability while still retaining the Dreadnaught's weapon complement. My description: A relatively cheap ship with great firepower. A few Assault Frigates make a great and affordable addition to any fleet expecting to do heavy combat. Sure, you could build Calamari Cruisers instead, but their shields aren't quite as tough, and they definitely cost more to build and maintain. It can safely be said that the Assault Frigate, once you discover it, can turn the tables on the Empire. Do not underestimate it. Very strong against starships Weak against starfighters No fighter capacity No troop capacity Very good shields Moderate cost A-WING Cost: 5 Maintenance: 4 Laser strength: 5 Ion strength: 0 Torpedo strength: 0 Shield strength: 5 Hyperdrive: yes Hyperdrive rating: 60 Sublight engine: 11 Maneuverability: 8 Detection rate: 15 Bombardment rate: 0 Game description: The A-Wing is a lightweight, extremely quick and agile starfighter. The A-Wing carries twin, wing-mounted blaster cannons, an extensive sensor package and light combat shielding, which make it an ideal choice for hit and fade missions. It was crafted to be the Alliance's solution to the newer and faster TIE models. My description: In dogfights, the A-Wing is almost unsurpassed. Even more than the X-Wing, it is capable of dealing with TIEs of all kinds and come out relatively unscathed. The weakness of the A-Wing is its lack of versatility, however, since these craft are almost worthless against capital ships, and tend to be destroyed quickly by starfighter killers like Lancer Frigates. Keep this in mind when you decide whether to take X-Wings or A-Wings along. If you expect a lot of starfighter opposition, A-Wings are the better choice - but if there will be many capital ships to destroy, X-Wings offer more versatility. If you decide to use A-Wings, be sure to recover them once you've destroyed or driven off all enemy starfighters. Superiority fighter Moderate effectiveness Low cost Low maintenance BULK CRUISER Cost: 30 Maintenance: 30 Fighter capacity: 0 Troop capacity: 0 Shield strength: 200 Hyperdrive rating: 80 Hull strength: 1200 Damage control: 5 Shield recharge: 5 Tractor beam: 1 Sublight engine rating: 3 Maneuverability: 1 Detection rate: 10 Weapon recharge: 6 Bombardment rate: 1 Fore Aft Port Starboard Turbo Lasers 15 0 30 30 Ion Cannons 0 0 0 0 Laser Cannons 0 0 0 0 Game description: This aging bulk cruiser class of capital ships has existed since the time of the Old Republic. Extremely reliable and rugged, the cruiser has become one of the mainstay ships of the Alliance fleet. Sporting a reasonable amount of firepower and shielding, the cruiser is suited for almost any type of operation. My description: Imperial starships have always been better than their Rebel counterparts, and the Bulk Cruiser painfully proves this point. It is the cheapest warship in the game, and it shows: the Bulk Cruiser just can't seem to do anything right. You might start with one or two of these ships and that's fine, but I recommend against building any more. Go for Alliance Dreadnaughts instead, which have at least a little firepower at their disposal. Bulk Cruisers are best used to discourage the enemy from engaging Corvettes and Medium Transports with small detachments, and for hunting Galleons and Star Galleons, I suppose. They are hopeless against any serious Imperial warship. Three of these would lose to a Victory class. Moderate against starships Very weak against starfighters No fighter capacity No troop capacity Low cost BULK TRANSPORT Cost: 24 Maintenance: 22 Fighter capacity: 0 Troop capacity: 6 Shield strength: 200 Hyperdrive rating: 90 Hull strength: 600 Damage control: 5 Shield recharge: 10 Tractor beam: 0 Sublight engine rating: 1 Maneuverability: 1 Detection rate: 1 Weapon recharge: 0 Bombardment rate: 0 Fore Aft Port Starboard Turbo Lasers 0 0 0 0 Ion Cannons 0 0 0 0 Laser Cannons 0 0 0 0 Game description: The bulk transport is the life blood of intergalactic trade and commerce. The extensive cargo capacity of the transport makes it ideal for moving everything from loads of juri juice to regiments of troops. My description: This ship almost makes the Medium Transport redundant, and you start with the ability to build them. They are, I must admit, completely worthless in space battles, being unarmed, poorly shielded and very slow. Therefore, they should never travel without the company of at least a Corellian Corvette, preferably something bigger. The Bulk Transport shines, however, when it comes to carrying troops. No less than 6 troop regiments fit into this baby, which is more than even an Imperial Star Galleon could carry. The only other vessels in the game of carrying such a large army are the Super Star Destroyer and the Death Star, neither of which is anywhere as cheap, or available as early. Add one or two of these ships to an invasion fleet, and you won't have to worry about troop capacity anymore. And all that at a laughable price. Very weak against starships and starfighters (unarmed) No fighter capacity High troop capacity Low cost BULKWARK BATTLECRUISER Cost: 248 Maintenance: 175 Fighter capacity: 10 Troop capacity: 4 Shield strength: 1100 Hyperdrive rating: 60 Hull strength: 3000 Damage control: 40 Shield recharge: 60 Tractor beam: 6 Sublight engine rating: 3 Maneuverability: 2 Detection rate: 10 Weapon recharge: 80 Bombardment rate: 4 Fore Aft Port Starboard Turbo Lasers 600 120 300 300 Ion Cannons 200 80 150 150 Laser Cannons 0 0 0 0 Game description: The TransGalMeg Industries Bulwark class capital ship is a mobile fortress. It is one of the most battle-proof ships employed by the Rebel Alliance. Though plagued by rumors of unreliable electronics and sensors, the Bulwark's extensive arsenal, shielding and carrying capacity make it ideal for large scale operations. My description: The pride of the Alliance, this ship is the last you will discover. It can stand up against any enemy capital ship except for the Super Star Destroyer, and even against that titan, there's not much in it. The Bulwark actually has more firepower, but the Super Star Destroyer has a more powerful hull and slightly better shields. If both ships were loaded to capacity with starfighters, the Bulwark would probably win because of the Rebel superiority in the starfighter department. The Bulwark has very little to fear in battle, but there are two things you'll want to watch out for: sabotage (be sure to keep your Bulwark filled with troops and assign both an Admiral and a General) and Death Star attacks (nothing can survive that superlaser). Should you face a Death Star, you can be certain the enemy will target your Bulwark first. Even if you can't save it, at least make sure you knock out that Death Star, which is quite a bit more expensive. The Bulwark can carry enough fighters to pull it off. Although you will discover this ship only very late in the game, you can probably start building a few immediately - you should have enough resources by now. Put one in front of every fleet you have, and show the Empire that having powerful capital ships is no longer their prerogative. Brutal against starships Moderate against starfighters Very high fighter capacity Moderate troop capacity Excellent shields Very high cost B-WING Cost: 7 Maintenance: 8 Laser strength: 8 Ion strength: 6 Torpedo strength: 12 Shield strength: 9 Hyperdrive: yes Hyperdrive rating: 60 Sublight engine: 7 Maneuverability: 3 Detection rate: 15 Bombardment rate: 2 Game description: The unusual looking B-Wing was conceived by Admiral Ackbar to be a new generation of heavy assault fighter. Carrying proton torpedo launchers, blaster cannons and ion cannons which are mounted to its gyroscopically stabilized cockpit, the B-Wing is a formidable opponent. My description: This heavy bomber will put the fear of the Light Side into the Empire! It is not much in a dogfight, and should be kept away from TIE Interceptors and Defenders, but a few squadrons of B-Wings can spell doom for just about any Imperial capital ship. Their high laser and ion strength will quickly drain all but the most powerful shields, and once they bring their torpedoes to bear on an unshielded ship, the fun really begins. B-Wings are also very capable of delivering planetary bombardments, each squad increasing your bombardment rating with 2. For the best results, mix B-Wings 50/50 with A-Wings and/or X-Wings (forget about the Y-Wing entirely once B-Wings become available). If you expect stiff starfighter opposition, make it 33/67 instead, and be sure to take X-Wings rather than A-Wings (as X-Wings can help against capital ships once all enemy fighters have been cleaned out). Bomber High effectiveness Moderate cost Moderate maintenance CC-7700 FRIGATE Cost: 42 Maintenance: 37 Fighter capacity: 0 Troop capacity: 0 Shield strength: 300 Hyperdrive rating: 70 Hull strength: 1400 Damage control: 30 Shield recharge: 15 Tractor beam: 1 Sublight engine rating: 4 Maneuverability: 1 Detection rate: 10 Weapon recharge: 8 Bombardment rate: 1 Fore Aft Port Starboard Turbo Lasers 10 0 20 20 Ion Cannons 0 0 0 0 Laser Cannons 60 90 90 90 Game description: The CC-7700 is an older sibling to the Corellian Gunship. While lightly armed, the CC-7700 is designed primarily as a platform for a gravity well projector. The function of this vessel is to prevent the withdrawal of enemy vessels from a battle zone. My description: This is the Rebel counterpart to the infamous Interdictor Cruiser. It costs roughly the same, but is slightly inferior, with weaker shields, and more importantly, a lower detection rating. In combat, try to keep this ship out of trouble, as it cannot defend itself against large starships. Outside of combat, make sure the CC-7700 is attached to a larger fleet which includes an Admiral. This will reduce the Empire's chance of knocking it out on a sabotage mission. If you'd rather be safe than sorry, take two of these with you in larger fleets just in case you lose one. They're not that expensive. Weak against starships Moderate against starfighters No fighter capacity No troop capacity Low cost CC-9600 FRIGATE Cost: 58 Maintenance: 53 Fighter capacity: 0 Troop capacity: 1 Shield strength: 600 Hyperdrive rating: 60 Hull strength: 1200 Damage control: 35 Shield recharge: 30 Tractor beam: 1 Sublight engine rating: 6 Maneuverability: 2 Detection rate: 10 Weapon recharge: 16 Bombardment rate: 1 Fore Aft Port Starboard Turbo Lasers 60 40 120 120 Ion Cannons 40 0 40 40 Laser Cannons 0 0 0 0 Game description: The CC-9600 is the latest iteration of the CC series of capital ships. It is more compact and requires fewer crew members than the previous CC-7700. While the CC-7700 was primarily a platform for gravity well projectors, the CC-9600 is a pure combat vessel. The firepower and shieldings of the CC-9600 are considerable, while allowing enough cargo space to accomodate two regiments of ground troops. My description: This one is almost exactly equal to the Assault Frigate, only slighty weaker (but also slighty cheaper). Since you already have the Assault Frigate at your disposal when you complete research on the CC-9600, you probably won't find much use for it. It might have been good if it would carry two troop regiments as the game description claims, but you can only squeeze in a single regiment. And why would you want to do that anyway, when you can just add a Bulk Transport or two to your fleet? Don't get me wrong, the CC-9600 is an excellent warship - but you already have one that is very much like it, making this one redundant as far as I can tell. Very strong against starships Weak against starfighters No fighter capacity Very limited troop capacity Moderate cost CORELLIAN CORVETTE Cost: 14 Maintenance: 23 Fighter capacity: 0 Troop capacity: 0 Shield strength: 200 Hyperdrive rating: 80 Hull strength: 500 Damage control: 10 Shield recharge: 16 Tractor beam: 0 Sublight engine rating: 6 Maneuverability: 3 Detection rate: 20 Weapon recharge: 8 Bombardment rate: 1 Fore Aft Port Starboard Turbo Lasers 0 0 0 0 Ion Cannons 0 0 0 0 Laser Cannons 120 90 120 120 Game description: A mid-sized capital ship constructed in the Corellian shipyards, the Corvette has had a long history of service. At 150 meters long and carrying a reasonable complement of shielding and armament, it can function as a cargo transport, or front line warship. Since this vessel sees a lot of action with the Corellian pirates and the Alliance, it has been nicknamed the Blockade Runner. My description: This is a lovely vessel. Available right from the start, very cheap and quick to build, and deadly against starfighters. You'll want to build a couple of these as soon as you get your first shipyards, until you have completed research on the Nebulon-B Frigate. Even then, Corellian Corvettes are the perfect ship to build if you only have a single shipyard on a planet and you want quick results. This ship will remain useful until the superior Corellian Gunship becomes available. No fleet should be without some starfighter killers, so divide all the Corvettes you build among your fleets, and have them move in on any TIEs immediately in any battle. Do not use them against heavy warships. Very weak against starships Strong against starfighters No fighter capacity No troop capacity Low cost CORELLIAN GUNSHIP Cost: 10 Maintenance: 23 Fighter capacity: 0 Troop capacity: 0 Shield strength: 200 Hyperdrive rating: 80 Hull strength: 300 Damage control: 20 Shield recharge: 10 Tractor beam: 0 Sublight engine rating: 10 Maneuverability: 4 Detection rate: 30 Weapon recharge: 10 Bombardment rate: 0 Fore Aft Port Starboard Turbo Lasers 0 0 0 0 Ion Cannons 0 0 0 0 Laser Cannons 90 90 150 150 Game description: The Corellian Gunship was designed to be two things, fast and deadly. Engines fill more than half of its interior structure while the external hull mounts a large number of turbolaser batteries, and quad laser cannons making it an ideal anti-starfighter platform. My description: TIE blasting has never been so much fun - or so cheap, either! Even quicker to build than the Corvette, the Gunship is the Alliance's best anti-starfighter platform, and adding two or three to every fleet you have is a good idea. They are also quick, and capable of running circles around enemy capital ships on their way to their targets. As long as you don't try to engage Star Destroyers with them, you'll find these ships extremely useful. Forget about the Corvette (not a bad ship either) and field these. You'll learn to love them. Very weak against starships Brutal against starfighters No fighter capacity No troop capacity Very low cost DAUNTLESS CRUISER Cost: 136 Maintenance: 90 Fighter capacity: 4 Troop capacity: 2 Shield strength: 800 Hyperdrive rating: 60 Hull strength: 2200 Damage control: 45 Shield recharge: 20 Tractor beam: 2 Sublight engine rating: 4 Maneuverability: 1 Detection rate: 10 Weapon recharge: 40 Bombardment rate: 2 Fore Aft Port Starboard Turbo Lasers 120 60 200 200 Ion Cannons 60 60 200 200 Laser Cannons 0 0 0 0 Game description: The Dauntless is the second largest cruiser in the Alliance fleet. Built from the hull of a luxury liner, it carries an excellent sensor package and countermesaure equipment. Extra shielding and armaments wer added to make the Dauntless an effective front line ship. My description: This very powerful vessel combines the best aspects of the Mon Calamari Cruiser and the Liberator Cruiser. It has more firepower than anything that came before it, and can almost outgun an Imperial II class. Furthermore, it carries a respectable number of fighters and troops, though not as many as the Liberator. The Dauntless is an excellent ship by anyone's standards, although it is somewhat expensive. Be sure to have large shipyards available. In fact, once you complete research on the Dauntless, get ready to expand your shipyards even further. The Bulwark Battlecruiser is coming soon, and it is more expensive still. Very strong against starships Moderate against starfighters High fighter capacity Limited troop capacity Very good Shields High cost LIBERATOR CRUISER Cost: 66 Maintenance: 55 Fighter capacity: 6 Troop capacity: 3 Shield strength: 600 Hyperdrive rating: 80 Hull strength: 1800 Damage control: 25 Shield recharge: 30 Tractor beam: 1 Sublight engine rating: 4 Maneuverability: 2 Detection rate: 10 Weapon recharge: 16 Bombardment rate: 2 Fore Aft Port Starboard Turbo Lasers 40 40 80 80 Ion Cannons 40 0 80 80 Laser Cannons 0 0 0 0 Game description: The SoroSuub Liberator's slender hull disguises the fact that it can carry three troop reigments and six fighter squadrons. For a capital ship, the Liberator is diminutive of size, but still finds room to host a formidable weapons complement consisting of ion cannons and heavy turbolaser batteries. Utilizing state-of-the-art hull armor, the Liberator is one of the most advanced warships in the galaxy. My description: This vessel more or less replaces the Mon Calamari Cruiser, being superior in all aspects except firepower. It has a very good capacity for both starfighters and troops, closing that gap between your fleet and Imperial Star Destroyers. Furthermore, the Liberator is cheap - cheaper than the Mon Cal - and allows you to attain numerical superiority. Imperial starships of this quality tend to come at a higher cost. In performance, the Liberator is roughly equal to the Empire's Victory II class - less firepower, but far better carrying capacity. And if you fill up those starfighter bays with B-Wings, nothing short of a Super Star Destroyer can hope to stand against this vessel. Moderate against starships Weak against starfighters Very high fighter capacity Moderate troop capacity Very good shields Moderate cost MEDIUM TRANSPORT Cost: 10 Maintenance: 12 Fighter capacity: 0 Troop capacity: 2 Shield strength: 100 Hyperdrive rating: 100 Hull strength: 360 Damage control: 5 Shield recharge: 5 Tractor beam: 0 Sublight engine rating: 2 Maneuverability: 2 Detection rate: 5 Weapon recharge: 2 Bombardment rate: 0 Fore Aft Port Starboard Turbo Lasers 0 0 0 0 Ion Cannons 0 0 0 0 Laser Cannons 0 0 30 30 Game description: These vessels can haul an immense amount of equipment considering that they are only 90 meters long. The medium transport's outer hull is little more than a thick shell; the interior is mainly open space. These transports are useful in transporting medicine, food, fuel, spare parts, weapons, raw materials, and troops. My description: The cheap but inferior alternative to the Bulk Transport. It cannot carry quite as many troops and is a little slower in hyperspace, but at least it can defend itself a little in combat, at least against starfighters. You'll likely start out with a few of these, and I wouldn't throw them away - but unless you are short of time or shipyards, don't build any new ones. Build Bulk Transports instead. Very weak against starships weak against starfighters No fighter capacity Limited troop capacity Very low cost MON CALAMARI CRUISER Cost: 92 Maintenance: 70 Fighter capacity: 3 Troop capacity: 1 Shield strength: 300 Hyperdrive rating: 60 Hull strength: 2400 Damage control: 50 Shield recharge: 15 Tractor beam: 2 Sublight engine rating: 4 Maneuverability: 2 Detection rate: 10 Weapon recharge: 18 Bombardment rate: 2 Fore Aft Port Starboard Turbo Lasers 60 60 120 120 Ion Cannons 40 40 60 60 Laser Cannons 0 0 0 0 Game description: The Mon Calamari cruisers were originally spaceliners which were converted for military use. This 1200-meter long cylindrical ship looks more organic than technological, but they are considered to be among the finest vessels travelling space. Built with many redundant systems, the Mon Cal cruiser is difficult to repair and service but extremely reliable in combat situations. My description: The well-known mainstay of the Rebel fleet becomes available to you fairly soon after you begin serious ship research. Although not as powerful as its Imperial counterpart, the Imperial class Star Destroyer, this ship can still deliver a lot of firepower in battle, and has some capacity for starfighters and troops. The Mon Cal is an excellent flagship for your fleets, although having two or even three in one fleet is certainly not a bad idea, provided you have the shipyards available. These ships will be your main warships for a long time, until you discover the Liberator and Dauntless classes. As the game description implies, Mon Calamari Cruisers have a very high damage control rating. They are not so good, however, at detecting sabotage. Protect them with an Admiral and possibly a General with troops, or keep them on the move to foil enemy sabotage attempts. Very strong against starships Weak against starfighters Moderate fighter capacity Very limited troop capacity Good shields Moderate cost NEBULON-B FRIGATE Cost: 34 Maintenance: 35 Fighter capacity: 2 Troop capacity: 0 Shield strength: 300 Hyperdrive rating: 80 Hull strength: 600 Damage control: 20 Shield recharge: 15 Tractor beam: 1 Sublight engine rating: 3 Maneuverability: 2 Detection rate: 30 Weapon recharge: 12 Bombardment rate: 1 Fore Aft Port Starboard Turbo Lasers 80 0 40 40 Ion Cannons 0 0 0 0 Laser Cannons 60 60 30 30 Game description: The Nebulon-B Frigate is 300 meters long and was originally designed for use against starfighters. This vessel has more weaponry than most ships of its class, and its capacity to carry two squadrons of fighters makes it a superior vessel. My description: Easily the most versatile ship in the game, and quite possibly one of the best in terms of cost effectiveness. The Nebulon-B is effective both against starships and starfighters, can carry a few fighters of its own, and is difficult to sabotage. What more do you want at such a low cost? You should start building these as soon as you complete your research on them - and since they are first in line, that can be as early as day 100 if you are quick. Just make sure you have adequate shipyards to build them at a reasonable pace, and keep an eye on your maintenance pool. I've found that it is easy to go overboard with these babies. Strong against starships Moderate against starfighters Limited fighter capacity No troop capacity Low cost X-WING Cost: 5 Maintenance: 4 Laser strength: 8 Ion strength: 0 Torpedo strength: 4 Shield strength: 5 Hyperdrive: yes Hyperdrive rating: 60 Sublight engine: 8 Maneuverability: 5 Detection rate: 15 Bombardment rate: 1 Game description: Designed by the Incom Corporation, the T-65 X-Wing is a small, single-pilot starfighter with exception maneuverability. Mounting laser cannons on the tips of its four S-foils, the X-Wing can bring an impressive amount of firepower to bear against a single target. The X-Wing also mounts an effective hyperdrive and shield generator. My description: The symbol of the Alliance fleet, and for good cause. X-Wings are very versatile, deadly against starfighters and capable of supporting or initiating starfighter attacks on capital ships. Although they come without ion cannons, X-Wings have considerable laser power and they even have torpedoes. They can also support planetary bombardments, each squad adding a point to your bombardment rate. If you are not sure about what kind of starfighters to take with you, you can never go wrong with X-Wings. Just fill up all your starfighter bays with them and you are prepared for any kind of combat situation. This makes X-Wings the perfect choice for a fleet with an undecided purpose, and also makes them suitable for planetary garrisons. You'll start the game building these fighters and you'll end it building them. That alone gives you a significant edge over the Empire, which is constantly switching to newer models. Multirole fighter High effectiveness Low cost Low maintenance Y-WING Cost: 5 Maintenance: 4 Laser strength: 5 Ion strength: 3 Torpedo strength: 8 Shield strength: 5 Hyperdrive: yes Hyperdrive rating: 60 Sublight engine: 8 Maneuverability: 4 Detection rate: 12 Bombardment rate: 2 Game description: The older, twin-engine Y-Wing still sees lots of action in the Alliance fleet. Mounting a turreted laser cannon and ion cannon, in addition to heavier armor, the Y-Wing is a good choice for heavy assault missions. My description: The Y-Wing is your primary bomber, and will remain so until the B-Wing becomes available. Unlike TIE Bombers and B-Wings, Y-Wings can actually be of some use in dogfights as well. Don't expect to defeat Interceptors and Defenders with them, but they can be effective against Fighters and Bombers. Their main purpose, however, is engaging capital ships, for which they bring laser cannons, ion cannons, and powerful torpedoes to bear. Having a few Y-Wing squads in your fleet also significantly boosts your capability to deliver planetary bombardments. Y-Wings should never travel without X-Wings or A-Wings for backup, but once the area has been cleared of enemy fighters (something they can actually help with), they can begin their deadly work. Bomber Moderate effectiveness Low cost Low maintenance --------------- Suggested names --------------- By default, the computer numbers your capital ships as you build them, but assigns no names to them. (Enemy ships do get names drawn from a random stock.) It is, of course, far more fun to give them names, and it helps you distinguish them from each other as well. In multiplayer games, your enemy can see the names you assign to your ships and fleets. Imperial names typically refer to oppression, aggressiveness and courage. Rebel names typically refer to justice, freedom and rebellion. Here are some suggested names for Rebel ship types. They have been taken from the movies, the novels and the games. Corellian Corvette: Korolev, Python, Ram's Head, Ranger Mon Calamari Cruiser (or other cruiser types): Cathleen, Defiance, Excelsior, Home One, Independence, Liberty, Maximus, Olympus Nebulon-B Frigate (or other frigate types): Fugazi, Justice, Liberator, Redemption, Salvation =========================================================================== REVISION HISTORY =========================================================================== NOTE: The latest version of this FAQ can always be found at GameFAQs (www.gamefaqs.com). If you found this guide somewhere else and you are looking for an update, I recommend you check GameFAQs to see if a newer version exists than the one you have. v1.0: (20 March '01) First release of the FAQ, with information on all Rebel ships. Barring any corrections, no updates are planned. =========================================================================== FINAL WORDS =========================================================================== For questions, comments, suggestions, praise and criticism, contact the author, Sashanan, at sashanan@hetnet.nl. Any serious mail will be answered. Please put "Your Rebellion FAQ" or something like that in the topic. I'll be happy to answer questions regarding the FAQ, the game, or both. If you wish to do anything with this FAQ except for just reading it, check the Disclaimer section at the top of the FAQ to find out what you can and can't do. I have a small RPG review/walkthrough site called Sashy's RPG Temple at http://come.to/sashy, feel free to check it out. "Much that I bound, I could not free. Much that I freed returned to me." (Lee Wilson Dodd) This document copyright 2001, Sashanan. All rights reserved.