Empires Of Planets 4
The Rebels
Race Guide by Nathan Bevin

Race Attributes
- High PSI rating (Good at contraband gathering from
planet's surface)
- Excellent High Guard
- Can see alliances
- Can see natives if >100k within 300ly of a rebel base
- Ship disguise
- 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
- Speed 20 cargo pods
- All ships have Hyperdrive engines, some with jump ranges
as far as 900 LY
- All but two ships have a low normal space speed limit
- A cheap type 1 fighter
- High light powers (More chance of surviving, taking more prisoners)
- Very good at training crew, troops and highguard
- Good growth rate
- Reasonable income
- Reasonable mining rate
- High happiness

Unique Units
- Thunder Dancer: Rebel type 3 fighters
have ion cannon beam weapons that disable an enemy ships systems when the
enemy ship's shields are down. Weapon ignores all armor.
Missing Base Buildings
Special Base Buildings
- Smuggler's Cantina: The smugglers cantina collects
contraband, which the Rebels can then sell for cash. The cantina
raises the level of crime in a base, and there may be a payment required
to control/reduce crime each turn, depending upon the number of cantina's
used.
Ship Attributes
- Rebel Race Codes - Use Rxx (where xx is the race number you wish to
appear as) to make your ships (and fighters !) appear to belong to another
race
- All ships have hyperdrives
- The Falcon has 2 cargo bays & Native Dust-off
- Armored Transport has 20 pod bays & Native Dust-off
- All ships are slow (speed 20 or <) except the Falcon which has speed
90ly and Deep Space Scout - 40ly
- Hyperdrives are extra extra succeptible to damage (think the Millenium
Falcon always breaking down)
- Rebel Space Platform has Hacker Droid, and Self Destruct to keep it out
of the hands of your enemies !
- Heavy lasers (Large ship weapon) can fire through Empire
shields with 10% passing through the armor
- Scanners can see superweapons on enemy ships (courtesy of Light powers)
- Sage Class has Rebel Ground Assault device
- Patriot has Agro Dome
Ship Special Devices
- Scalar Wave Damper: Reduces the stress
levels of the planet under the ship. Very useful in
making planets useless to the Crystals who produce food
and ord from planetary stress..
- Native Dust Off: Loads all the natives on the planet
under the ship onto a native life pod and places the pod in one of the
ship's empty pod bays. This takes place after movement. They can hold an
unlimited number of natives. The device will not remove natives from a
base, it only works on natives that are on the surface of the planet
outside of a base. The device will only work if you have an empty pod bay
on the ship.
- Agro-Dome: Produces 20% cargo size of food or at least
100 kt of food. Can not produce more than 200 kt of food per turn.
- Food To Supply Converter: Turns food into supplies. All
food is turned into supplies.
- Hacker Droid: When on, the plans to the ship being
towed are stored in the ships data bank. Will only work if the ship's data
bank does not currently have a ship plan in it. Will work on any ship
under tow, including enemy ships that you are not in control of. To use it
just turn it one and tow the ship that you want the plans of. If you end
up towing it you will get the ship plans
- Self Destruct: Destroys the ship. Does no damage to
anything in the area.
- Rebel Ground Assault: Rebel assault device destroys
any shield on a base under the ship and can take out pod launchers, ion
cannon and AA guns
- Laser Mining Drill: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The drill increases
the climate of the planet by 0.3 a turn and the HD stress
of the planet by 10 to 60 points. The device has no
effect on ore or metal that is sitting on the planet's
surface. The device will not mine fuel or fuel ore.
- Laser Mine Dropper: Converts ordnance
units into laser mines and drops them. Laser mines can
destroy fighter wings that are not docked with a ship and
small ships. Large ships take very little damage from
laser mines. Ships with a hull mass of less than 60KT
take extra damage from laser mines. Pods that hit laser
mines are destroyed. Any ship within a detonating laser
minefield will be brightly light up on sensors. All ships
traveling at speed 12 or less are safe from hitting laser
mines.
- Tachyon Scanner: Only works if the ship has less than
25 system damage. Has a range of 100 LY and works before movement. The
scanner causes almost all objects in the area to have be show up better on
scanners. The sensor image of anything in the area is increased by 250
points. The only ships immune from the Tachyon scanner are the Darkwing
and Resolute Classes.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep. The device will not sweep
cloaked minefields.
- Ore Processing: When on the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank is full. If the ship
uses the command code "BDF"
all but 60 kt of fuel will be beamed down to the planet
below.
- Food To Supply Converter: When on all
the food on the ship is turned into supplies. One food
unit is turned into one supply unit.
- Mobile Repair Plant: Produces repair
units from duranium. One duranium unit yields 100 repair
units. The only limits as to the amounts produced is the
size of the repair hold.
- Mobile Fighter Factory: Builds fighters
in space using just cash. The device will add fighters to
any wing docked with the ship that does not have the full
number that can fit in the fighter bay. If the ship has
any empty fighter bays new wings will be formed and the
bays will be filled with new fighters.
Ship Super Weapons
Rebels have no superweapons (sob!)
Playing As
The Rebels rely on natives for income, and fighters as their main choice of
weapon. Rebel weakness can also be their reliance on natives for income,
lack of super weapons, and the cost (both mineral and mc) of their larger ships,
and fuel in the early game stage.
At start game, Rebels should immediately seek out natives to dust off and
ship back to their HW or outposts. Use your starting base terraformer to
make your HW climate 71 - your farms work fine but your base is now harder to
see. The Falcon is an integral component of early Rebel setup, and players
should aim to get to hull tech 2 and hyperdrive tech 7 asap (with low normal
space speed, it's not much use getting normal engines past tech level 5 unless
you capture an enemy ship or until you need the extra energy output). Get
quite a few Falcon's running to collect natives with first up - Falcon's are
relatively weak and easy targets however, so try and stay clear of enemy
ships. Look for planets early on that have contra or Molybdenum. You
can mine the contra at a decent rate use smuggler's cantina's, and you will need
plenty of Moly for your carriers later in the game. You will need fuel for
your hyperdrives as well, keep mines & smelters pumping and consider the
Defense Platform for laser mining and the refinery and alchemy ships as
needed. Try making small bases at as many planets as you can to take
advantage of the Rebel ability to see planets with over 100k natives in a 300ly
range, and then pick these up. Amorphs are the best natives to grab early
on, and will provide you with the best revenue ongoing. Ultra Conservative
is the best tax rate to keep your natives ultra-happy and give you VP's from
their votes (in non VP games you may want to tax at a higher rate as happiness
may take second place to more MC's...). Falcon's can be used throughout
the game to hyp in assault pods on your enemies planets, and run before
combat. Rebel ships have extremely slow engines, so avoid getting caught
in grav wells and mines, and beware of damage to your Hyperdrive during combat -
carry plenty of repair units. With the exception of the Falcon, Rebel
ships do not begin their hyper jump phase until tick 100 each turn - a double
edged sword as you can carry out some actions (move using engines, transfer,
pick up pods etc.) BEFORE you hyp, but you cannot move after your
jump. Rebel strengths are in their ability to hyp in carriers filled
with fighter wings. Rush Class carriers aren't bad as a ship themselves,
although somewhat costly with the Moly (and more again if weapons with a high
Moly content are purchased). Tranq Cruisers can be nice supporting vessels
and possibly ships of the line even though they lack the ability to carry some
of the best weapons, being able to carry many pods (great for assault pod
storage) and a fighter wing. Guardians lay laser mines which should be
used to surround and protect outposts and homeworlds. Armored Tranny's are
handy for deep space native collections, and later on for ferrying goods,
passengers and life/assault pods. Patriots are of arguable use, they can
carry two wings and the Agro Dome is handy if you run out of food, however the
Tranq Cruiser may be a better option cost and weapons wise. Deep Space
Scouts have a great scan range, keep a couple active around your HW to detect
any incoming enemies early. Defense Platforms are good for mining a planet
quicker and detecting invisible ships, also as a fighter plant when needed and
for using the hacker droid to hack captured enemy ship plans, however the
Platform can be a sitting duck and is quite expensive. For home defense,
the platform may not be the answer... not much better than a cricket bat under
the bed... Rebels can build base shields which is a must for all important
planets. A Base Shield can hold off an enemy force whilst you hyp in
reinforcements, and prevent your base from being annihilated by ordinary weapons
fire from space. Heavy Lasers and fighters have a chance of critically
hitting EE ships, a very useful trait when that Gorbi appears on your
doorstep. Getting Planet Tech for Fighter Plants and Air Bases is
paramount to Rebels survival as Rebels rely on wings rather than warships.
Sand Shields is a priority as far as Exotic Tech goes, and Stealth Fighters can
be also be very useful. As well as laying laser mine fields, scatter
fighter wings around your HW with intercept on to take out or slow down any
would be invaders and to try and cut off any attempts at someone using the
contra lockdown device on you. Rebel ground units are not the toughest
around, but the Broncho Stomper can soak up a lot of damage whilst other ground
units cause critical damage. Bantams are like shock troops of the sky,
nice and cheap, mix them with Thunder Dancers for anti ship attacks/defense, and
mix them with Quad wings for ground attack/defense. Troop strengths are
pretty decent, and your highguard Jedi's rock ! Be friends with everyone,
while you collect all the natives and build up a fleet of carriers and wings,
then strike in numbers - aim to take planets of use such as HW's with stored
goods and high Moly or contra planets. Use contra planets as
outposts and get an airbase going on them asap. The outposts can supply
new wings to replace your casualties as you push out your borders.
Fighters are key for Rebels - no one can steal fighter plans, or board and
capture them, unlike your other ships.
Playing Against
Use Grav mines and wells to lock Rebels down and prevent them from reaching
you HW's or outposts. Rebel ships caught in Grav wells/mines are often
ripe for boarding and capturing and are unlikely to be able to outrun most ships
using normal engines. Watch out for Rebel fighters as they are effective
and cheap - use Sandcaster in early game to devastate Rebel wings. If you
suspect they have sand shields (exotic tech) your best option is to switch to
anti-fighter PD weapons (Turbo Lasers are good) and/or Nemesis Torpedoes if you
have them, along with a couple of your own wings set to anti-fighter and lay
some laser mines. Stop the Rebels from collecting natives as quickly as
possible - their ships are weak in the start game and often far from home.
Alternatively, search out the Rebel HW and let them collect natives for a few
turns before assaulting their HW - odds are they are spending money on
hyperdrive tech early in the game and not defense, so you can capture their main
planet and a handy load of natives for yourself ! Contra lockdown devices
can cause havoc to Rebel economies, as they often rely on Lerchin spice output
from Amorphs as a main income source. If you lockdown their contra
planets, you take away their main income source and can then begin whittling
away at their defenses. If the Rebels come knocking in a brand spanking
new carrier with plenty of fighters, concentrate on knocking out the
carrier. This will leave their wings stranded and cost them a load of
money to build a new carrier. Prevent them from reaching planets with high
Moly, which will in turn limit their ability to build carriers. Try and
knock out their scanning ships (Deep Space Scouts) and move in for the
kill. Use Super Weapons if you have them, otherwise prepare for a bloody
ground assault...
Natural Enemies
- The Federation: Cheap and fast ships
- The Evil Empire: Your traditional enemy. They too
have cheap fighters (cheaper than yours!) but not as tough - still, large
wings of EE fighters can cause problems. EE Ground Units can also
cause some damage. Slayers and Gorbi's are a real threat too.
- The Colonies Of Man: Better fighter craft than Rebels, plus very fast
ships and the Virgo carries more fighters !
- The Stormers: Nemesis Torpedo super weapon which does
for your wings what Mortein does for a swarm of flies.
- The Crystals: Can cause real problems with their Grav
mines, stopping you from hyping, and laser mines inflicting damage to
wings.
- The Birdmen: Cloakers, boarding lasers and super lasers
make the Birds a dangerous enemy. Your Defense Platform can be
useful here.
- The Robots: More Grav mines and good boarding
capabilities, watch your ships here. Bots can destroy your farmland,
and also dust off natives - competition you don't need.
- The Privateers: Privs can beat you to the natives and
set up a similar economy, plus steal the contra off planets as well.
Rebels
Race Stats