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Power Game - The Rebel Alliance


The Rebels

Though the Rebels prefer 50 degree like all humanoids, Rebels can hold a really huge colony on any arctic planet. Nowadays Rebels even grow on arctic worlds. the growth rate depends on taxes and happiness and can be a maximum of 10%.
But more important are the various sabotage missions the Rebels can perform. Any Rebel ship can drop sabotage groups on enemy planets, destroying all kind of structures and killing colonists. The ship can also choose to convince the enemy colonists to support the Rebels by setting shipcode to RSM. And a 3rd option is to sabotage the tech-level of an enemy starbase by setting shipcode to SBx. However, this last mission would kill some Rebel crews and the ship would have to return to a Rebel base before doing this mission again.

Rebels can build free fighters on starships, and their planets are always equipped with 21 free defenses (that even regenerate after being reduced).

Rebel ships tend to be a bit undercrewed and to use much duranium.

Deep Space Bases

Rebel ships can construct and maintain Deep Space Bases on asteroids floating in deep space. They cost 10*(5) units of each mineral, supplies and money. Any Rebel ship with FC of "DSB" and the required minerals on board can build a base at any point in space, not necessarily in Rebel space. At least 1 clan of colonists must be

inside the ship; they will build the base and then transfer over to administer it and work on it once built. The base cannot be built at the same location as a planet, because a sun's gravity makes the asteroids there too unstable. The builder-ship must not be cloaked, but it may be moving. The base, once built, will repair any Rebel or allied ship at the same location instantly and at no cost and will provide 1 free torpedo per turn to every Rebel or allied ship stationed over that base, built from materials collected from nearby asteroids.

If an enemy ship starts its turn within (25) ly from the base, it will send a subspace message to the ship's owner informing him about the base. The radar technicians on the base will also inform the Rebels of the base's detection.

Any enemy ship with mission kill or primary enemy Rebels and possessing beam weapons can destroy the base by moving to it. The base is not armed and is unable to offer any resistance.

A maximum of 100 bases can exist at any one time.

Honor Device

The Sage class and the Deep Space Scout ships have Honor device installed in their hulls. See the Universal abilities section on the Honor Device for details.


Cygnus Class Destroyer

...one of the tiny but nasty ships.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
50  25  7   130  190  1   90   1    30    70   0 4 4

Deep Space Scout

This ship has a self destruction mechanism built in to prevent capturing of the ship. Additionally, the exploding ship will deliver one minehit to all other ships at the same position (while Rebel ships there will only take 20% of a minehit of damage).

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
1   1   29  450  10   1   30   3    200   190  0 0 4

Scorpious Fighter Factory

The name says everything.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
70  70  70  250  100  4   200  3    300   222  1 0 4

Guardian Class Destroyer

A good torpedo boat for mass production.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
60  10  11  120  275  1   80   4    80    180  0 6 3

Armored Transport

You all asked where the armored transport got his name from. Well, it got this name from the fact, that there is a lot of highest-tech-alchemy equipment inside! With this equipment, supplies can be transformed with a 2:1 ratio to any of the known minerals. Have 1 kt of fuel and warp 0; then the following codes apply : S2N converts 2 supplies on board into 1 kt neutronium, S2T (tritanium), S2D (duranium) and S2M (molybdenum).

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
12  14  16  250  126  2   68   4    200   35   0 0 1

Falcon Class Escort

This ship can perform hyperjumps of 350LYs by using 50 kt fuel und shipcode HYP. It can also engage an advanced hyperjump of 700 ly. The hyperjump is exact if a waypoint between 690 and 710 ly is set. This advanced hyperjump is activated like the standard hyperjump, except that it needs AHP as friendly code and will burn 60kT of fuel. The Falcon is useless in combat, but makes an ultra fast freighter and a good scout.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
5   5   12  150  27   1   30   8    120   50   0 0 2

Sage Experimental Carrier

The Sage is the Rebels' answer to the Empire's Hyper Moscow. It is the only hyperjumping carrier in the known universe. Initiate hyperjump by shipcode HYP. A hyperjump moves the ship for (exactly!) 500 ly. There is a chance that the jump will not be completely exact, sometimes the ship will end up 1-3 ly away from the given target.

This ship has also a built-in self-destruction mechanism, look at the Deep Space Scout's information.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
50  80  50  300  100  2   180  8    100   1000 5 0 4

Rebel Giga Freighter

The Rebels have designed their own version of a super freighter. This one is quite superior to the Super Guppy while using the same resources.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
140 30  18  2000 202  3   200  10   3000  300  0 0 0

Rush Heavy Carrier

By means of powersaving, the Rush requires only 4 engines now.

Tri Dur Mol Fuel Crew Eng Mass Tech Cargo Cost FbTtBm
140 300 150 1550 700  4   600  10   200   800  8 0 5

The addons below are used within this Power Game. But only use the docs as a reference on how to use a certain addon feature. Many addons features are switched off or are highly customized. Your primary source of information should be my power pages! However, if you find a mismatch between my docs and the vpl-reported configuration, drop me a line.

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