Star Wars - Rebellion

Star Wars - Rebellion

13.10.2013 00:28:39
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===== STAR WARS REBELLION ===== IMPERIAL SHIP GUIDE =====

Author: Sashanan
Date: 26 September 2005
Version: 1.10

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

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


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

This FAQ describes every ship in the Imperial arsenal, 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 18 ship types, a special
section regarding the Death Star, and finally, suggested names for many
ship types.

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


===============================================================================
IMPERIAL SHIPS
===============================================================================

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

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

Cost: the cost of this ship in refined materials. Construction time is
also a direct factor of this: it is equal to (cost x 4) / number of
shipyards, and an advanced shipyard counts as two. So, one standard
shipyard could build an Assault Transport (cost 12) in 48 days.

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. (The Death Star cannot be harmed by starships.)

VS fighters: this ship's effectiveness against starfighters, based on
the presence and strength of laser cannons, as well as shield strength.
(The Death Star can only be harmed by starfighters specifically
performing a Death Star strike.)

SHIP NAME COST VS STARSHIPS VS FIGHTERS FC TC
Assault Transport 12 very weak very strong 0 1
Carrack Light Cruiser 26 weak strong 0 0
Death Star 584 immune vulnerable 24 18
Galleon 10 very weak very weak 0 2
Imperial Dreadnaught 44 strong very weak 1 2
Imperial Escort Carrier 34 very weak moderate 6 0
Imperial Star Destroyer 112 very strong very weak 6 3
Imperial II Star Destroyer 158 brutal weak 6 3
Interdictor Cruiser 40 weak strong 0 0
Lancer Frigate 14 very weak brutal 0 0
Star Galleon 15 very weak moderate 0 3
Strike Cruiser 70 very strong weak 1 0
Super Star Destroyer 282 brutal moderate 12 9
TIE Bomber 3 strong weak 0 0
TIE Defender 5 strong very strong 0 0
TIE Fighter 3 weak moderate 0 0
TIE Interceptor 3 weak strong 0 0
Victory Destroyer 68 strong very weak 2 2
Victory II Star Destroyer 72 very strong weak 2 0

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

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

Carrack Light Cruiser
Death Star
Galleon
Imperial Dreadnaught
Imperial Escort Carrier
Imperial Star Destroyer
TIE Fighter
Victory Star Destroyer

The following ship types must still be researched. Whenever research is
completed, the next ship in line will become available (i.e. the TIE
Bomber is always first, and the Super Star Destroyer is always last).

TIE Bomber
Lancer Frigate
TIE Interceptor
Star Galleon
Assault Transport
Interdictor Cruiser
Victory II Star Destroyer
TIE Defender
Strike Cruiser
Imperial II Star Destroyer
Super Star Destroyer

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 Thrawn and Bevel Lemelisk, both of which must be
recruited first.

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

In this section, all Imperial ships except for the Death Star 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 the time needed for construction.

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. This rating is cumulative with
any troops on the fleet - ships with troops on board are much
harder to infiltrate and sabotage, particularly if they have a good
General.

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
Imperial Star Destroyer 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.


ASSAULT TRANSPORT
Cost: 12
Maintenance: 29
Fighter capacity: 0
Troop capacity: 1
Shield strength: 300

Hyperdrive rating: 50
Hull strength: 320
Damage control: 10
Shield recharge: 15
Tractor beam: 0
Sublight engine rating: 8
Maneuverability: 3
Detection rate: 1
Weapon recharge: 10
Bombardment rate: 0

Fore Aft Port Starboard
Turbo Lasers 0 0 0 0
Ion Cannons 0 0 0 0
Laser Cannons 150 0 60 60

Game description: Assault Transports are designed to deliver Imperial
assault troops anywhere in the galaxy with little or no escort. While
only capable of carrying one regiment, the Assault Transport has the
firepower, speed, and maneuverability to attack lightly defended
systems without escort. Additionally, Assault Transports are equipped
with the fastest available hyperdrive systems.

My description: Though somewhat useful as an anti-starfighter
platform in larger fleets, the Assault Transport is also very capable
of working alone. This will allow the ship to make use of its
excellent hyperdrive rating, as it will not have to wait for other
ships to catch up. The best use of an Assault Transport is to scout
Rim systems, hopping from planet to planet, to find the Rebel
Headquarters. They can also be used to run a quick recon on Rebel
core systems. Make sure you withdraw if you run into capital ships,
but feel free to engage small fighter garrisons. The Assault
Transport has enough firepower to handle a wing of fighters (but be
more careful around Y-Wings and B-Wings, their ion cannons can
raise nasty surprises). I recommend putting a regiment of troopers
in the Assault Transport at all times - not to invade planets with,
but to guard the ship against sabotage.

Very weak against starships
Very strong against starfighters
No fighter capacity
Limited troop capacity
Very high speed
Low cost


CARRACK LIGHT CRUISER
Cost: 26
Maintenance: 24
Fighter capacity: 0
Troop capacity: 0
Shield strength: 200

Hyperdrive rating: 60
Hull strength: 1000
Damage control: 30
Shield recharge: 10
Tractor beam: 1
Sublight engine rating: 6
Maneuverability: 2
Detection rate: 20
Weapon recharge: 6
Bombardment rate: 1


Fore Aft Port Starboard
Turbo Lasers 5 5 15 15
Ion Cannons 0 0 0 0
Laser Cannons 60 60 90 90

Game description: The Carrack Light Cruiser is by far the fastest Imperial
escort ship. Approximately 350 meters in length, it carries a crew of just
over one thousand and an ample amount of firepower. It is well suited for
a variety of escort and combat missions.

My description: At the start of the game, this is the Empire's prime
anti-starfighter platform. As such, it is an important part of any early
fleet you plan on deploying. It is a good idea to bring one along in a
task force of Dreadnaughts or Star Destroyers, or two if you expect
heavy starfighter opposition. In combat, these ships should focus on
enemy fighters alone, and try to stay away from heavy combat ships. They
can defend themselves against small enemy craft (Corvette size or smaller),
but they are not meant to be used against enemy starships.

Weak against starships
Strong against starfighters
No fighter/troop capacity
High speed
Low cost


GALLEON
Cost: 10
Maintenance: 10
Fighter capacity: 0
Troop capacity: 2
Shield strength: 100

Fore Aft Port Starboard
Turbo Lasers 0 0 0 0
Ion Cannons 0 0 0 0
Laser Cannons 0 0 0 0

Game description: This older model starship dates from the time of the
Old Republic. Specifically designed as a transport ship, the Galleon
is completely unarmed. Later adopted by the Empire, the Galleon now serves
mainly as a troop transport.

My description: This is the Empire's cheap solution to the problem of
troop carrying. The Galleon is quick and very cheap to build, and can be
used to carry troops meant for planetary assault. They should never be
used alone, as they are completely unarmed and very vulerable. Rather,
attach a few of these ships to a task force containing warships, and fill
them up with troops. Keep them away from the enemy during space battles,
and use them when the time comes to invade hostile worlds. An extra
advantage of having troop-packed Galleons in your fleet is that these
troops will help combat sabotage missions, particularly if you assign
a General.

Very weak against starships and starfighters (unarmed)
Limited troop capacity
High speed
Very low cost


IMPERIAL DREADNAUGHT
Cost: 44
Maintenance: 33
Fighter capacity: 1
Troop capacity: 2
Shield strength: 200

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. Standard Imperial Dreadnaughts are
basically the same as the original Old Republic Dreadnaughts except they
now carry a hangar deck for a squadron of TIE Fighters. Because of its
relatively slow speed, the Imperial Dreadnaught primarily serves as a
convoy escort or patrol ship.

My description: One of the cheapest warships the Imperial player has at
its disposal, the Dreadnaught can be very effective against small Rebel
starships, such as Corvettes and Nebulon-B Frigates. It is best used
against anti-starfighter vessels which are not capable of dealing with
enemy starships. Against front line ships, the Dreadnaught cannot bring
enough firepower to bear to be truly effective, unless you bring several
along. Keep in mind that the Dreadnaught's main fire power lies on its
port and starboard sides, so try to turn one of these sides to your
opponent when engaging. And be on your guard for enemy Y-Wings and
B-Wings, the Dreadnaught cannot handle them well.

Strong against starships
Very weak against starfighters
Very limited fighter capacity
Limited troop capacity
Slow speed
Low cost


IMPERIAL ESCORT CARRIER
Cost: 34
Maintenance: 30
Fighter capacity: 6
Troop capacity: 0
Shield strength: 200

Hyperdrive rating: 80
Hull strength: 1000
Damage control: 5
Shield recharge: 10
Tractor beam: 0
Sublight engine rating: 3
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 30 60 60

Game description: Imperial Escort Carriers were designed to complement
a fleet's starfighter capacity and provide a hyperspace capable platform
for TIE class fighters to use during hyperspace transport. Escort Carriers
are very lightly armed and shielded, but are capable of carrying entire
wings of fighters and shuttles.

My description: If you are looking for a cheap way to bring along many
squadrons of TIEs, this is the ship you are looking for. They are useful
from the beginning of the game and will continue to be effective later
on. They carry as many fighters as an Imperial Star Destroyer, at a
third of the cost. In addition, they have decent anti-starfighter
capabilities and good shields, contrary to what the game's description
suggests. You definitely want to add one to any fleet meaning business,
and two or three won't hurt. Just make sure you fill them up with TIEs,
that's what they are for.

Very weak against starships
Moderate against starfighters
High fighter capacity
No troop capacity
Low cost


IMPERIAL STAR DESTROYER
Cost: 112
Maintenance: 71
Fighter capacity: 6
Troop capacity: 3
Shield strength: 300

Hyperdrive rating: 80
Hull strength: 2750
Damage control: 30
Shield recharge: 15
Tractor beam: 3
Sublight engine rating: 4
Maneuverability: 1
Detection rate: 10
Weapon recharge: 20
Bombardment rate: 2

Fore Aft Port Starboard
Turbo Lasers 100 40 60 60
Ion Cannons 100 40 40 40
Laser Cannons 0 0 0 0

Game description: The Empire's awesome, wedge-shaped, Imperial-class
Star Destroyers form the core of the Imperial Navy. True marvels of
starship engineering, Imperial Star Destroyers are 1600 meters long and
have over one hundred weapon emplacements for deep-space combat.

My description: This is the main warship of the Empire, and once you have
seen them in combat, you will realize why. Although somewhat costly,
these ships can carry both fighters and troops into the battle, are very
sturdy, and have impressive firepower on the front. The only weakness of
the Imperial Star Destroyer is its lack of starfighter defenses, but
putting a few effective TIE models in its hangars will counter that.
Besides, even a large number of enemy starfighters will be hard pressed
to get through this ship's shields without help from capital ships, and
those will definitely take a beating if they even get close. Every fleet
you use should be centered around one or two of these ships - if you can
afford them.

Very strong against starships
Very weak against starfighters
High fighter capacity
Moderate troop capacity
Good shields
High cost


IMPERIAL II STAR DESTROYER
Cost: 158
Maintenance: 99
Fighter capacity: 6
Troop capacity: 3
Shield strength: 800

Hyperdrive rating: 60
Hull strength: 3000
Damage control: 35
Shield recharge: 20
Tractor beam: 3
Sublight engine rating: 4
Maneuverability: 1
Detection rate: 10
Weapon recharge: 40
Bombardment rate: 2

Fore Aft Port Starboard
Turbo Lasers 200 60 120 120
Ion Cannons 200 20 80 80
Laser Cannons 0 0 0 0

Game description: An upgraded version of the Imperial Star Destroyer
which boasts a heavily reinforced hull and more powerful heavy turbolaser
batteries and ion cannons.

My description: This variant of the Imperial Star Destroyer is very, very
powerful. It has almost three times the shield strength of the standard
one, much more powerful armament, and a weapon recharge rate such as you
have never seen on your previous ships. They make excellent flagships for
your fleets, and with just a little anti-starfighter support from a
Lancer Frigate, they can easily defeat several Rebel starships alone
(assuming, of course, that you are not going to charge into the middle
of a quartet of Bulwark Battle Cruisers). The Imperial II is well worth
the extra cost and maintenance as compared to the original model.

Brutal against starships
Weak against starfighters
High fighter capacity
Moderate troop capacity
Very good shields
High cost


INTERDICTOR CRUISER
Cost: 40
Maintenance: 34
Fighter capacity: 0
Troop capacity: 0
Shield strength: 600

Hyperdrive rating: 80
Hull strength: 1200
Damage control: 10
Shield recharge: 15
Tractor beam: 0
Sublight engine rating: 4
Maneuverability: 1
Detection rate: 30
Weapon recharge: 7
Bombardment rate: 0

Fore Aft Port Starboard
Turbo Lasers 10 0 20 20
Ion Cannons 0 0 10 10
Laser Cannons 90 0 60 60

Game description: The 600-meter long star cruiser is built on a standard,
heavy-cruiser hull, but it carries an artificial gravity-well generator
and four gravity-well projectors which, when activated, prevent nearby
starships from escaping into hyperspace.

My description: This highly specialized ship is meant for one thing
only - keeping those annoying Rebels from hitting your fleet and running
before you can take them down. As long as your Interdictor is active,
they simply cannot enter hyperspace. This allows you to finally use the
firepower of your big warships to destroy Rebel capital ships. Every
fleet meant for heavy space battle should include an Interdictor for
this purpose. They are capable of defending themselves against
starfighters, and have powerful shields. They will need them, because
you can expect the Rebels to aggressively target this ship. Take two
along when in doubt, they aren't that expensive.

Weak against starships
Strong against starfighters
No fighter/troop capacity
Very good shields
Moderate cost


LANCER FRIGATE
Cost: 14
Maintenance: 30
Fighter capacity: 0
Troop capacity: 0
Shield strength: 300

Hyperdrive rating: 80
Hull strength: 500
Damage control: 20
Shield recharge: 15
Tractor beam: 0
Sublight engine rating: 6
Maneuverability: 3
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 150 150 150 150

Game description: The Lancer Frigate is a 250-meter long, capital combat
starship that the Empire designed specifically to combat Rebel
starfighters. These vessels were designed by the Empire shortly after a
small number of Rebel X-Wing and Y-Wing fighters destroyed the Death
Star battle station.

My description: If Rebel starfighters have been bothering you (and they
tend to), this ship is what you've been waiting for. The Lancer Frigate
provides great starfighter protection at a very agreeable cost. In
addition, it is very hard to sabotage. The Lancer has the shields and
firepower to resist most starfighter attacks, and is best used in
conjunction with heavy warships, which cannot handle starfighters by
themselves. Together, an Imperial Star Destroyer and two Lancer
Frigates can take care of a sizable Rebel fleet.
Try to keep Lancers away from enemy capital ships. They cannot do much
damage to them, and even their powerful shields will not hold long
against sustained turbolaser fire. And once those shields are gone,
a disgustingly weak hull is revealed...

Weak against starships
Brutal against starfighters
No fighter capacity
No troop capacity
Moderate cost


STAR GALLEON
Cost: 15
Maintenance: 20
Fighter capacity: 0
Troop capacity: 3
Shield strength: 200

Hyperdrive rating: 80
Hull strength: 400
Damage control: 5
Shield recharge: 10
Tractor beam: 0
Sublight engine rating: 3
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 0 30 30 30

Game description: The 300-meter long Imperial Star Galleon is designed
to conbine the cargo space of a bulk freighter with the armament of a
combat ship. This vessel can carry cargo and defend itself, thus
eliminating the need to have seprate freighters and escort craft.

My description: About time that weak little Galleon was replaced, right?
The Star Galleon is still not of much use in a space battle, but it
carries a third regiment of troops, is sturdier than the standard
Galleon, and has a little anti-starfighter armament. I still wouldn't
use them alone, though - rather, attach a few to a larger fleet before
you assault planets with them.

Very weak against starships
Moderate against starfighters
No fighter capacity
Moderate troop capacity
Low cost


SUPER STAR DESTROYER
Cost: 282
Maintenance: 170
Fighter capacity: 12
Troop capacity: 9
Shield strength: 1200

Hyperdrive rating: 80
Hull strength: 5000
Damage control: 20
Shield recharge: 60
Tractor beam: 6
Sublight engine rating: 2
Maneuverability: 1
Detection rate: 5
Weapon recharge: 70
Bombardment rate: 3

Fore Aft Port Starboard
Turbo Lasers 500 150 300 300
Ion Cannons 200 100 200 200
Laser Cannons 0 0 0 0

Game description: The Super-class Star Destroyer, the newest model in
the fleet, is eight kilometers long, dwarfing even the massive Imperial
Star Destroyers. The Super Star Destroyer is approximately five times
as powerful as its smaller predecessor. Frequently used as a command
vessel, the Super Star Destroyer is the most powerful conventional
warship in the Imperial inventory.

My description: Here we are. This is the most powerful warship in the
game, far more powerful than even the Imperial II, and more than a
match for its Rebel counterpart, the Bulwark Battle Cruiser. This
ship is so insanely powerful that the Rebel player is more likely
to attempt sabotage than to engage it. Therefore, always make sure
to pack it with Dark Troopers and assign an Admiral and a General
as well! It would be a shame to lose this baby anywhere except on
the battlefield. Actually, it would be a shame to lose it, period.
Back the Super Star Destroyer up with a Lancer Frigate or two and
an Interdictor Cruiser, and it will be a powerful force in itself.
Of course, depending on how much opposition you expect, you could
also use the Super Star Destroyer as a flagship for an even bigger
fleet.

Brutal against starships
Moderate against starfighters
Very high fighter capacity
Very high troop capacity
Excellent shields
Very high cost


STRIKE CRUISER
Cost: 70
Maintenance: 60
Fighter capacity: 1
Troop capacity: 0
Shield strength: 600

Hyperdrive rating: 80
Hull strength: 1600
Damage control: 10
Shield recharge: 30
Tractor beam: 3
Sublight engine rating: 4
Maneuverability: 2
Detection rate: 10
Weapon recharge: 18
Bombardment rate: 1

Fore Aft Port Starboard
Turbo Lasers 120 80 40 40
Ion Cannons 60 0 40 40
Laser Cannons 0 0 0 0

Game description: This 450-meter long Imperial star cruiser was designed
to be mass-produced in a short amount of time. Thanks to their modular
design, the cruisers' interiors can be configured to accomodate specific
mission profiles.

My description: I don't know what to make of this thing. The game
description suggests it would be cheap, but it costs about as much as
a Victory II, and is a little weaker in most regards. While it is
clearly superior to the original Victory model, the existence of the
Victory II (which you will actually research sooner) makes it pretty
much redundant. Should you decide to use it anyway, it serves roughly
the same role: a powerful warship meant for use against Rebel
starships in deep space combat.

Very strong against starships
Weak against starfighters
Limited fighter capacity
No troop capacity
Good shields
Moderate cost


TIE BOMBER
Cost: 3
Maintenance: 3
Laser strength: 5
Ion strength: 3
Torpedo strength: 8
Shield strength: 0
Hyperdrive: no

Sublight engine rating: 7
Maneuverability: 4
Detection rate: 12
Bombardment rate: 2

Game description: A special purpose TIE model, the TIE Bomber has two
pods contained between bent wing solar panels. One pod contains the
pilot and gunner, and is used to control the craft. The seconday pod
contains the starfighter's weapon suite, including laser cannons, and
heavy assault bombs. The bomber, like other TIE models, has no
hyperdrive, life support or shielding.

My description: though of limited use in dogfights, TIE Bombers can be
very effective against enemy capital ships, or in planetary
bombardments. It pays to take several squadrons of TIE Bombers with
you on any offensive missions, but make sure to balance them with
Fighter or Interceptor models to clear any fighter opposition. If you
don't, you will lose Bombers very quickly.

Bomber
Moderate effectiveness
Low cost
Low maintenance


TIE DEFENDER
Cost: 5
Maintenance: 7
Laser strength: 10
Ion strength: 0
Torpedo strength: 10
Shield strength: 5
Hyperdrive: yes

Hyperdrive rating: 60
Sublight engine: 8
Maneuverability: 6
Detection rate: 25
Bombardment rate: 1

Game description: The TIE Defender marks a departure from the
normal line of Imperial fighter design. It is one of the few
production fighters to be equipped with both a shield generator
and hypedrive system. The Defender mounts considerable firepower
in the form of automatic laser cannons which allow it to engage
multiple enemies at once. Efficient maneuvering thrusters are
housed in the three odd shaped solar panels which give the
Defender maneuverability almost on the level of the TIE
Interceptor and the Alliance's A-Wing. In all, the Defender is
a dangerous adversary to all Alliance fighters.

My description: The Defender takes care of two problems: the
Alliance's starfighter superiority, and the dilemma of what
to build. Once you have completed research on it, fill up all
your fleet with Defenders alone. When in battle, have them
take out all enemy starfighters first, then engage whatever
starship you wish. They are equally deadly in both roles.
Different from the TIE Defender found in TIE Fighter and
X-Wing Alliance, this model does not have ion cannons, and
is not quite as maneuverable. Regardlessly, it remains the
deadliest fighter in the game.

Multirole fighter
High effectiveness
Moderate cost
Moderate maintenance


TIE FIGHTER
Cost: 3
Maintenance: 3
Laser strength: 5
Ion strength: 0
Shield strength: 0
Hyperdrive: no

Sublight engine: 9
Maneuverability: 5
Detection rate: 12
Bombardment rate: 0

Game description: TIE Fighters make up the bulk of all the Imperial
starfighter corps. The small craft has no life support mechanism, shield
generators, or hyperdrive making them cheap to produce in large numbers.
Armaments are restricted to two laser cannons mounted below the pilot's
control pod.

My description: TIE Fighters are the weakest starfighters in the game,
but also the cheapest. Your shipyards can turn these out at a disgusting
pace. To defeat the superior Rebel fighter models with these, try to
outnumber them at least two to one, or three to one if you can manage.
The problem is usually not having enough shipyards to build TIE Fighters
with, but having enough starships capable of carrying them. Escort
Carriers are the cheapest way to do this, Imperial Star Destroyers also
have a good capacity. I recommend using TIE Fighters only until you have
completed research on the superior Interceptor model - until them, don't
be afraid to use them in large numbers. Keep using them even after the
Interceptor comes into play, just don't rebuild them.

Superiority fighter
Low effectiveness
Low cost
Low maintenance


TIE INTERCEPTOR
Cost: 3
Maintenance: 3
Laser strength: 8
Ion strength: 0
Shield strength: 0
Hyperdrive: no

Sublight engine: 10
Maneuverability: 8
Detection rate: 20
Bombardment rate: 0

Game description: An improvement over the original TIE design, the
Interceptor incorporates the bent wing solar panels and mounts four
laser cannons instead of the original two. A large engine system has
also been added making the Intereceptor as fast and maneuverable as
the Alliance's A-Wing. However, it still lacks shield generators,
hyperdrives and life support systems found on most Alliance
starfighters.

My description: Superior in all aspects to the TIE Fighter, but at
the same cost in refined materials and maintenance. In other words,
once you have completed research on the Interceptor, there is no
reason to build any more standard Fighter models. I wouldn't go as
far as replacing all Fighters you have, but you should definitely
produce Interceptors from then on. Like Fighters, they are used to
destroy enemy starfighters in space battles, clearing the way for
your Bombers, and taking care of any Y-Wings or B-Wings making
passes on your valuable hardware. Two squads of Interceptors can
do the work of three squads of Fighters, and come out with fewer
losses.

Superiority fighter
Moderate effectiveness
Low cost
Low maintenance


VICTORY DESTROYER
Cost: 68
Maintenance: 44
Fighter capacity: 2
Troop capacity: 2
Shield strength: 200

Hyperdrive rating: 60
Hull strength: 1800
Damage control: 20
Shield recharge: 10
Tractor beam: 2
Sublight engine rating: 3
Maneuverability: 1
Detection rate: 10
Weapon recharge: 12
Bombardment rate: 4

Fore Aft Port Starboard
Turbo Lasers 120 0 100 100
Ion Cannons 0 0 0 0
Laser Cannons 0 0 0 0

Game description: The Victory Destroyer is an older star cruiser that
proved to be an imporant part of the Imperial space fleet. This vessel was
designed with planetary bombardment in mind. While a capable combat vessel,
the Victory Star Destroyer can deliver accurate and devastating
bombardments from orbit.

My description: The little brother of the Imperial Star Destroyer, this
ship is still very powerful in combat. Its turbolasers are actually more
powerful than those on the Imperial model, but the back is unprotected,
no ion cannons are available, and it has less shielding and carrying
capacity. The main strength of this ship, as the game description implies,
is its high bombardment rate. Make sure to take one or two of these
ships along if you are going to assault any planets. Victory Star
Destroyers also make good flagships for small task forces for which you
cannot afford to build an Imperial Star Destroyer. It can hold its own
against all but the biggest Rebel ships.

Strong against starships
Very weak against starfighters
Limited fighter capacity
Limited troop capacity
Moderate cost


VICTORY II STAR DESTROYER
Cost: 72
Maintenance: 63
Fighter capacity: 2
Troop capacity: 0
Shield strength: 600

Hyperdrive rating: 60
Hull strength: 1800
Damage control: 25
Shield recharge: 30
Tractor beam: 2
Sublight engine rating: 4
Maneuverability: 2
Detection rate: 10
Weapon recharge: 16
Bombardment rate: 5

Fore Aft Port Starboard
Turbo Lasers 120 80 80 80
Ion Cannons 40 40 40 40
Laser Cannons 0 0 0 0

Game description: The Victory II is an upgrade of the older Victory
model starship. The Victory II was designed with space combat in mind,
outfitted with larger weapons and hangar bays than the original
Victory. The Victory II works well as a patrol or blockade starship
and maintains its predecessor's bombardment capabilities.

My description: This ship costs just a little more than the original
Victory, but is significantly more expensive to maintain. It is a
little better in most aspects (although it does not have a greater
fighter capacity as the game's description suggests), but its most
important advantage is in the addition of ion cannons, and much more
powerful shields. This ship can defeat a Mon Calamari Cruiser on its
own, and would probably even win against a standard Imperial Star
Destroyer. This is an excellent flagship for small fleets, and a
good addition to any larger fleet. You'll love its firepower and
resilience. However, starfighters remain a problem.

Very strong against starships
Weak against starfighters
Limited fighter capacity
No troop capacity
Moderate cost

------------------
Death Star details
------------------

NOTE: Some of the statistics given below are redundant, as the Death Star
follows special rules in battle. The shield rating, weapon recharge, hull
and damage control rating serve no purpose.

Cost: 584
Maintenance: 600
Fighter capacity: 24
Troop capacity: 18
Shield strength: 2000

Hyperdrive rating: 80
Hull strength: 25000
Damage control: 60
Shield recharge: 100
Tractor beam: 15
Sublight engine rating: 1
Maneuverability: N/A
Detection rate: 5
Weapon recharge: 180
Bombardment rate: 15

Game description: An immense battle station 120 kilometers in diameter,
the Death Star was the pinnacle of Imperial engineering. Designed by Chief
Engineer Bevel Lemelisk and constructed above the penal colony of Despyre,
the Death Star was Grand Moff Tarkin's ultimate symbol of rule by fear of
force. It carried a crew of over 750.000 and enough firepower to destroy
an entire system. Tarkin demonstrated the power of his masterpiece by
destroying the world of Alderaan in an attempt to persuade Princess Leia
Organa to reveal the location of the Alliance base. The Death Star relies
on its world destroying superlaser and vast numbers of turbolasers on its
surface to defend against large scale attacks, but appears to be
vulnerable to small starfighters. The Death Star was later destroyed in
the Battle of Yavin. Grand Moff Tarkin died with his creation at Yavin,
but it is unknown how many more Death Stars he was constructing.

My description: Although the Death Star is available for construction
right from the beginning of the game, it will be a long time before you
have the refined materials, maintenance points and shipyards available
to even think of such a large project. Also, despite its awesome power,
the Death Star takes a very long time to build (8 shipyards still need
almost 300 days), and is vulnerable to destruction through sabotage or
a starfighter attack. You would do very well to load it with troops and
assign both a General and an Admiral to defend against sabotage. As for
starfighter defense, filling the Death Star up with TIE Defenders is the
safest way to go about it, and even then, you should bring Lancer Frigates
along.

Here is an overview of the Death Star's capabilities:

SUPERLASER IN SPACE COMBAT
Roughly every two minutes in a deep space battle, the Death Star may
employ its superlaser to instantly destroy an enemy capital ship. This
can be done by using the Death Star button on your control panel and
selecting the target. Destruction is instant, automatic and unavoidable.

RULE BY FEAR
When the Death Star hovers over an Imperial-controlled planet, the
required garrison to subdue an uprising cannot go beyond 2. The very
presence of the Death Star can subdue an uprising, after which you can
assign more garrison troops or perform diplomacy before pulling
the Death Star away.

PLANETARY DESTRUCTION
The Death Star can employ its superlaser to obliterate any planet it
is over. This attack always succeeds and permanently removes the
planet and all its assets from the game. Any minor characters on
the planet are killed, and major characters are captured. There is
a big price to pay for this awesome attack, however: every single
planet in the Core systems will gain Rebel support. If you use the
Death Star liberally, soon neutral planets will join the Alliance
all over the Core, and uprising will begin on your own worlds. The
effect is not as strong if you destroy Rim worlds, but it still
takes place. Use this ability *very* sparingly.

Here are some more things to keep in mind when using a Death Star:

- Because of its sheer size, the Death Star makes hyperspace travel
difficult. An Imperial fleet containing a Death Star needs far
longer to escape from a battle. You cannot pull a Death Star away
quickly enough to prevent any enemy fighters from performing at
least one Death Star strike.

- When enemy fighters perform a Death Star strike, there are two
possible outcomes: either all attacking fighters are eliminated,
or the Death Star is destroyed. The chance of the latter occuring
increases as more starfighters are assigned to the attack. The
best defense against this is to intercept and destroy as many
fighters as you can before they can reach the Death Star, but
even then, it's a gamble.

- A sure way to protect a Death Star is to use a Death Star shield,
which can be placed on a planet's surface once researched. As long
as the shield is in place, the Death Star cannot be harmed by
enemy fighters, but may still be sabotaged. Putting a Death Star
shield on Coruscant and a Death Star above it is one of the most
effective ways of defending Imperial City, but make sure you
garrison enough troops on it to make sabotage very difficult.

---------------
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 Imperial ship types. They have been
taken from the movies, the novels and the games.

Imperial Dreadnaught: Dargon, Fang, Talon

Imperial Escort Carrier: Abolisher, Hoplyte, Hyperion, Phalanx

Imperial Star Destroyer: Avenger, Garrett, Hammer, Intrepid, Invincible,
Juggernaut, Majestic, Rage, Relentless, Titan, Vanguard, Warrior

Interdictor Cruiser: Compellor, Grappler, Red Claw

Super Star Destroyer: Executor, Iron Fist, Lusankya, Terror, Vengeance

Victory Star Destroyer: Enforcer, Inexorable, Protector


===============================================================================
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: (3 March '01) First release of the FAQ, with information on all
Imperial ships. Planned updates include a similar list of Rebel ships,
and possibly some suggested fleet layouts.

v1.01: (20 March '01) Following the release of my Rebel ship guide, I've
finalized this one and removed a few spelling errors. Also added an ASCII
art banner made with Figlet.

v1.02: (14 October '02) A few minor corrections and a change in E-mail
address. Barring further corrections, this will
probably be the final version.

v1.10: (26 September '05) Updated contact info.

===============================================================================
FINAL WORDS
===============================================================================

For questions, comments, suggestions, praise and criticism, please contact the
author, Sashanan, at sashanan.faqs@gmail.com. This e-mail address is for FAQ
feedback only. Whatever you wish to share about this document or StarWars
Rebellion, chances are I'll want to hear it. Any serious mail will be answered.

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. When in doubt, you can always mail me.

This document copyright 2001-02, Sashanan. All rights reserved.
 
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