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Sins of a solar empire rebellion manual pdf

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Sins: Rebellion Videos - Launch Trailer Launch Trailer Sins: Rebellion Videos - Beta 3 Preview Beta 3 Preview Sins: Rebellion Videos - Beta 2 Preview Beta 2. Sins of Solar Empire Rebellion Units Chart. Corvettes Loyalist. Corvettes SoSE Rebellion manual and ingame infos lesforgesdessalles.info Creation. Sins of a Solar Empire: Rebellion > General Discussion > Topic The game can i play in german too,so i hope to find a german PDF-manual.

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Welcome to Sins of a Solar Empire: Rebellion, the latest evolution of the . Even though this manual will give you lots of information on details of Sins of a Solar. Manual for Sins of the Solar Empire Rebellion - Download as PDF File .pdf), Text File .txt) or read online. I Dont Know How to find Rebellion Manual» Forum Post by sporemaster» i cant find it Its a pdf file in the same location as your executables.

Try adjusting the terms of your search, you can search by game titles, publishers, and developers. After completing 50 research topics. Ships can jump into Phase Space anywhere in a 45 degree arc from the phase lane. A ship unique to the Vasari, its only purpose is to deploy explosive or gravity mines in any gravity well it travels to. But as a capitalship it is extremely mediocre at best. It is thus a versatile ability that can prevent important capitalships from being destroyed ships are invulnerable while in phase space , while also keeping enemy capitalships from being in the battle most of the time, and is especially useful as this is the only ability the Vasari have that can stop Missile Barrage.

The first planets you should send your colonizers to are asteroids and dwarf planets: Always destroy the siege frigates around neutral planets first, these can destroy your newly established colony, while the other vessels are only a threat to your ships. Whenever you colonize a new planet, you need to immediately develop the planet, or you'll suffer negative income from under development.

You do this by clicking on the planet, hitting the green planet development button, and press the "Population development" button. Population upgrades remove the tax income penalty from underdevelopment, and increase the planet's population, giving you more tax income. Other upgrades can increase planet slots, explore the planet for unique bonuses or even powerful ancient artifacts, or allow you to build more civic logistical buildings or defensive tactical structures.

Asteroids, dead asteroids, pirate bases and dwarf planets only need 1 population upgrade to provide positive tax revenue, every other planet needs two upgrades.

You should also build any resource extractors the planet can construct for the mineral income ASAP. The next tier of planets are Ice and Volcanic planets. These are a bit more heavily guarded, but your colony capitalship can usually defeat all of the defenders by itself if needed.

However, they require special research in order to colonize. These "Volcanic" and "Ice Colonization" research require two civic research labs to research, and are found in the Civic tree. If your scouts find a few of these planets near your position, you should probably build civic labs on your asteroids or dwarf planets until you have two to research these techs.

The third tier of planets are additional Terran and Desert planets. They have the most population of any planet, and require no research to colonize, but are much more heavily defended, including by tough heavy cruisers. Your colony capitalship will probably need support to take these out, and you should probably have maxed out your starting fleet supply before attempting to take these planets, if not more.

Eventually your Empire will grow large enough to be able to support a larger fleet. To do this, go to the "Fleet Logistics" tab of the research menu.

Here, you can research additional fleet supply and command points for capitalships and titans. Be careful though, when you research larger fleet sizes, your "fleet upkeep" will also increase.

This is a permanent reduction in the efficiency of your economy, so you must be careful about when you research these, as the reduction applies even if you have no ships! In general you want to have the smallest fleet possible that can defend your Empire from your enemies, but if your fleet is too small you run the risk of your enemy's managing to defeat you.

Still, the first upgrade or two's upkeep is relatively minor, so as you hit the fleet supply limit don't be afraid to get these upgrades. After you have several planets, the best way to make money is with trade. You gain a bonus to trade income based on how long your " trade chain [forums. You'll want to start developing trade after you have a handful of planets and aren't under an existential attack , say a half hour into the game.

After you've got most of the research labs you need, most of your planet's logistics slots should go to trade. The other main civic mechanic is culture. Culture works by building a "Culture Center", and then starts to spread to other planets.

Friendly culture raises your planet's "Allegiance", planets with higher allegiance provide more credits and resources. Enemy culture will lower allegiance, reducing your planet's income and, if allegiance reaches zero, you will lose control of the planet, and prevent you from colonizing the planet. Culture can be repelled by your capitalships, and with research culture can provide combat bonuses to friendly ships in it's area of effect.

However, because one culture center can affect multiple planets, and because there is a limit to its economic bonuses, you really will only build one of these every few planets or so, as trade ports have no diminishing returns.

Eventually you'll come under attack by your enemy players or the pirates if you have them on the pirates launch raids on the player with the highest bounty every 15 minutes or so.

The most powerful defenses available to you is the starbase, a large, upgradeable space station that is deployed from a "Constructor Frigate" colony frigate for Vasari. These are expensive however, and you should only build these on keep choke points, and at the end of the day are no substitute for a fleet.

Repair bays, researchable in the first two military tiers, are actually the most important minor structure, as these can heal any of your defending ships in combat or in a pair heal each other to delay the enemy until reinforcements arrive.

A well set up defense will consist of a starbase, with repair bays and perhaps a hangar for fighter support and abilities clustered together. You'll probably want your research labs and other civic structures nearby as well so the starbase can cover them. Starbases can be bypassed, but they'll damage any enemy ship that tries, leaving them weakened, and the AI generally doesn't do this. Planets are to Sins what cities are to Civilization; the very core of your Empire.

It is thus quite important to learn how to manage them. There are two basic types of planet, colonizeable ones which you can capture and develop, and uncolonizeable ones which you cannot. Uncolonizeable planets include things like Gas Giants and small asteroid fields, and are generally not as important as other planets.

That said, many times uncolonizeable gravity wells will contain neutral resource extractors you can claim with a colony frigates or a scout if you're Vasari. Some also have different tactical conditions, like asteroid fields lowering all ship's accuracy and magnetic clouds disabling all special abilities.

You cannot build standard structures in uncolonizeable gravity wells, but you can still deploy Starbases with their consturctor ships, which can allow your trade lanes to pass through these gravity wells. Colonizeable planets are much more important. Each colonizeable planet has a few common attributes. Population - Provides credit income for your Empire via Taxes.

Allegiance - How loyal the planet is to your Empire. Planets with low allegiance will have lower income rates and are more vulnerable to enemy culture. If allegiance hits zero the planet will revolt from your control. Health - If the planet runs out of health it will revert to neutral status, losing any planet infrastructure you've built and allowing enemies to colonize it.

Tactical Slots - The number of fortifications you can build around the planet. Logistical Slots - The number of civic structures you can build around each planet. Exploration - How well explored the planet is. Exploring planets can lead to finding powerful resources or ancient artifacts that give unique bonuses.

All of these attributes but Allegiance can be increased by planet upgrades up to a point.. Allegiance is determined by the distance of the planet from your Homeworld as well as culture. On first colonizing a planet, it will suffer from underdevelopment.

That is it will provide negative income. This can be fixed by researching some population upgrades, and you should purchase enough of these to stop underdevelopment as soon as possible.

One upgrade is enough for Asteroid and Dwarf planets, all other will require two. Once you have positive credit income from taxation as well as your mining operations built, you'll have a moderately profitable colony, but eventually you'll want to build more advanced infrustructure like research labs, frigate factories and trade ports.

These will use logistics slots, and each planet can only support a certain number of such structures. First of all, there is two ways you can play multiplayer in Sins.

The other is Multiplayer over Ironclad Online, which is what the rest of this section will discuss. ICO is a pretty simple multiplayer service, just a list of games, a few lobbies, and a friends list that is integrated with your steam friends. The main competitive games on ICO have a very specific format, which will help you find them and gives you some idea of how to practice for them.

Manual for Sins of the Solar Empire Rebellion

Unlike most RTS games like Starcraft, the ideal setup is of two teams of 5 players each 5v5 n not 1v1s. You might occasionally see 4v4s or 3v3s if there's not a lot of players. The games are usually called 5s, 4s, 3s etc. The map is always a single star random map of the appropriate game size. It should also be the competitive version but occasionally the host will forget.

Teams are always locked, all settings are set to faster, and pirates are disabled. Other victory conditions are sadly pretty rare. While you can find other games besides these, the players playing these tend not to be multiplayer regulars, which can be a good thing if you want to easy into the main multiplayer scene.

Comp Stomps are the main other category of games, in which a team of human players take on a team of AIs, but as your enemy is the AI it's not that different from playing single player, so I will not discuss them here. When I have played in 1v1 and 2v2s, you typically get newer or "non-pro" players, as the "pro" players tend to exclusively play the large "5v5" style games.

Do keep in mind some games might have the word "Skilled" in them. You're free to join them, but this means if you are a new player and a more experienced player wants to join, you may be kicked from the game, especially if there is an odd number of inexperienced players, as that makes balancing the teams difficult. This can be frustrating but just having a few games under you belt will probably make this less likely.

In the later case, two players ideally the two best ones will be made captains, and take turns picking players for their teams. The process on doing these things is pretty standardized, though it can take a while, so just go on which ever team you're told and you'll be fine. Other general purpose useful multiplayer info You can send a message to other players in game by pressing enter.

Press F5 to see the current network status of all players so you can see who has disconnected, lagging etc. You can actually pause the game in Multiplayer, but each player only has 10 pauses to use, and any player can resume the game. The only real acceptable time to pause the game is if there is a lag spike, or if you negotiate it with the other players first.

If you quit a game, keep in mind pressing "Quit" and "Surrender" are two very different things. Quiting will not give you a game lose, and will immediately take you to the end game screen. An AI player will take over for you in game. The vast majority of the time unless it is a free for all , you want to "Quit" so that the AI can still help your team. In serious game, it is generally expected that your team will "Quit" a game after it is clear you have no chance of winning.

While it is always debatable when this point is, you should not force the other team to fight you to the last planet, or continue playing if all your teammates have already left. This is considered rude, and just wastes people's time that really just want to play another game of Sins. So, you're going to play a competitive multiplayer match? While an exhaustive list of multiplayer tips and strategies would require its own guide, here's a section with as much general purpose advice I could come up with for a new online player.

Again, I'll assume you are playing in the most common game, a 5v5 likes mentioned above. First thing to do once you're in game is to zoom out. The very nature of 5v5 games creates different "roles" or "positions" you'll be assigned by nature of where the random map generator places each player.

What role you have will force you to use very different strategies. As there are two teams, and all players are placed in a ring around the map at roughly the same distance from the star, this means you have two "Neighbors" who are closest to you. That means there are three different roles based on if your Neighbors are friendly or hostile. You can generally tell which role you are as you can see where your allies homeworld's are, and large spaces between two allies homeworlds usually means there are some enemy players between them, though it may take some scouting to know for sure.

Economy Eco role: Good news, both of your neighbors are friendly! This means you will be relatively safe from attack for the first part of the game if not all of it. Without any military challenge, you must pursue a policy of rapid expansion and development, to turn yourself into the economic engine that will power your entire team to victory.

Early on you just have to expand ASAP, using at least double colonization. Just get enough military labs for Corvettes and move to capture as many planets as possible, then go for civic labs to get the colonization techs and eventually trade ports.

As trade is by far the most profitable economic activity, after you've got a hand full of planets you'll want to start developing large trade networks. The harder part of the eco role is its main job however, giving resources to your allies or feeding.

As you won't need a large fleet to defeat the militia, you both enjoy the time to develop a large economy without having large fleet upkeep costs. It is thus advantageous to send your vast amounts of surplus resources to your allies on the front lines doing the fighting. Knowing when, how much and who start sending these resources is a very hard decision, and one you should consult your allies about while you're new.

Ideally you want to give enough to ensure your allies have the advantage to win while having enough to keep investing in your own economy, but even a little feed at the right time can change the course of the game.

As the game progresses, you may need to build up your fleet a little bit, especially to build a titan to support your allies fleets, or you may invest in super weapons to support from a distance, but most of the time you should be sending your resources to allies. Frontline Role: Okay, so you have 1 enemy and 1 ally next to you. That puts you on the front line, the main arena for combat.

Expect the battles to start quickly you're usually not that far apart , and to be quite brutal while you're new. Human players will not be stalled by tactics that work well on the AI like starbases, they will bypass your defenses if you see you're weak and try to seige your homeworld, so early on you'll need to take a careful balance between expansion and developing your fleet.

Do not invest too much in static defenses except repair bays, having a few of them is always crucial, especially early on. If the two sides are evenly matched, you may occasionally see a lull after say a half hour, as both sides build up to take out the other, but more often one side gets and advantage and attempts to eliminate the other player.

If your homeworld is under siege and there seems little chance at repulsing it, see the next role for tactics. Really there's not much else to say here, you've got to do whatever it takes to beat your nearby opponent before they do the same to you.

May the best player win. Suicide Position: Ouch, you're totally surrounded by enemy players. That means only one thing, the rush is coming.

Unless one of your allies on the frontline can attack one of your adjacent enemies so hard and early that he's forced to retreat to defend his homeworld, you will be getting double teamed. In this spot always take a colony capitalship: You may not have time to get starbases out so invest in what fleet you can. As you're on the defensive your supply lines are very short, so you'll want at least two factories to try and outproduce the attacking enemy for as long as you can.

If you can try to slip a colony frigate away to start expanding towards the center of the map. Eventually however your homeworld will probably fall. However, as most competitive MP matches do not have capital victory enabled, this means you don't actually lose until your entire team no longer has any planets. This means if you have a colony ship caps are best because they don't need any support to do this and they're hard to kill of any kind left, you can flee your destroyed starting area and run towards the center of the map, hopefully towards your allies, and try to start again.

Hopefully your allies are having better luck in their battles, and while you might not be able to be a major player again, even a smallish fleet in the hands of a player is worth far more than what an AI player will do.

Successfully staging a comeback can give your team the edge in close games, and if your eco players are doing particularly good they might even be able to feed you so you can get a titan and a decent sized fleet again. In short, even as an suicide player, don't give up at least until your team does , and always try to comeback until your last planet and colony ships are destroyed. Sins of a Solar Empire has always had an active mod scene, and Rebellion is no exception.

For those who have never heard of these before, a mod is short for modification , and are user generated content that changes the game somehow.

Mods can range from just a reskin of a ship or changing the damage of the Kol battleship, to huge total conversions where all the content is entirely new, and everything in between. Mods are a great way to increase the replay value of Rebellion, and are especially useful for singe players wanting to customize their Sins experience or groups of friends wanting to have crazy battles they could not have with the normal game. First step of using a mod is of course to download one.

The only thing to keep in mind is that in Sins, mods are often specific to a specific patch, so you'll want to make sure any mods you download are for the current version of Rebellion. This should usually be found on the page you would download the mod from. As for finding mods, here are several pages I would use.

Moddb - A sort of social media site for Mods, the nice thing about Moddb is that it has its own section for Rebellion so mods from previous expansions won't be in the list.

However, some of the mods listed are not playable yet, and not all mods create a page on moddb. Ricksgalaxy [ricksgalaxy. However, it is not exclusively for Rebellion, so many of the mods here may not work on Rebellion. Sins Forums [forums.

I have linked a useful thread by ZombiesRus that also has a short description of listed mods, plus a useful icon system so you can quickly see which mods are for Rebellion and what kind of mods they are mods that add factions, planets etc. Alright, now that you've downloaded a mod, you need to find your mod folder. At the time this guide was written, the mod folder is called "Mods-Rebellion v1.

If you cannot find the mod folder, you can also go in game, to the options from the main menu, and go to "Mods" tab. There is a button called "Show Mod Path", and it will display your mod folder directory, and create the mod folder if it did not exist. Now, you downloaded the mod as an archive file like. What you need to do is place this archive in the mod folder you found, and extract it 7zip [www.

That's it, you have installed a mod! Do note that a few mods may have more complicated installation instructions, such as needing to be used with another mod, so always read the readme or instructions for each mod.

Now, to use your mod, start up Sins and go to the options from the main menu. The very last tab is the mods tab. Once there, select the mod or mods you wish to use on the left, hit the "Enable Mods" button, then hit "Apply Changes".

Congrats, if all has gone smoothly and the mod works in the first place , your mod should now be running! More than likely you will notice your checksum change from zero to some number. The checksum is used to determine that two players are using the same mod so you can play multiplayer. While some mods like texture and sound replacements won't change the checksum, most will. If your mod adds content of any kind and the checksum stays zero, go back to your mod folder and go inside it.

In the mod folder, you should see files and folders like "Entity. If all you see is another folder with the name of the mod, your extractor created an extra folder that is preventing the game from reading the mod. Just copy this second folder and place it into your main mod folder, and you should fix the issue.

This is a quick overview of each general type of unit and what they're good for. This is all the frigates and the capitalship types with enough in common to write a section about. If you forget this, in game when you hover your mouse over a unit in the build menu, a tooltip will be displayed showing the units strengths and weaknesses.

Combat Units Frigates primarily intended for combat. Sins has a general "Combat Square" of basic combat units that counter each other, plus a handful of additional units that have more complicated or specific roles.

Light Frigates LFs: One of the basic combat units and the only one that you can build without research, Light Frigates are strong against antifighter frigates,support cruisers and carrier cruisers, but are weak to Long Range Frigates LRF.

They are faster than most ships, and moderately armored and armed, but as LRFs are easy to research and build they can be easily countered if spammed. They can be upgraded with abilities to hinder support cruisers. Light Frigates and corvettes can be a good early game combination, especially for the Advent and TEC. A new basic combat frigate added in Rebellion, corvettes are a hybrid between fighters and frigates. They don't need carriers, but are fast, light and vulnerable to antifighter frigates like strikecraft.

Corvettes are strong against Long Range Frigates, Siege Frigates, Antistructure Frigates and even titans in large groups, and make very good ships for early expansion. They also have a chance to apply a faction specific debuff every time they attack a unit. The Vasari corvettes are one lab higher on the tech tree and require more supply, but for the Advent and TEC corvettes should always be researched and build ASAP, since their speed and bonus against siege frigates helps greatly with early expansion.

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Slow, mid tier frigates with long range, they counter Light Frigates and are good at defeating capitalships in groups but are weak to corvettes, fighters and heavy cruisers. Subscription Options. Subscribe to this post Do not email me updates for this post Email me updates for this post. Reason for Karma Optional.

Reply 1 June 17, 8: Its a pdf file in the same location as your executables. We're looking up the edits for this post Reply 2 June 17, Reply 3 September 25, 8: Reply 4 September 27, There's a manual?! Should you lose a planet where an artifact was found.

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Rebellion sins pdf empire a solar of manual

You can also change the amount per unit that your empire puts excess resources on the market for. The number on the left in red is the current purchase price for the resource. In the above figure. Purchasing units of it would cost your empire x the current purchase price. By manipulating these values. This is done as a percentage of the current market price.

The Criminal Underground screen is where this can be accomplished with great efficiency. The number on the right in green is the current sell price for that resource — meaning that if you were to sell units of it. Bounty is collected in this way until it is exhausted. By placing Bounty against another empire. Bounty is essentially an anonymous way for empires to attack one another.

This is a key method of getting others to do your dirty work for you. They go where the money is. Market prices and transactions occur in real-time and will fluctuate with supply and demand.

The Pirate screen displays the following information: Players that are currently being raided are indicated by a pirate sword beside their bounty.

In general. Should the bounty against every faction be zero as is common at the start of a game. When the timer expires. To offer the Pirates a mission. From the mission generator. Pirate missions work the same away as any other. Pirates will always accept and carry out your mission if you can meet their price.

Logistics Structures include: Tactical structures are those which include defensive platforms.

Pdf sins of a rebellion solar empire manual

Even if you hire the Pirates to go on a mission for you. Each structure costs a certain amount of resources to construct and requires a set number of logistics slots. While the Pirates offer empires a legitimate way to deal with their enemies indirectly. Logistics and Tactical. The Pirates will use the money you pay them to further improve their ships. Logistics structures relate to resource generation.

As each planet comes under more of your influence. You must have at least two Trade Ports on separate planets or a foreign trade alliance in order to initiate a trade route. Refineries send out ships to resource asteroids in adjacent gravity wells to bring ore back for processing. Routes and trade ships are automatically created to maximize potential income. Each ship you construct also requires fleet supply to deploy. Capital ships require both fleet supply and special commanders in addition to raw materials.

The stronger your culture. In refinery mode. In addition to planetary effects. Once researched. They are heavily armored and can do serious damage against opponents. To this day. Once unlocked. With the proper research. These platforms have a long range and will automatically repair your damaged ships and structures for as long as their antimatter reserves hold out.

As with Hangar Defense. Featuring dual gauss cannons. Hangar Defense must be researched before it can be constructed. When the first Phase Jump Inhibitor was recovered it was immediately clear that it was not of Vasari origin — it was just too different from everything else. Recognizing The Novalith cannon is capable of firing a devastating shot through phase space at an enemy planet. These platforms feature four powerful beam emitters to defend your nearby structures from enemy ships.

As the Advent moved closer to the Trader central worlds. The Argonov can be equipped with powerful defensive technology to help secure vital worlds.

With a substantial range. Once deployed. This massive structure allows the Loyalist and Rebel factions to construct their mighty titan ships. When it become apparent that the TEC would need greater planetary defenses. What they lack in armor they make up for in firepower. Housing three squadrons of either fighters. They can also be upgraded with wide area shield emitters. This is the ultimate weapon of the TEC and can be constructed only after laborious research and cost.

Deployed from the Raloz Heavy Constructor. Titans require a high number of both fleet supply and capital command points to field. They can be enhanced with special disruptor nanites which prevent enemy ships from regenerating their systems. Loaded with multiple phase missile launchers. The most potent device in the Advent arsenal. Deployed from the Talion Savior cruiser. During the initial Empire expansion. Hangar Defense must be researched before it can be constructed and this structure can be upgraded with a phasic trap.

The Transcencia is capable of holding a large array of drone squadrons. It can be essential to quickly recharge the antimatter reserves of ships. Deployed from modified Jarun Migrator colony ships. The factory itself is essentially an enormous phase stabilizer gate designed specifically for this purpose.

Utilizing their mastery of phase space. Through careful manipulation of special nanites. The Vasari Titan Factory is actually a misnomer.

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The Orkulus is a wonder of military design and efficiency. Over thousands of years the mystery eventually faded into commonality. Unable to determine why they work but successfully replicated using nanotechnology. The Orkulus can be equipped with powerful disintegrator arrays to destroy enemy structures. This allows ships to avoid the regular phase lane network and quickly reach key strategic points to attack enemies.

Corvette-class ships are new additions to the arsenals of the TEC. As with capital ships. They range from smaller scout class vessels which explore the heavens to bulky. Frigate-class vessels comprise the bulk of any fleet and are the grunts that get the job done. Some of the most powerful ships in the galaxy are capital ships.

Titans also feature many unique technologies to give them more of an edge in combat. The latest entry into the war are the mighty titans. Their unique crews learn over time. Heavily armed and armored.

These vast constructs are slow. An empire may field only one Titan at a time. Advent and Vasari. The most powerful cruisers are designed for heavy combat against enemy fleets.

The sheer might of these vessels is even able to dampen enemy culture after all. While only slightly larger than frigates. While each vessel has its own unique purpose. These fast. Armor does not entirely soak up the damage done to a ship. Ships will automatically recover antimatter over time and at an increased rate if in orbit of a star.

Once the primary shield has failed. There are various types of armor and each is effective at protecting against certain weapons. As a shield is assaulted. Shields will automatically regenerate over time. Very Low Hull Points: Very Low Armor Level: Very Low Type. Very Light Primary Weapons: Disable Engines Antimatter: None Crew Complement: The Shriken is equipped with multiple weapons systems. Like all corvettes.

Light Primary Weapons: Forward Laser Cannon Special Abilities: Arcova Scout Frigate Roles: Arcova crews make excellent forward observers for the fleet.

Stilat Rebel Corvette Roles: Their powerful engines.


The Arcova is also able to use its advanced sensors to detect enemy mine fields. Cripple Defenses Antimatter: With their exceptionally long-range and damage potential. Long-Range Assault Shield Power: Low Armor Level: Cluster Warheads Antimatter: Cobalts are best deployed in groups and packs of upgraded Cobalts are extremely effective at hunting down antimatter-dependant units. Medium Primary Weapons: Sabotage Reactor Antimatter: Low Crew Complement: Cobalt Light Frigate Role: Combat Shield Power: Low Hull Points: Low Type.

Garda Flak Frigate Roles: Medium Armor Level: High Type. Heavy Primary Weapons: None Special Abilities: Heavy Fallout Antimatter: Against heavier targets. Krosov Siege Frigate Role: Planetary Bombardment Shield Power: None Squadrons Supported: High Special Abilities: These ships must be protected from enemies at all times.

Protev Colony Frigate Roles: High Armor Level: None Primary Weapons: Forward Light Autocannon Antimatter: Low Special Abilities: Squadron Support Shield Power: Medium Hull Points: Medium Type.

Staffed by hundreds of experienced coordinators and command staff. Using swarms of unmanned repair drones. Heavy Antimatter: High Primary Weapons: Cielo Command Cruiser Role: Support Shield Power: Should allied ships find themselves close to defeat. They also carry a supply of demolition bots that can wreck havoc on the engines and weapons of even the most heavily armored frigates and cruisers.

Hoshiko Robotics Cruiser Roles: Crewed by perhaps the most eccentric of the TEC roster. Very High Primary Weapons: With its high-yield explosive torpedoes. The TEC answer to this call is the Ogrov. Many of the Kodiak crews are among the most battle experienced in the TEC fleet. Very Heavy Antimatter: Intercept Crew Complement: Light Antimatter: Capable of soaking huge amounts of damage.

Ogrov Torpedo Cruiser Roles: Kodiak Heavy Cruiser Role: Heavy Combat Shield Power: Very High Type. Neruda Envoy Cruiser Role: Diplomacy Shield Power: It admirably balances speed. Capital Antimatter: Very Low Weapons Fore: None upgradable to 2 Special Abilities: The Neruda comes into its full diplomatic power once its many special abilities are unlocked.

Sustained Combat Shield Power: High Hull Points: Very High Armor Level: A Kol Battleship. While the Neruda is unarmed and has only minimal defenses. Sova Carrier Roles: While military personnel grudgingly accept the cramped quarters of their warships.

Akkan Battlecruiser Roles: The most advanced ship-borne manufacturing and repair facilities keep its large dorsal and ventral fighter bays in a near constant state of combat readiness. The arrival of a true invasion force has made a mobile platform for hosting strikecraft a necessity.

More than any other warship. Capital Weapons Fore: None upgradable to 1 Special Abilities: In spite of its cargo freighter heritage. TEC engineers began cannibalizing parts of the large civilian merchant fleet as a quick means to militarization. With the risk of combat now ever-present.

Somewhere german PDF-manual? :: Sins of a Solar Empire: Rebellion General Discussion

Dunov-class battlecruisers make a respectable and welcome addition to TEC battle groups. Marza Dreadnought Roles: With desperate times calling for desperate measures. Dunov Battlecruiser Role: The Corsev houses teams of marines that are able to capture enemy ships or damage enemy structures.

Immediately recognizable by its spinal mounted siege cannons. Corsev Battlecruiser Roles: Titan Weapons Fore: While capable of only targeting one enemy at a time from its forward weapons banks. Very High Hull Points: Extreme Armor Level: Extreme Type. Ragnarov Rebel Titan Role: In addition. Heavily armed and armored with the latest weapons systems.

Vespa Rebel Corvette Roles: Energy Disruption Crew Complement: Swarms of Vespas are thus deadly adversaries for their Loyalist enemies or any foe who relies on energy weapons. Disable Targeting Systems Crew Complement: Lightly armored but housing a powerful forward beam cannon. The Disciple is crewed by expendable low-level Advent acolytes who have demonstrated their personal submission to the Unity.

Once further trained and equipped. Disciple Vessel Primary Role: Its twin pulse lasers also make it useful in small skirmishes against lightly armored targets.

Forward Heavy Pulse Laser Antimatter: Seeker Vessel Roles: Seekers will not hesitate to sacrifice a portion of their presence to follow the enemy or to martyr themselves against the unenlightened. Dedicated to the will of the Unity. Lightly shielded with moderate armor. Although the ship is not heavily armored or shielded. Deceptive Illusion Crew Complement: The adversary facing a cohort of Illuminators can never be sure of how numerous his enemies really are. Featuring not one but three long-range beam cannons.

Illuminator Vessel Role: Long-Range Combat Shield Power: Purge Vessel Role: Purge Vessels will often rush through a contested area in their eagerness to deliver justice to the unfaithful. Purge Vessel crews are recruited from amongst the most zealous of Advent converts. Despite its weak armor. With its pulse laser turrets. Missionaries are given special psionic training that allows them to encourage indigenous peoples to submit to the will of the Unity.

Single Defense Vessels are weak. Missionary Vessel Roles: Forward Light Pulse Laser Antimatter: Defense Vessel Roles: Like most colony ships. An Advent crew member feels at ease when he can sense the presence of a fleet of Defense Vessels guarding his flank. The shields do not completely prevent the target from being damaged. Iconus Guardian Role: Low Type — Heavy Antimatter: Guardians make excellent support and combined with offensively oriented vessels. The hull of the ship is fairly weak.

Medium Type — Heavy Antimatter: Anima members are among the most skilled psionics in the Unity. The appearance of the Crusaders in the first few battles of the war marked the beginning of the end for the TEC forces.

Destra Crusader Role: High Type — Very Heavy Antimatter: Ruthlessness Crew Complement: This makes the Subjugator a fantastic complement to any of the more combat-oriented vessels.