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1. Introduction to VGA Planets   7. Minefields Sub-Menu   2C. The Empire of the Birds (race 3)   2I. The Robotic Imperium (race 9)
2. Race Information Sub-Menu   8. Combat Sub-Menu   2D.The Fascist Empire (race 4)   2J. The Rebel Confederation (race 10 or a)
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   2E. The Privateer Bands (race 5)   2K. The Missing Colonies of Man (race 11 or b)
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   2F. The Cyborg (race 6)  
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides  
6. Ship Information Sub-Menu   12. Add-on Information  
 
 
THE REBEL CONFEDERATION (RACE 10 or a)  
  Origin:  
  The Rebel Confederation is based on the Rebel Alliance from Star Wars.  
  About Race 10:  
  The Rebels are a group of warriors who depend on their individual Fighters to provide a low cost  
  offensive power. Their Ship designs do not follow any standard desgins. Basically, they have  
  modified many Frieghters and Transports by adding weapon systems to them.  
  They do have small robots on board their Ships that are programmed to build Fighters whenever the  
  required Materials are available.  
  The Rebels have become adept at Sabotage Missions. Their Rebel Ground Attack can easily wreck an enemy  
  Planet's economy. However, this will make any Natives happy.  
  For some unknown reason, the Rebels seem to be immune to the Evil Empire's (Race 8's) Dark Sense ability.  
  Rebels can also support a large colony on Arctic Planets.  
  Advantages, Abilities, and Friendly Codes:  
  (Host 3.20)  
  Bioscanners are not fooled by The Evil Empire (Race 8)  
  Can build Fighters in space (3 Tritanium, 2 Molybdenum, 5 Supplies)  
  Simply load the required Minerals and Supplies.  
  This Ship must have fuel on board to perform this action.  
  Can support up to 9,000,000 Colonists on arctic Planets (Host 3.22)  
  Immune to the Dark Sense  
  Rebel Ground Attack from any Ship  
  RGA destroys: 30% MegaCredits, 40% Supplies, 20% Colonists, 20% Defense Posts, 60% Mineral Mines, 30% Factories  
  RGA reduces Colonist happiness by 60 points and increases Native happiness by 30 points  
  Any Rebel (Race 10) Ship can perform this action.  
  cln   Clone a captured Ship (Ship Friendly Code) (Hconfig)  
  lfm   Load minerals and supplies aboard any Carrier and build Fighters  
  (Gryphon)  
  Ship Hull 90 (Sage Class Frigate) and Ship Hull 91 (Deep Space Scout) are equipped with Honor Devices  
  DSB Any Ship constructs a Deep Space Base  
  HYP Ship Hull 90 (Sage Class Frigate) can Hyperjump  
  NML Institutes Martial Law to prevent gambling by Privateers (Planet Friendly Code) N = any character  
  SBN Any Ship with more than 10 Crew can Sabotage enemy Starbase. N = any character  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  (Nemesis)  
  Any Planet owned by the Rebels (Race 10) for one turn gets 21 free Defense Outposts. They regenerate if destroyed  
  RSM Any Ship activates Rebel Support Mission  
  (Raceplus)  
  BBT Activate Booby Trap on any Planet. (Planet Friendly Code)  
  Race 10 Ship List:  
  Hull Slot # and Ship Name     Beam Fight Torp Engines Mass Cargo Fuel Tech Crew Cost D T M  
  14 NEUTRONIC FUEL CARRIER   0 0 0 2 10 2 900 3 2 20 10 2 20  
  15 SMALL DEEP SPACE FREIGHTER   0 0 0 1 30 70 200 1 2 10 2 2 3  
  16 MEDIUM DEEP SPACE FREIGHTER   0 0 0 1 60 200 250 3 6 65 4 4 6  
  17 LARGE DEEP SPACE FREIGHTER   0 0 0 2 130 1200 600 6 102 160 85 7 8  
  18 SUPER TRANSPORT FREIGHTER   0 0 0 4 160 2600 1200 10 202 220 125 13 18  
  86 TRANQUILITY CLASS CRUISER   4 0 2 2 160 380 460 6 330 142 42 71 43  
  87 FALCON CLASS ESCORT   2 0 0 1 30 120 150 2 27 50 5 5 12  
  88 GUARDIAN CLASS DESTROYER   3 0 6 1 80 20 120 4 275 180 10 60 11  
  89 IRON LADY CLASS FRIGATE   8 0 2 2 150 60 210 9 99 290 22 23 47  
  90 SAGE CLASS FRIGATE   4 0 2 2 100 50 150 5 79 170 12 63 27  
  91 DEEP SPACE SCOUT   4 0 0 1 30 200 450 3 10 190 1 1 29  
  92 PATRIOT CLASS LIGHT CARRIER   2 6 0 1 90 30 140 6 172 90 5 45 35  
  93 ARMORED TRANSPORT   1 0 0 2 68 200 250 4 126 35 14 12 16  
  94 RUSH CLASS HEAVY CARRIER   5 10 0 6 645 390 1550 10 1858 987 242 171 242  
  98 TAURUS CLASS SCOUT   2 0 0 2 95 140 590 1 180 50 20 40 5  
  100 SAGITTARIUS CLASS TRANSPORT   2 1 0 2 99 300 450 5 226 75 14 12 38  
  101 GEMINI CLASS TRANSPORT   4 1 0 2 140 400 350 6 326 145 14 42 48  
  103 CYGNUS CLASS DESTROYER   4 0 4 1 90 50 130 9 190 70 25 50 7  
  104 NEUTRONIC REFINERY SHIP   6 0 0 10 712 1050 800 9 190 970 125 150 527  
  105 MERLIN CLASS ALCHEMY SHIP   8 0 0 10 920 2700 450 10 120 840 625 250 134  
  Race 10 Ship Abilities:  
  16 MEDIUM DEEP SPACE FREIGHTER  
  (Starbase Plus)  
  GBN Get Beam Slot (N = 0-9) from Starbase  
  GEN Get Engine Slot  (N = 1-9) from Starbase  
  GTN Get Torpedo Tube Slot (N = 0-9) from Starbase  
  UAP Unload All Ship Components to Starbase  
  UBN Unload Beam Slot (N = 0-9) to Starbase  
  UEN Unload Engine Slot (N = 1-9) to Starbase  
  UTN Unload Torpedo Tube Slot (N = 0-9) to Starbase  
  87 FALCON CLASS ESCORT  
  (Host 3.20)  
  HYP Hyperdrive ship. Initiates hyperjump. Waypoint must be set to at least 21 light years away and a warp speed of at least 1.  
  Ship jumps 350 light years and burns 50 KT of fuel.   
  Hyperjumping Ship cannot have Mission set to Intercept and cannot be towing or towed.  
  Hyperjumping Ship will avoid Minefields.  
  After Hyperjumping, the Ship will have a Speed of 0 and no Waypoint set.  
  90 SAGE CLASS FRIGATE  
  (Gryphon)  
  Honor Device  
  HYP Hyperdrive ship. Initiates hyperjump. Waypoint must be set to at least 21 light years away and a warp speed of at least 1.  
  Ship jumps 350 light years and burns 50 KT of fuel.   
  Hyperjumping Ship cannot have Mission set to Intercept and cannot be towing or towed.  
  Hyperjumping Ship will avoid Minefields.  
  After Hyperjumping, the Ship will have a Speed of 0 and no Waypoint set.  
  91 DEEP SPACE SCOUT  
  (Gryphon)  
  Honor Device  
  100 SAGITTARIUS CLASS TRANSPORT  
  (Fhost)  
  MTN Maintenance Ship. Fixes damaged Ship. Both Ships need to set this Friendly Code  
  104 NEUTRONIC REFINERY SHIP  
  (Host 3.20)  
  Converts Minerals and Supplies into Neutronium.  
  1 KT of any Mineral + 1 Supply = 1 KT of Neutronium.  
  NAL Do not perform Alchemy function. (Registered only)  
  105 MERLIN CLASS ALCHEMY SHIP  
  (Host 3.20)  
    Converts Supplies into Minerals.  
      9 Supplies = 1 KT Duranium, 1 KT Tritanium, and 1 KT Molybdenum.  
  This ship will perform Alchemy function even if the ship has no fuel on board.  
  ald   Convert Supplies into Duranium only. 3 Supplies = 1 KT Duranium. (Registered only)  
  alm   Convert Supplies into Molybdenum only. 3 Supplies = 1 KT Molybdenum. (Registered only)  
  alt   Convert Supplies into Tritanium only. 3 Supplies = 1 KT Tritanium. (Registered only)  
  NAL Do not perform Alchemy function. (Registered only)