Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.

Faction List

  • Galactic Empire - The once galaxy spanning Empire founded by Palpatine, now ruled by Darth Vader since the Emperor's demise.
  • Imperial Warlords - Ambitious Imperial Leaders from the Expanded Universe seeking to rule their own part of the galaxy.
  • Rebel Alliance (Unreleased) - The resourceful Rebels from the Galactic Civil War continue their struggle against the Empire.
  • New Republic (Unreleased) - A new government of planets seeking to preserve their new found freedom in a chaotic galaxy.

Unit and Character ListUnit and Character ListUnit and Character ListUnit and Character List

Key Features

  • Hero Units - Fight with the most renown characters in the Star Wars Universe.
  • New Planets and Random Encounters - Feel like you are in a Galaxy Far, Far Away.
  • Improved Balance and Gameplay - Pull off brilliant strategies to crush your opponents.
  • Customization - Full compatibility with E4X's minimod system lets you play the game the way you like it.

Star Wars: Interregnum Alpha 2 (Full Install)

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Blog RSS Feed Report abuse Latest News: Alliance Faction Guide and Mod of the Year

19 comments by GoaFan77 on Dec 13th, 2014

Hello Interregnum players!

First of all, thank you for your support in the first round of the Mod of the Year contest! We have made the top 100, and are now eligible for awards in the best upcoming mod category. Please vote for us here to help us advance in the second and final round!

And just as a reminder, you have a very good reason to vote. You've already earned your detailed faction guide for the new Rebel Alliance faction thanks to Interregnum making it in the top 100, and if Interregnum does well in the second round a hero unit of your choice and the Super Star Destroyer Eclipse could be added in the next update. However, as I forgot about the upcoming mod category when I made that initial promise, the criteria for those rewards is a little different than what I first described.

For the community's choice hero unit (to be decided by a poll in the forums), Interregnum must be one of the mods in the player's choice best upcoming mods or the editor's choice.

For the Eclipse to be added, Interregnum must win the best upcoming mod of the year.

Now with that out of the way, on to your first reward, the Rebel Alliance faction guide!

Faction Overview

The Alliance to Restore the Republic is a coalition of resistance movements opposed to the Galactic Empire brought into a single organization. While the group's stated goal was technically achieved when the New Republic was formed after the Imperial withdrawal from the Outer Rim, the Alliance continued to operate as it did before while the New Republic constructed a new conventional military to see to its own defense. In essence, the Alliance became the special operations force of the New Republic with the sole goal of defeating the Empire and liberating the rest of the galaxy.

Militarily, the Rebel Alliance uses two, somewhat contradictory categories of units that none the less manage to work well together late game. On one side are smaller, fast and hard hitting units like the CR90 Corellian Corvette, DP20 Corellian Gunship, X-4 Gunship and the MC30 Frigate which prefer to raid and ambush enemy forces and retreat before facing serious opposition. They can receive substantial support from the Corellian Scout, which can spy on potential targets from a distance and lay Navigation Buoys to create temporary hyperspace lanes, and the Nebulon-B Frigate, whose medical facilities can help these units recover quickly from strikes and can interfere with enemy targeting systems to prevent these ships from being attacked.

On the other side are the Alliance's larger, heavy warships that prefer to outlast their enemies and support each other in combat. These include the Assault Frigate line of warships, MC40 Light Cruisers, Bulk Cruisers, and the many varieties of the Mon Calamari's signature MC80 Star Cruisers. Backing up either tactic is perhaps the Rebel's greatest strength, their elite Starfighter squadrons, capable of striking at enemy forces while their carriers stay ready to leave at the first sign of trouble or to persistently pound away at enemy warships that attempt to attack the Rebel fleet.

Outside of combat, the Rebels have a variety of somewhat sneaky techniques at their disposal. While the Interregnum has given the Alliance its first secure bases, it has kept its decentralized and mobile command structure, giving them perks such as the ability to change their homeworld for free and the ability to survive without planets so long as they control a capitalship, titan or starbase (however, unlike the Vasari loyalists the Rebels have no means of production without planets; they must keep a colony ship alive and rebuild elsewhere rather than fight completely mobile). They also have the unique ability to construct basic buildings, like research labs and hangar defenses, in most uncolonizeable gravity wells, allowing them to have bases of operation in deep space unusable by other factions. Their history of contact with smugglers and tax evasion under the Empire also gives them a competitive trade focused economy late game.

However, for all its progress in recent years, the Alliance is still run as a guerrilla movement, and this makes it much less competent than most factions in the mundane business of governing worlds. This means it collects substantially less income from tax revenues from the planets it controls, which is particularly damaging early game where most of the player's income is from taxes on their home world. The Rebels somewhat compensate for this with the fact that several of their early game units are cheaper than other factions, but they are also more fragile, which means they will tend to take heavier loses in major battles until they develop a diverse fleet capable of increasing these units' defenses.

Key Unit List

Titan - Admiral Ackbar (Home One)
The greatest naval officer in the Alliance Fleet, Admiral Gail Ackbar received an all to personal lesson in leadership, tactics and Imperial cruelty as the slave of Grand Moff Tarkin. After escaping from his master and helping his homeworld in the surprising overthrow of Imperial rule early in the Galactic Civil War, Ackbar helped oversee the conversion of Mon Calamari star cruisers into warships capable of fighting with Imperial Star Destroyers on even terms. Commanding the largest of these warships, Home One, Ackbar is a potent force in battle, thanks to his effective strategies and his ships' massive Starfighter compliment. Often assisting Ackbar is none other than Lando Calrissian, who has been known to lead Rebel fighter attacks in the Millennium Falcon on occasion when Han Solo is too busy directing campaigns on the Mon Remonda.

Hero Unit - Commodore Han Solo (MC80B Mon Remonda)
Once a simple smuggler hailing from Corellia, Han Solo became an unlikely hero in the war against the Empire when he played a vital role in destroying the first Death Star. After being rescued from Jabba the Hutt on Tatooine, Solo has continued to serve the Alliance and has even become a decent commander in his own right; eventually earning the special rank of Commodore and given his own flagship, the powerful MC80B Cruiser Mon Remonda. With his odd combination of recklessness and street smart based cunning, Solo is an effective leader of any Alliance fleet. Also attached to the Mon Remonda is fellow Corellian Wedge Antilles and his famed Rogue Squadron, whose presence on the battlefield is a huge boost to Rebel Starfighters.

Hero Unit - Captain Kraest Kre'fay (Bothan Assault Cruiser Ralroost)
Heir to the politically important Bothan Kre'fay family, Traest Kre'fay career path was forever altered when he was forced to evacuate his Grandfather's dying flagship during an ill fated New Republic offensive against Rodia. Rather than joining the military for glories that could be used for political advantage, as was common among upper class Bothans, Traest vowed to become a career soldier to avenge his Grandfather's death and restore the honor his family lost with his incompetence. With is family out of favor at home, Traest is one of the few Bothan commanders to regularly volunteer for service with Rebel Alliance, and after praise from his superiors was finally granted command of a Bothan Ship, the Assault Cruiser Ralroost.

Hero Unit - General Garm Bel Iblis (Dreadnaught Heavy Cruiser Peregrine)
One of Corellia's last and greatest Senators during the final days of the Republic, Garm Bel Iblis led his own faction against the Empire after a feud with Mon Mothma early in the Galactic Civil War. After Mothma was elected to office in the New Republic, Iblis was eventually talked back into joining the Alliance after substantial pushing from Han Solo. While offered command of larger ships, Iblis insisted on keeping his original flagship, the Dreadnaught Cruiser Peregrine, while his unique expertise in both politics and guerrilla warfare can be a powerful asset to any Alliance force.

Capitalship (Colony) - MC80 Command Cruiser
See article.
*Colonize - Builds a Rebel Base on the planet, bring it under your control and boosting max population and population growth for a time.
*Heart of the Fleet - Raises Defense of allies (Passive).
*Cluster Shot - Damages groups of enemy fighters near target.
*Fortification - Increase health of friendly planet and raise defender's armor.

Capitalship (Battleship) - MC80 Liberty type Star Cruiser
See article
*Overlapping Shields - Increases allies' shield regeneration (Passive).
*Ion Barrage - Deals heavy shield damage and removes antimatter.
*Diversion - Forces enemy ships to attack the Liberty Star Cruiser while giving itself a small shield restore.
*Endurance - Large shield restore increase to target ally's maximum shields

Capitalship (Carrier) - MC80 Star Cruiser
One of the first Mon Calamari warship conversions, the MC80 Star Cruiser does not have the same endurance or firepower as later models, but its substantial Star Fighter still makes her an asset on the battlefield.
*Retaliation - When nearby allied carriers are attacked, they have a chance to instantly respawn their fighters and give them a damage buff.
*Credibility - Slightly increases the maximum health of nearby allies (Passive).
*Spawn Gunships - Spawns increase numbers of X4 Gunships.
*Home Base - Heals a large number of damage fighters in the gravity well.

Capitalship (Support) - MC80A Star Cruiser
An unusually specialized Mon Calamari cruiser with an unorthodox thruster arrangement, it is faster than other capitalships and excels at leading quick Strikes into Imperial space.
*Hit and Run: Slightly increases rate of fire, speed and hyperdrive charge rates of allies.
*Motivate: Slight overtime shield and antimatter restoration to a group of allies.
*Deploy A-wings: Launches additional A-wing interceptor fighters.
*Dangerous Territory: Boosts the damage and hyperspace gravity tolerance (ships can jump closer to the planet) of all allies while orbiting an enemy planet. (Passive)

Capitalship (Support) - MC80B Star Cruiser
The pinnacle of Mon Calamari warship conversions, the MC80B is equally good at frontal assaults on the enemy and supporting its fleet.
*Coordinate Strikes - Increases damage of all strikecraft whose carriers are near the MC80B.
*Frontal Assault - Large Frontal Damage reduction for the MC80B and gives its weapons a chance to hit enemy's rate of fire.
*Final Stand - Boosts allies offense and defense when they are below 25% of health.
*Tractor Arrays - Locks several enemy frigates in place with Tractor Beams, keeping them from moving and decreasing their defense. If ships in the Tractor Array are damaged enough, they may surrender and allow themselves to be captured.

Capitalship (Siege) - Dauntless class Heavy Cruiser
One of the largest warships produced in Rebel controlled Sullust by the SoroSuub Corporation, the Dauntless Heavy Cruisers boasts a large variety of weapons and some of the best sensor and counter measure systems in the Rebel Fleet.
*Scan - Debuffs an enemy ship with a slight chance for weapons to bypass its shields or an enemy planet, making it more vulnerable to bombing damage. Scanned targets suffer more from the Dauntless' other abilities.
*Crippling Strike - Power shot that deals damage to an enemy and debuffs shield regeneration and weapons if the target was scanned.
*Ion Burst - Fires ion cannons at enemy ground installations, disabling planetary weapons and making the planet more susceptible to damage. Debuff lasts longer if the planet is scanned.
*Countermeasures - If the target enemy uses an ability while countermeasures is in effect, all nearby ships get a substantial damage reduction. More effective if the target is scanned.

Capitalship (Battle/Support) - ???
Alright I lied, the Rebels have one perhaps unexpected ship that I'm going to leave as a surprise for you guys. :p Hint: It's not a Mon Calamari Cruiser.

Frigate/Cruiser List

Expect more detailed highlights on the Rebels' unique game play mechanics in the coming weeks!

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Interregnum Galaxy Forge

Interregnum Galaxy Forge

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A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Complete with icons for most new planets and custom star background...

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Star Wars: Interregnum Alpha 2 (Full Install)

Star Wars: Interregnum Alpha 2 (Full Install)

Sep 3, 2014 Full Version 73 comments

The second alpha release for Star Wars: Interregnum, which adds the Imperial Warlords faction. The full installation comes both with Interregnum and the...

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Enhanced 4X Mod 1.731 and Interregnum Hotfix

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Star Wars: Interregnum Alpha 1 (Full Install)

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Jun 19, 2014 Full Version 53 comments

The first alpha for Star Wars: Interregnum, which adds the Galactic Empire. Intended for first time players, it comes both with Interregnum and the Enhanced...

Post comment Comments  (0 - 10 of 557)
Oberst_Klink 18hours 17mins ago says:

Wow, thank You! This is my favorite SW-Mod, I love Your work!
Mods like these are the reason, why gaming on PC will never die! :-)

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 2hours 30mins ago replied:

Indeed. :-D

+1 vote   reply to comment
Gothic101 Dec 18 2014, 8:31am says:

I think I found some texturing issues.
For the Night Hammer and the Venator (tested as Warlords),
instead of a proper Texture the ships appeared completely green (that was my faction color tho). Guess thats a placeholder as the game can't load/find the texture (usual behavior of game engines btw).

Also sometimes there are loading screen images missing so the screen is completely white in thoose areas then.


As mods thend to have SOASE crash more often is there a way to make the game autosave more often?

And there is a chance to find Kuat or the Katana Fleet on any preconstucted Sins map? Like Gatewayor Forgein Invasion? You changed the presets for all of them?


Do you have any affiliation with Ascendency or plans for some productive exchange?

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Dec 18 2014, 11:27pm replied:

When ships do not have their textures loaded and appear the team color, its actually because you game is running out of RAM. Try reducing your graphics settings (ship/planet/structure detail) or enable Large Address Aware to fix this problem. It will also help prevent mods from crashing. See the technical support thread for more information.

The Katana Fleet can appear on any map with noncolonizeable planets (Unlike what Galudirithon says you do not need any DLC). If you have the DLC however you can also find a few of them in ship graveyards the DLC adds.

Kuat has chance to appear on any random map except Random Tiny. At this time it will not appear on any premade maps, but the next version will likely have some premade maps that focus around Kuat and other planned Star Wars planets heavily.

You can change the autosave duration by editing the rebellion.user.setting file in notepad. Note that this might cause issues if you ever play multiplayer.

+1 vote   reply to comment
Galudirithon Dec 18 2014, 10:12am replied:

There are no texturing issues I am afraid, the mod is completely sound in its construct. A testament to the diligence of GoaFan. You will either need to re-download it or (less likely) you might have the installation in the wrong order but I am fairly sure that would just crash the whole game. Most likely you have an incomplete download.

There are also no missing loading screens, see above.

There is no alternative to the 15 minute autosave other than turning it off.

You won't find Kuat in the stock maps but the Katana Fleet is just a random event and as long as you have Stellar Phenomena installed then they can appear anywhere. Kuat would have to be added into those maps unless they have certain planets designated as just 'random' in which case any planet can appear there but the stock maps don't have that as far as I am aware.

EDIT: Just as a side note, there is a forum for this page at the top which is a better place to direct the more specific questions. :)

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Dec 18 2014, 11:30pm replied:

Thanks for the help with answering questions Galudirithon, however I'm afraid quite a few of those answers aren't fully correct (see my response to Gothic). If its not something basic it may be better if I answered them, even if my response time isn't the greatest this time of year. :p

+1 vote   reply to comment
Galudirithon Dec 19 2014, 2:56pm replied:

My apologies.

+2 votes     reply to comment
Gothic101 Dec 18 2014, 8:40am replied:

Also the AI (Hard) didn't build any Culture Spread Structures in any of my games. Even when under influence of my culture. Is that intended bahvior?
(Played mostly against both TEC and both Imperial Factions)

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Dec 18 2014, 11:33pm replied:

The AI is really inconsistent with culture for some reason. I've seen some games where it builds 6+ culture centers on one planet, and others where it doesn't build any despite losing planets to culture. All homeworlds now spread a little culture in this mod, and that was change was partly made to help the AI early game. AI build preferences is something we modders sadly have very little control over.

+1 vote   reply to comment
Galudirithon Dec 18 2014, 10:05am replied:

That is an unfortunate side effect of the sins engine. The AI struggles to deal with culture in small maps or very early on. It always prioritizes ship factories and labs over culture centres. When it has enough labs and factories it will then almost exclusively build culture. This can take a long time as I say though and can often mean than even an unfair+ opponent can be defeated almost immediately if you go straight for culture and are very close to the enemy.

It is not intended behaviour, merely behaviour you cannot get around.

+1 vote     reply to comment
Gothic101 Dec 18 2014, 9:09am replied:

(maybe is should make a non-disposable account for all this)

What is the Advantage of not choosing a Warlord to ally with.
It seems like each Warlord has 2 Unique Techs (wich you would miss out) and their Executor.
But the Stock Executor seems really powerful.
Aren't the Flagship and Execution abilities the best in class (meaning the best buff for allies and the best combat ability). Also can the Empire (loyalist)build the Stock Executor?

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Dec 18 2014, 11:38pm replied:

I actually tried to make the stock Executor the weakest of the Executor type ships, as I didn't want to add any bonuses for not allying with a warlord (I just can't force players to do it, and I thought it was a nice roleplaying option).

It's ultimate ability, Execution, is indeed one of the best direct damage abilities in the game, but overall the ships is pretty bland compared to the rest. It doesn't have Vader's force choke to shut down enemy ships, it can't cloak like the Night Hammer, it doesn't have any unique bonuses like Isard's spying and random disables or Kaine's global economic bonuses. Obviously its a matter of opinion though.

+1 vote   reply to comment
Galudirithon Dec 18 2014, 10:08am replied:

As far as I am aware the only advantage to sticking with no Warlord is to keep the stock Executor. This is an advantage as it is the best Titan in the game and once it reaches the higher levels your fleet becomes invincible. The Warlord Titans do not have the supreme power of the standard Executor.

Have you played the mod before you ask questions about basic gameplay? The loyalist Empire faction have the stock Executor, only it is called Darth Vader and has his voice instead of a generic Imperial.

+1 vote     reply to comment
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