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.

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D0gbert
D0gbert - - 31 comments

What a beast!

BTW, do the advanced strike-craft all have the same antimatter cost?

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GoaFan77 Author
GoaFan77 - - 3,864 comments

No. TIE Defenders for example are double TIE Interceptors. (50/100)

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donos_47 Creator
donos_47 - - 315 comments

This thing reminds me of the American A-10 something fierce. One of my favorite starfighter designs

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BrainEater
BrainEater - - 57 comments

I was playing the Rebels in a Eight player free-for-all the other day (against the computer, of course, as I lack friends) and a thought struck me. Are the New Republic and Rebel Alliance factions designed to actually work together/support each other in a game? Only the Rebels, whilst eminently survivable and hard to put down, still lack staying power late in the game. Staying power which a legitimate state such as the New Republic would have. That's my reasoning, anyway.

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GoaFan77 Author
GoaFan77 - - 3,864 comments

What exactly do you mean by staying power? Late game Rebel fleets are quite tanky with several Mon Calamari fleet defense/healing buffs active, plus the best healing ship (Bulk Cruiser) and the tough Assault Frigate/MC40s you can build. Only their early game units are fragile.

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BrainEater
BrainEater - - 57 comments

Staying power as in the ability to fight it out with other late-game ships. I remember how the Vasari ships, though not as tough as the vast majority of mine, were doing more damage via their military focused-ships. I was wondering if the idea was that the New Republic would bring the firepower while the Rebels would function (in the case that both factions were acting together) as support via their buffs, healing, and starfighter superiority. Or have I completely misjudged the whole thing?

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GoaFan77 Author
GoaFan77 - - 3,864 comments

Vasari can have crazy late game damage numbers thanks to phase missiles. Depending on their ship composition that may not be a good general comparison.

The Rebels are designed to tank to buy more time for their starfighters to kill things, much as they did at the battle of Endor.

The New Republic's theme is more about being well rounded than anything else. They start out inexperience and not very good at attacking enemies, but late game have very advanced well rounded ships.

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D0gbert
D0gbert - - 31 comments

VIR phase missiles + expanded research= pure pwnage. Just rush the Advent/Rebels and take advantage of their rubbish hulls.

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Description

In terms of sheer firepower, the New Republic K-wing is likely the most powerful starfighter ever built, rivaled only by the Imperial Missile Boat. Loaded with weapon hardpoints that could carry a variety of missiles, torpedoes, rockets, or any other heavy ordinance in use by the New Republic fleet, the K-wing was designed for striking large capitalships and installations. It even had a squad laser cannon turret mounted at the front for self defense. However, it was the only fighter used by the Alliance that required a gunner, and was not equipped with a hyperdrive, making it completely reliant being launched from carriers. Due to it's large size, it was no faster than the Y-wing.

We are still considering the specifics of how the K-wing will perform in the mod, however it will likely use both Proton Torpedoes and Bombs for its weapons in addition to the laser turret, and be quite powerful against all larger units, especially heavy cruisers, starbases, and titans.