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.

Report RSS Alliance Faction Guide and Mod of the Year

Interregnum has made it to the top 100 mods for Mod of the Year! Thank you for your support! Get updated on the latest in the contest and as a celebration for making it this far, enjoy an overview of the new Rebel Alliance faction.

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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!

Post comment Comments
ArmageddonEvil
ArmageddonEvil

That's nice there's going to be 7 base capital ships with 3 heroes /w 1 Titan.

So is there a special hero calling building akin to what Star Trek Armada 3 has? Even though I haven't played Interregnum lately. This feels like the heroes from Empire At War. =P

Also the Alliance's special ability to build bases in non-colonized worlds is nice too.

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KBN1988
KBN1988

Yes, there is a unique structure that is used to summon heroes once you've achieved the relevant research.

I believe that STA3 got the unique hero structure coding from Goafan's help and his work with E4X.

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GoaFan77 Author
GoaFan77

Yes. As the others have mentioned I was the one that created the hero unit system back in Diplomacy; STA 3's is basically a direct copy, though I had to explain to them the finer points of how it works ;-) . Though technically the unique structure idea goes back to how the Maelstrom mod set up titans before Rebellion actually added titans. Whether it is E4X style heroes, SoGE's Supercaps (which I also designed :p ) or Maelstrom Titans and Dreadnaughts, all these mods rely on giving a unique structure since all abilities in Sins are tied to an entity, and if the player could build that entity each one could summon its own set of heroes/etc.

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Starwarstheclonewars
Starwarstheclonewars

Could the mystery ship be the Viscount star defender perhaps?

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GoaFan77 Author
GoaFan77

Nope, Viscount is WAY too big to be a capital ship. It will be the New Republic titan.

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Starwarstheclonewars
Starwarstheclonewars

So the mystery ship is not the a titan interesting and its not mon calamari hmmmmmmm.

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Starwarstheclonewars
Starwarstheclonewars

Is it early or late rebellion(Pre battle of endor or after)?

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donos_47 Creator
donos_47

There is indeed a hero "Headquarters" building at the homeworld, akin to Armada III. I believe Goa designed the hero system employed by both mods.

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floater1
floater1

Will it be the MC90 posibly?

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GoaFan77 Author
GoaFan77

Nope, I said its not a Mon Calamari ship. And the MC90 is a New Republic exclusive unit.

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Fry93
Fry93

Is it the Nebula-Class star destroyer from the new republic? smaller than an ISD but capable of fighting one toe to toe: Starwars.wikia.com
Also one of my favorites^^

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GoaFan77 Author
GoaFan77

Yes, the Nebula is awesome and yes it is a New Republic unit, not a Rebel one. Gameplay wise, the Rebels and New Republic have much less in common than the Empire and Warlords do if you can't tell already. :p

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Hopit
Hopit

Bulwark or Lucrehulk?

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Hopit
Hopit

I'm starting to think one of those is the hidden ship

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GoaFan77 Author
GoaFan77

Or maybe I want you to think its one of those so that the real secret ship is a surprise. :p Or maybe I'm typing this because I want you to think that its not one of those ships when in reality it is. :p

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Hopit
Hopit

The intrigue is out of control

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floater1
floater1

well the alliance dreadnaught would be the only other ship i can really think of that can actully keep up with the MC series. the old republic leviathon also isnt a bad ship considering the rebel alliances utilizes old tec. but it was used primarily around the time of revan. however if its not a MC ship design. it makes me wonder if it isnt the aggressor destroyer. used by the consortium. but im only guessing. whatever it is it will surely be a suprise. that i have no dout. great mod thumbs up

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GoaFan77 Author
GoaFan77

I'm afraid I do not know of any ship called the Alliance Dreadnaught. And I will not be using any ships from the Kotor or ToR eras; pretty sure any ships from back then at best would be scrap parts on Raxus Prime. :p Its also not an Aggressor.

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floater1
floater1

Wasnt the nebula class star destroyer created after the new republic. called obi one if im not mistaking

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ArmageddonEvil
ArmageddonEvil

That new starship is intriguing though it is nice that the 'Rebellion Alliance' and 'New Republic' are completely different. Since that is needed since 'Imperials, both sides' are so much similar.. lol

Though I do like the Warlords more than the Galactic Empire. >.>

Also thanks GoaFan77 for answering my question and as well as the other person too.

Also can you build more 'special hero summoning buildings' or are you stuck with one as in STA3: A Call to Arms? It's been awhile since I have played your mod.. lol

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ArmageddonEvil
ArmageddonEvil

Could it be Providence-class Carrier/destroyer akin the Invincible... this isn't a 'Mon Calamari ship' and it did serve the Rebel Alliance after the Separatists were defeated.. or Rebel One.

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GoaFan77 Author
GoaFan77

That would be because the Alliance changed much more than the Empire did during the course of Star Wars history (prior to this new movie stuff). The Rebel Alliance/Galactic Empire factions are meant to represent how the Star Wars universe was in the original trilogy. The Warlords/New Republic represent their later manifestations in the expanded universe. The main change in the Empire after Episode 6 was leadership, while the Alliance kept the same leaders but became a new official government with a new fleet to go with it.

No, the hero summoning buildings need to be limited to one, otherwise you could build more than one of each hero. Letting one player have three Grand Admiral Thrawns just doesn't make any sense! However this building cannot be captured or destroyed, so you always have it available to get your hero units.

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Vareshki
Vareshki

Hey Grand Admiral Thrawn did clone himself. So three of him is perfectly conceivable

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