Rebel Galaxy

Rebel Galaxy

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Beginner's Guide to the Initial Solar System
By Namons
This will just be an ongoing tracker for what's available to players to purchase in the starting area of the game.
   
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Welcome to your new solar system!
This guide will basically lay out, for those starting the game, what they expect to find and how they can go about getting it.

Update Log:

10/26/15 - Updated entire guide to include what is available via Red Devil Cartel stations (achievable through gaining neutral status with Red Devils in first area; thanks JDCollie for the tip!)

10/27/15 - Lost to the ether? (Did some work and added it to the log but it did not save)

10/28/15 - Completed Weapons sections so that they show pictures of all weapons available (not all Cargo Pickups captured yet) as well as started Defense section.

10/29/15 - Completed the Defense section and started in on the Components section.

10/30/15 - Guide 1.01 Complete! Components and Shipyard completed.
Stations

While the initial station information is procedurally generated it does follow a specific pattern.

For example while one Affiliation will sell a specific ship part "loadout" if you go to another station run by another Affiliation the ship part "loadout" will be different. This is especially true of Guilds as you come across them as you seem to encounter just the Merchant Guild station my default in the first solar system.

Here's a breakdown at what you can find at each different Affiliations stations.

(Keeping the info about my first Guild in here as well just for reference. Once more show up I will be creating this info in a seperate chart.)

Of course when at any station whatever you have currently installed will show in the appropriate lists as well.
Weapons
First we start with the different weapons with the following summary and some more detailed breakdowns.

Weapons - Broadsides




Pulse Cannons
are standard,
mid-range broadside
weapons.
The MK2 Pulse
Cannon inflicts
greater damage
and has faster
projectile velocity.
Tachyon Cannons
have limited
range but can
be fired very
swiftly.

Excellent for
close broadside
combat.
Tachyon Cannons
have limited
range but can be
fired very swiftly.

The MK2 variant
inflicts greater
damage, has
better hull pene-
tration and even
faster recharge
time.
Proton Cannons
are designed for
extreme range
and feature
enhanced shield
damage.

The range advantage
is balanced by
slower aiming
however.
The MK2
Proton Cannon
continues to
excel at extreme
ranges, inflicts
greater damage
and has a
slightly faster
reload time.
Weapons - Secondary




Short-range
concussive blasts
effective against
fighters and
incoming missiles, but
useless against
capital ships.
Short-range
concussive blasts
effective against
fighters and
incoming missiles, but
useless against
capital ships.
Launched
broadside,
Dumbfire Missiles
have no homing
capability, but
can be
devastating when
brought to bear
on a nearby
capital craft.
Launched
broadside,
Dumbfire Missiles
have no homing
capability, but
can be
devastating when
brought to bear
on a nearby
capital craft.
Launched
broadside, Heat
Seeking Missiles
independently
track multiple
targets, but
cannot be
explicitly locked.
Launched
broadside, Heat
Seeking Missiles
independently
track multiple
targets, but
cannot be
explicitly locked.
Magna-Mines
are magnetically
attracted to
nearby enemy
capital ships
and detonate
on contact.

Capacity: 16
mines per port.
Magna-Mines
are magnetically
attracted to
nearby enemy
capital ships
and detonate
on contact.

Capacity: 20
mines per port.
Weapons - Turrets




The Scatter
Turret fires steel
projectiles at an
extremely fast
rate and velocity, with limited
accuracy.

It suffers from
slightly diminished
shield penetration.
The MK2 Scatter
Turret improves
upon the original
with greater
damage and
faster AI reload
speed.
The double-barreled
Pulse Turret fires
two projectiles at once.

This weapon is
moderately effective
against all targets
and defenses and
offers good long
range effectiveness.
The MK2 Pulse
Turret does more
damage and has
increased projectile
velocity for better
accuracy.
The single-barreled
Flak Turret is a
deadly antiaircraft
weapon, faster and
more accurate than
side-mounted Flak
Cannons.

Warning: it is only
effective against
fighers & gunships.
The MK2 Flak
Turret does more
damage and has
a faster AI reload
speed.

It remains only
effective against
fighters & gunships.
The Swarm Turret is
an effective defense
against attacking
fighter craft, firing 6
Swarm Missiles with
each burst, each
requiring image
Recognition target-lock.

Multiple targets may
be simultaneously
locked.
The Swarm Turret is
an effective defense
against attacking
fighter craft, firing 6
Swarm Missiles with
each burst, each
requiring image
Recognition target-lock.

Multiple targets may
be simultaneously
locked.
This Rocket Turret
fires individual
Shieldbuster rockets
with no locking
period required.

They are extremely
effective against
enemy shields.
This Rocket Turret
fires individual
Shieldbuster rockets
with no locking
period required.

They are extremely
effective against
enemy shields.
The Leech Turret
fires individual Leech
Rockets which, upon
impact, impair the
speed of their target
by 40% for 10
seconds, and inhibit
Warp capability.

Shield recharge
rate is also
reduced by 30%.

Small fighters
affected by Leech
Rockets are
rendered completely
inoperable.
The Leech Turret
fires individual Leech
Rockets which, upon
impact, impair the
speed of their target
by 40% for 11
seconds, and inhibit
Warp capability.

Shield recharge
rate is also
reduced by 35%.

Small fighters
affected by Leech
Rockets are
rendered completely
inoperable.
This combat laser
slices through armor,
but is much less
effective against
shields.
This combat laser
slices through armor,
but is much less
effective against
shields.
This mining laser
can precisely slice
asteroids for efficient
mineral harvesting.

It is also effective
in combat, with a
shorter range but
better shield
penetration than
the Particle Laser.
This mining laser
can precisely slice
asteroids for efficient
mineral harvesting.

It is also effective
in combat, with a
shorter range but
better shield
penetration than
the Particle Laser.
The Ion Turret is
slow to recharge
but is devastating
against both shields
and capital-class
deflectors.

It is especially useful
for breaching capital
defenses, while also
deadly against
moderately maneuverable
fighters.
The MK2 Ion
Turret does more
damage and has
slightly increased
shield penetration.
The Antimatter Probe
can only be fired
once every 60
seconds.

It is designed for
use against distant
target groups, as it
features an
enormous range
and extremely
large blast radius.
The Antimatter Probe
can only be fired
once every 57
seconds.

It is designed for
use against distant
target groups, as it
features an
enormous range
and extremely
large blast radius.
Cargo Pickups
This captured Korian
Viridian Laser turret
has a long firing
period and is more
effective than other
lasers at penetrating
shields.
Defense
Here are all the Defensive items available in the initial Solar System you start in. This includes all factions/affiliations that have stations in this solar system as well as the Merchant Guild which is the only guild you can access from the initial solar system.

Organic Plating and Shock Deflectors are only available to members of the Merchant Guild so you will need to pay to "unlock" them. This happens with any initial guild station you find but there is no limit to the number of guilds you can join in the game.
Defense - Hull




Low-grade hull plating
Standard Ship Armor
Standard Ship Armor
MK1 Organic Alloy
Armor reduces damage from small craft by 25%
MK2 Organic Alloy
Armor reduces damage from small craft by 30%
MK1 Webcore Lattice
Armor reduces damage from explosions by 25%
MK2 Webcore Lattice
Armor reduces damage from explosions by 30%
Defense - Shield




A fragile,
underpowered
shielding
system that is
slow to recharge.
Robust damage
absorption
and a
moderate
recharge rate
make this a
commonly
installed
option.
Robust damage
absorption
and a
moderate
recharge rate
make this a
commonly
installed
option.
Field Impact
Shields absorb
more base
damage but
take longer
to recharge.
Field Impact
Shields absorb
more base
damage but
take longer
to recharge.
Aegis Shields
provide less
initial protections
but recharge
very quickly.
Aegis Shields
provide less
initial protections
but recharge
very quickly.
Defense - Deflector




Deflectors
can be
triggered
to temporarily
absorb excess
damage.
Deflectors
can be
triggered
to temporarily
absorb excess
damage.
Shock deflectors
absorb twice the
damage but
recharge much
slower.
Shock deflectors
absorb twice the
damage but
recharge much
slower.
While active, Rebound
deflectors can
reflect energy
projectiles away
from the point of
impact,potentially
damaging other
nearby craft.

Ineffective against
beam weaponry.
While active, Rebound
deflectors can
reflect energy
projectiles away
from the point of
impact,potentially
damaging other
nearby craft.

Ineffective against
beam weaponry.
Ramming deflectors
inflict damage
upon impact with
other craft.
Ramming deflectors
inflict damage
upon impact with
other craft.
Components - At A Glance
The Antimatter Drive was initially included only in Outsider stations but has since been removed from the general market by the developer as it was not meant to be anything other than a cargo drop item.








Items that start with Guild are only available at the Merchant Guild station, and only once you reach a specific rank in the Guild.

Components - Engines




A relic of
Durham's
line of
capital-class
engines.
A mainstay of
in-system traders
with a moderate
top speed.
A mainstay of
in-system traders
with an improved
top speed.
Components - Booster




An entry-level
booster system
with 5 seconds
of improved
thrust.
Sublight
boosters provide
7 seconds of
improved thrust.
Sublight
boosters provide
7 seconds of
improved thrust.
Null-Grav boosters
provide 16 seconds
of slow acceleration
to very high
maximum speeds.
Null-Grav boosters
provide 16 seconds
of slow acceleration
to very high
maximum speeds.
Slamjet boosters
provide 4 seconds
of greatly improved
thrust and
longer
recharge
times.
Slamjet boosters
provide 4 seconds
of greatly improved
thrust and
longer
recharge
times.
Components - Warp Drive




While slow
to charge, the
Durham Standard
is an effective
in-system warp
component.
The MK1 Warp
Drive is both
quicker to
charge up and
has a greater
velocity multiplier.
The MK2 Warp
Drive is both
quicker to
charge up and
has a greater
velocity multiplier.
The Multi-Phase
drive incorporates
advanced technology
that makes it
extremely quick
to engage.
Components - Cargo Hold




Extends cargo
capacity for
any class of
vessel by 4.
Extends cargo
capacity for
any class of
vessel by 8.
Extends cargo
capacity for
any class of
vessel by 12.
Extends cargo
capacity for
any class of
vessel by 16.
Extends cargo
capacity for
any class of
vessel by 24.
Extends cargo
capacity for
any class of
vessel by 32.
A specially shielded
hold which is
impervious to
scanners, and
can contain up
to 4 tons of
material.
Components - Other




Tractor Beams
transfer cargo
directly to your
ship's hold.





Jump Drives allow
capital-sized craft
to utilize Jumpgates for
instantaneous
inter-system travel
Components - Subsystems



Fault tracking software identifies weak points on mineable resources during a Pulse Scan. Cracking objects along these faults increases mining yield significantly.

The Repair Bot can perform spot maintenance on internal systems, returning them to full function. This process is quite slow, however, and the Repair Bot is incapable of performing exterior repairs to the hull, or to the power core.

An additional fuel injection system for maneuvering jets improves yaw acceleration and maximum turn rate by 10 degrees per second.

This software augmentation allows accurate targeting of torpedoes and mines from precision aiming modes.

This scanner and guidance modifcation compensates for interference usually found in Nebulae, stabilizing scanner performance, and improving missile guidance.

Deflection Absorbers channel explosive energy from missile or mine blasts into the onboard Shield system, converting heat into shield power.

Turret Accelerators improve the projectile speed of all turrets by 25% benefiting target-lead accuracy.

Heat Management software better coordinates venting cycles on weaponry, reducing the rate of heat buildup by 10%.

Turret Extenders increase the range of all projecile turrets by 25%.

Turret Optimizers reduce the reload times for any installed projectile turrets by 25%.

The Hacking Spike injects itself into Transponder software, and increases the available time to complete a hack by a factor of 2.

Missile Extenders increase the range of all missile turrets and secondary missiles by 25%.

Missile Optimizers reduce the reload times for all missile turrets and secondary missiles by 25%.

The Detail Scanner marks craft revealed by a Pulse Scan and displays whether they contain cargo, or active bounties.

The Gas Scoop captures and converts gaseous matter directly into booster fuel, improving booster recharge rates when inside of Nebulae by up to 100%.

Mine Repulsors cause active Deflectors to negate the magnetic effect of Magna-Mines. Requires a Deflector system to function.

EMP Ablation applied to the hull partially disperses the effects of Leech weapons, reducing the severity of any speed impairment by 50%.
Shipyard
Ship Breakdown



The smaller faster ships like the Icarus and the Barracuda are only available on the non Citizenry affiliated stations (Outsiders & Red Devil depending on who you're in good with) with the Red Devil having an exclusive Frigate in the Hellion.

For those looking for the more cargo oriented ships you'll of course only find the Turath and the Radovich at the Merchant Guild. There is a more concise breakdown of what is available where in the Stations section of this guide.




19 Comments
2qhurda9 12 Sep, 2021 @ 11:37am 
1st, for the record, cargo drops can drop just about any item through lvl3, in the starting area. Anything that can drop, will drop. If you want to maximize you pod access, remember that if a fight has at least 5 capital ships, you are almost garanteed a pod drop. The force five missions, and their variants, will almost always drop at leat 1 pod and often 2 or 3. And as a side note, as a merchant, I usually want to be neutral with both the Militia and the Red Devils. But, becoming neutral with one automatically gives you -100 rep with the other so you want to be at least a hundred points up from neutral. Good work
Cuddletauren 4 Oct, 2016 @ 7:00am 
your love is cheap man who stays indoors.
Indoorsman 12 Jan, 2016 @ 8:56am 
I love you.
leif406 11 Nov, 2015 @ 4:25am 
Awesome spreadsheet work. Thanks for collecting all that data and presenting it so well. Wish i'd found this earlier.

Thanks
Namons  [author] 29 Oct, 2015 @ 9:02pm 
@Rosechan Yes I was able to do so after further testing and my most recent comment was in reference to that. I have included the Red Devil specific items in the guide. :)
Rosechan 29 Oct, 2015 @ 3:48am 
i thought i'd let you know although.. it is possible to become neutral with the red devils within the first solar system (i've done this on my evil playthrough which is not done yet)
Namons  [author] 26 Oct, 2015 @ 3:56pm 
Ha ha I stand corrected regarding the Red Devils. I'll be updating the appropriate files shortly.
Namons  [author] 25 Oct, 2015 @ 5:01pm 
@JDCollie I have been exploring this option and have found that it's impossible to get Neutral faction rank with the Red Devils in the starting area, which is where my guide is focused. The same goes for getting Friendly rank with Citizenry and Militia. I know that in the third area I went to there is a Militia base that sells alternate ships as well I believe. Not a guild but it'll show your faction rank at the bottom of the screen as well when you're in a Guild station.
Namons  [author] 25 Oct, 2015 @ 7:52am 
@jpnole Thanks it's my first guide so there will be growing pains while I sort out what format I'm using. I'm taking a TONNE of screenshots though so I can improve the look of things.
Namons  [author] 25 Oct, 2015 @ 7:51am 
@JDCollie Yes I'm in the process of getting a new game going with neutral rep with them so I can grab some screens.