ravens_creed: Upon finding out that Rebellion had finally been released digitally (and compatible with my 64-bit OS), I immediately signed up for GOG and bought the game. This is one of my favourite strategy games of all time and I can't wait to get back into it.
On my gaming bookshelf I managed to find the old original manual, but even better, I found a spreadsheet that I had made containing all of the pertinent information regarding every ship on both sides (info that you couldn't find in the large original manual for whatever reason). I made a scan of of the page and am happy to share it with the community below.
The top half pertains to the Rebels, and the bottom half pertains to the Empire.
"Brutal" in this sense means really good (strong), not really bad (weak).
FC = Fighter Capacity
TC = Troop Capacity
** check the attachment below for the jpeg pic of the sheet **
bartnet: This is wonderful. My brother and I have been playing this game again after years. Do you have any more info on some of the game's mechanics? The manual is pretty skimpy on a lot of information. How is success in various missions calculated? Lots of special forces mechanics are left unexplained.
Multiplayer in this game is SO HARD.
Fire away! The more specific the question, the better I can probably help you. I'm just getting back into it myself for the first time in years, but I've got so many hours into this game that I'm finding it's all coming back to me very quickly.
Multiplayer... if I remember correctly, it isn't so hard as much as there is a LOT of guesswork involved, especially in the early stages when you're still trying to uncover the map, essentially. The deterring factor for Rebellion multiplayer games for me is that each one is so long. Maybe there's a more advanced save feature now, but back in the day, you had to be willing to commit yourself to a 3-4 hour session undisturbed. It was a mission most of the time.
Special Forces and other units.... it really depends on the unit in question, but they serve two ultimate purposes. Commandos and other similar combat-based units are used for ground assaults, where you would imagine them being sent to the surface to engage in combat with the enemy's ground forces. Generally speaking, the side with the stronger and more numerous units wins. This is used when you want to take over a planet for whatever reason (good resources, a great shipyard you're trying to steal, etc.). The other units are used for recon missions, to uncover what's on planets that you only have limited knowledge on, or to commit sabotage, where "success" in the mission is if they succeed in destroying (sabotaging) that assigned target.
I feel compelled to point out a few things if you haven't already figured them out, but it is a huge bit of info to know regarding these kind of units, especially since this sort of involves the major characters and the missions they run for you as well. Firstly, you can assign more than one unit to these missions at a time. Don't just bombard the surface with one unit of commandos, choose 3 or 4 and have at 'er! With the recon and sabotage missions, it's a bit trickier (or more fun, depending on how you look at it), because not only can you assign more than one unit to attempt the mission, but you can differentiate between which units are going to actually attempt the mission, and which units will act as decoys! The same thing can be applied when sending the major characters on missions. Don't send Han Solo on some recon mission by himself only to have him get captured because the planet you sent him to ended up having 8 units of stormtroopers. Send him on that mission with a few... urrr, I forget the names of the units that you could use here, but send a few along, one maybe to go with him and one as a decoy, and the chances of mission success and you not losing your characters to capture is greatly increased.