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In Rebel Galaxy, defense options are structural modifications or devices that provide protection to your ship and can be installed once you have docked on a station with an equipment bay service. Rebel Galaxy uses hull plating, shields, and deflectors. Rebel Galaxy Outlaw uses hull armor, shield generators, and electronic countermeasures or ECMs.

Shields are the first and main line of defense for your ship. They provide protective energy fields that can absorb a certain amount of incoming fire before they are depleted, though they recharge over time. Hull is the second main line of defense for your ship and they protect all of your other components. They both work on a 4 direction basis, port (left), starboard (right), front, and rear. That is, damage to your rear only affects your rear shields and once depleted, damage to your rear will affect your rear hull. Deflectors are a temporary-use additional shield that is manually activated.

Hulls[]


Hulls determine the ship's armor type and its capacity to endure damage. It is an important component because it absorbs damage when your shields are depleted, without impairing your systems (that could make your ship unable to fire, to run away or even to recharge your shields). After a damage (displayed graphically with emptied yellow bars around your ship silhouette) you have to repair the armor in any space station with equipment bay, paying credits. Note that expensive armor will protect you the best, but its maintenance will also cost you the most credits.

Hull armor[]

Components

(game v1.06)

Damage

capacity

Price Duranium
equivalent
Plastine Armor 200 500 16 cm
Carbide Armor 300 5,5k 20 cm
Versasteel Armor 500 18,5k 30 cm
Duratanium Armor 750 75k 50 cm

Shields[]

See: Shields


Shield generators provide protective energy fields that can deflect a certain amount of incoming fire before they are depleted, though they recharge over time. Shield generators provide independent shields on each of four arcs: fore, port, starboard, and aft.

Shield generators[]

A shield generator is a key component for your survival. It absorbs all the incoming damage until depleted. Once damaged it takes some time to recharge while draining significant power. For this reason is important to upgrade your powerplant before the shield generator your ship can install, because insufficient power produced can temporary disable weapons, afterburner or significantly slow your shield recharge speed.

Shield Generator 1 is provided as the starting shield generator and is automatically equipped.

Components

(game v1.06)

Damage

capacity

(full)

Recharge

time (s)

Energy use

(recharging)

(GJ/s)

Price Damage point

restored per

second (x/s)

Damage points

per energy

(x/GJ)

Shield Generator 1 200 25 6 10k 8.0 1.33
Shield Generator 2 300 33 12 29k 9.1 0.76
Shield Generator 3 450 45 17 62k 10.0 0.59
Shield Generator 4 700 53 22 117k 13.2 0.60

Deflectors[]


Deflectors are a temporary-use additional shield that is manually activated. The Deflector stays active until either its energy pool depletes or it absorbs the maximum damage it can handle.

ECM[]

Electronic countermeasures (ECM) are devices which can confuse incoming missiles into breaking off their approach. An ECM Package 1 can be won playing 8-Ball at Port Ozark, Missouri.

Components

(game v1.06)

Reload

time (s)

Lock chance

(success rate)

Price
ECM Package 1 8 25% 5250
ECM Package 2 6 50% 19k
ECM Package 3 4 75% 48k
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