Structures

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Several structures are found in Rebel Inc.

Government[edit | edit source]

HQ[edit | edit source]

Main article: HQ

The HQ is essentially the heart of the operation. It acts like a garrison and an embassy, and most government and coalition decisions are resolved here. If destroyed, the player will instantly lose the game.

Garrison[edit | edit source]

Main article: Garrison

Garrisons provide additional security to a zone and support Soldiers. They also prevent insurgents from fleeing to the respective zone.

Embassy[edit | edit source]

An Embassy is the structure that the player must protect, losing an Embassy can cause the player to lose the game.

Blockade[edit | edit source]

When soldiers win the fight in a zone with a Blockade, all insurgent fighters in that zone will die immediately.

Insurgent[edit | edit source]

Camps[edit | edit source]

Main article: Insurgent Camps

Minefield[edit | edit source]

Minefield will cause a significant increase in logistic costs for Soldiers/Experts if they travel to or go through it.

Stronghold[edit | edit source]

Stronghold increase Insurgents combat strength in the zone that has this structure by +300% (x4). Also prevent Insurgents flee to other zone when losing fight.

Ambush[edit | edit source]

When a soldier enters a zone that has Ambush, this structure will destroy immediately and spawn 3 insurgent fighters.

Large Ambush[edit | edit source]

When a soldier enter a zone has Large Ambush, this structure will be destroyed immediately and spawn 10 insurgent fighters.

Arms Cache[edit | edit source]

For every one Arms Cache that appear, global Insurgentscombat strength increase by +50%.

Opium Lab[edit | edit source]

Opium Lab increase Insurgent Capability over time. Insurgent Capability gain count as support from Foreign Rival country.

Training Complex[edit | edit source]

When the zone has Training Complex and the game has insurgent first attack. If the zone has no soldier or soldier fighting Insurgent when battle bar below 20%, spawn 1 insurgent fighter (Cooldown: 3 months)

Fanatical Outpost[edit | edit source]

Fanatical Outpost prevent Insurgent fighters from fleeing to other zones when Soldiers win.

Soldier will destroy Fanatical Outpost immediately if this zone has no Insurgent fighters.

Rogue Outpost[edit | edit source]

Rogue Outpost prevent peace decision from appearing if the map has at least one or more of this structure.

Smuggling Post[edit | edit source]

For every one Smuggling Post structure appear, increase Corruption Risk by 0.1% per turn.

Tunnel[edit | edit source]

Insurgents present in the zones with tunnels can travel to other zones with tunnels instantly. If a soldier or a garrison is not present in the zones with tunnels, insurgents can flee to these zones even when they are cornered as long as the zone they are in has a tunnel.

Cave[edit | edit source]

Empty cave complexes can be taken over by insurgents, which spawns insurgents and require Soldiers to clear.

Neutral[edit | edit source]

Oil Derrick[edit | edit source]

When the player has full intel on an oil derrick, it grants the operation 0.06 Basic Income. If the zone containing an Oil Derrick is captured by Insurgent fighters, it increases Insurgent Capability as long as the zone is Insurgent-controlled and has no Soldier Unit in it.

Control Point[edit | edit source]

Depots[edit | edit source]

Tank Depot[edit | edit source]

Tank Depot is a structure that can be round randomly on specific maps or in the campaign mode, soldiers can be used to recover the tank attachment if they are in the zone the tank depot can also be destroyed by the insurgents.

Specialist Depot[edit | edit source]

Other[edit | edit source]

Opium Field[edit | edit source]

Lamp Depot[edit | edit source]

Sentry Gun[edit | edit source]

Plague[edit | edit source]

Hazard[edit | edit source]

Hazardous zones are inaccessible to soldiers. If an insurgent enters the hazardous zone, they will die.

gallery[edit | edit source]

TBA