FTL: Faster Than Light Wiki
FTL: Faster Than Light Wiki

This category contains events with unavoidable encounters where an enemy ship begins charging its FTL Drive from the very start of the fight. If the enemy ship escapes, the Rebel Fleet pursuit progress is doubled for the current turn/jump. Can be prevented only by destroying the enemy ship or by jumping away from the beacon before the enemy does.

Engines level 3, if manned from the very beginning, and engines level 4 are enough to make FTL Jump before the enemy jumps away first - if the player's FTL Charging process is not slowed down or interrupted. For other cases, FTL Jammer and FTL Recharge Booster augmentations can help prevent the enemy from escaping before the player does. Additionally, the enemy FTL Charging process can be temporarily stopped by destroying, hacking or completely ionizing the Piloting or Engines. For a manned Rebel ship, it is enough to pull enemy crew from the Piloting to postpone the process.

The rewards for destroying these Auto-ships is low scrap with resources and for destroying the manned Rebel ship or killing off its crew it is medium scrap with resources.

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