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Contents

Enemy Ship General Info[]

Enemy ships become more powerful with each new sector, but each type of ship is limited in the systems, weapons, drones, and crew it can have. For example, an Engi ship will never have offensive drones.

In later sectors, it is possible for some ships to have 9 or 10 levels in shields or weapons, which is more than the player can obtain. However, such enemies are rare.

Pirate ships have a purple pirate emblem painted on the hull. They all have different layouts, except for Federation ships. They may have different Systems installed, notably some Rock and Slug ships. Pirate crews are randomly chosen from the races that can be encountered in that sector.

Engi, Lanius, and Crystal ships do not have pirate versions, although the Engi Distress Call event can spawn a Mantis-controlled Engi ship. Federation ships are exclusively fought as pirates, except for the Federation Deserters event.

Enemies have limited missile stocks, so they will eventually run out. The Rebel Flagship never runs out of missiles, as its missile artillery does not consume them. Missile stock varies by ship class, with pirate variants having the same amount as their regular counterparts:

  • Most ships have 10 missiles, with the exceptions listed below:
  • The smallest Rock and Engi ships have 6 missiles -- so Rock Scout / Investigator, Engi Scout / Outrider.
  • Slug Scouts and Mantis Interceptors also have 6 missiles.
  • The largest Mantis and Slug ships have 14 missiles -- so Mantis Bomber / Aggressor, Slug Assault / Instigator.

Enemy drone part stock is slightly more complicated. Each ship has a baseline amount, but the game will always give them at least double the number of parts as they have drones. For example, a Rebel Rigger has 4 drone parts minimum, but this is increased to 6 parts if they have 3 drones, and 8 parts if they have 4 drones. Hacking does not count towards this increase, so a Rebel Disruptor with 2 drones and hacking will still only have 4 parts.

  • Most ships have 4 drone parts (baseline), with the exceptions listed below:
  • Auto-assault and Zoltan Hacker: 5 parts
  • Zoltan Bomber: 2 parts
  • The Rebel Flagship has 4 parts (baseline) on phase 2, but this is increased to 8 parts since it has 4 drones

Crystal Ships[]

Crystal ships are only fought in the secret Crystal Homeworlds sector. They only use crystal weapons and the Crystal Lockdown bomb.

They come in two sizes, Scouts and Bombers, with Advanced Edition adding two additional versions, Outriders and Instigators. Be wary of boarding or being boarded: enemy Crystal crew will use their Lockdown power against you.


300px-FTL ES Crystal Bomber.png

Crystal Bomber[]

blueprint: CRYSTAL_BOMBER

Hull Strength: 8-16

Crew: 2-5 Crystal

Systems

Optional


Crystal Instigator[]

blueprint: CRYSTAL_BOMBER_DLC

Hull Strength: 8-16

Crew: 2-5 Crystal

Systems

Optional


300px-Crystal Scout.png

Crystal Scout[]

blueprint: CRYSTAL_SCOUT

Hull Strength: 6-14

Crew: 2-3 Crystal

Systems

Optional


Crystal Outrider[]

blueprint: CRYSTAL_SCOUT_DLC

Hull Strength: 6-14

Crew: 2-3 Crystal

Systems

Optional


Weapons[]

These Crystal Ships can have any of the following weapons:

Show/Hide Weapon List

Engi Ships[]

Engi ships always have a Drone Control system, but will only field defensive drones. They also have the Engi Med-bot Dispersal augment, but it only functions when they have a Medbay. Their ships appear in two sizes and are never fielded by pirates.


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Engi Scout[]

blueprint: CIRCLE_SCOUT

Hull Strength: 6-14

Crew: 2-5 Engi

Systems

Optional

Augmentations


Engi Outrider[]

blueprint: CIRCLE_SCOUT_DLC

Hull Strength: 6-14

Crew: 2-5 Engi

Systems

Optional

Augmentations


Engi Bomber.jpg

Engi Bomber[]

blueprint: CIRCLE_BOMBER

Hull Strength: 8-16

Crew: 3-6 Engi

Systems

Optional

Augmentations


Engi Hacker[]

blueprint: CIRCLE_BOMBER_DLC

Hull Strength: 8-16

Crew: 3-6 Engi

Systems

Optional

Augmentations


Weapons[]

These Engi Ships can have any of the following weapons:

Show/Hide Weapon List


Drones[]

Engi Ships can have any of the following drones:

Show/Hide Drone List


Federation Ships[]

Federation Ships can only be fought in the Federation Deserters random event. Otherwise, these ships are either in need (so you cannot engage them in combat) or are Pirated.


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Federation Scout / Pirate Scout[]

blueprint: FED_SCOUT, FED_SCOUT_P

Hull Strength: 6-14

Crew: 2-3 Human (Pirate crew is 2-3 random)

Systems

Optional


Federation Outrider / Pirate Outrider[]

blueprint: FED_SCOUT_DLC, FED_SCOUT_P_DLC

Hull Strength: 6-14

Crew: 2-3 Human (Pirate crew is 2-3 random)

Systems

Optional


Screen shot 2012-11-24 at 5.35.27 PM.png

Federation Bomber / Pirate Bomber[]

blueprint: FED_BOMBER, FED_BOMBER_P

Hull Strength: 8-16

Crew: 2-6 Human (Pirate crew is 2-6 random)

Systems

Optional


Federation Hacker / Pirate Hacker[]

blueprint: FED_BOMBER_DLC, FED_BOMBER_P_DLC

Hull Strength: 8-16

Crew: 2-6 Human (Pirate crew is 2-6 random)

Systems

Optional


Weapons[]

These Federation Ships can have any of the following weapons:

Show/Hide Weapon List


Lanius Ships[]

Lanius ships are difficult to board since they have no Oxygen. They have the Emergency Respirators augment, but it does nothing. Their compact layouts make them more vulnerable to flak and beam weapons.

Late-game Abandoned sectors can be extremely dangerous. Lanius Bombers appear as early as sector 4, and can have cloaking, teleporter, and mind control. Upgrading oxygen can help defend against Lanius boarders.


Lanius Bomber[]

blueprint: ANAEROBIC_BOMBER

Hull Strength: 8-16

Crew: 3-5 Lanius

Systems

Optional systems

Augmentations


Lanius Scout[]

blueprint: ANAEROBIC_SCOUT

Hull Strength: 6-14

Crew: 2-3 Lanius

Systems

Screen Shot 2016-01-22 at 01.21.34.png

Optional systems

Augmentations








Weapons[]

These Lanius Ships can have any of the following weapons:

Show/Hide Weapon List

Mantis Ships[]

Mantis ships often have weaker weapons and defenses than other ships, and (perhaps surprisingly) they can be easy targets for killing enemy crew. They never get cloaking, hacking, mind control, or drones. They are also the only race whose non-pirated ships may field two different races.

Mantis ships never surrender, and they never run from a fight -- except specifically in the Mantis Ship Collectors event.. This is not true for the pirate versions.


Mantis Scout.jpg

Mantis Scout / Pirate Scout[]

blueprint: MANTIS_SCOUT, MANTIS_SCOUT_P

Hull Strength: 6-14

Crew: 3-5 TOTAL, 3-5 Mantis, 0-2 Engi (Pirate crew is 3-5 random)

Systems

Optional


Mantis Interceptor / Pirate Interceptor[]

blueprint: MANTIS_SCOUT_DLC, MANTIS_SCOUT_P_DLC

Hull Strength: 6-14

Crew: 2-4 TOTAL, 2-4 Mantis, 0-2 Engi (Pirate crew is 2-4 random)

Systems

Optional


Ftlwiki1hunter.png

Mantis Fighter / Pirate Fighter[]

blueprint: MANTIS_FIGHTER, MANTIS_FIGHTER_P

Hull Strength: 8-16

Crew: 3-5 TOTAL, 3-5 Mantis, 0-2 Engi (Pirate crew is 3-5 random)

Systems

Optional


Mantis Assault / Pirate Assault[]

blueprint: MANTIS_FIGHTER_DLC, MANTIS_FIGHTER_P_DLC

Hull Strength: 8-16

Crew: 2-5 TOTAL, 2-5 Mantis, 0-2 Engi (Pirate crew is 2-5 random)

Systems

Optional


Ftlwiki8hunter.png

Mantis Bomber / Pirate Bomber[]

blueprint: MANTIS_BOMBER, MANTIS_BOMBER_P

Hull Strength: 10-18

Crew: 4-6 TOTAL, 4-6 Mantis, 0-2 Engi (Pirate crew is 4-6 random)

Systems

Optional


Mantis Aggressor / Pirate Aggressor[]

blueprint: MANTIS_BOMBER_DLC, MANTIS_BOMBER_P_DLC

Hull Strength: 10-18

Crew: 3-6 TOTAL, 3-6 Mantis, 0-2 Engi (Pirate crew is 3-6 random)

Systems

Optional


Weapons[]

These Mantis Ships can have any of the following weapons:

Show/Hide Weapon List

Rebel Ships[]

Ordinary rebel ships are only crewed by humans. This is not true for pirated ships, which can have other races.

Rebel ships will often start the battle with their FTL charging, or attempt to run away after taking damage. In certain events, they will double the Rebel Fleet's pursuit if they successfully jump.

You will encounter Elite Fighters if the rebel fleet overtakes you; these battles only ever reward 1 fuel, and are best avoided unless you are well prepared to run (typically with high-level engines or cloaking). You can also fight these Rebel Elites in sector 8. Rebel Elites may have level 10 Weapons.


Ftlwiki2hunter.png

Rebel Fighter / Pirate Fighter[]

blueprint: REBEL_SKINNY, REBEL_SKINNY_P

Hull Strength: 9-17

Crew: 3-6 Human (Pirate crew is 3-6 random)

Systems

Optional


Rebel Invader / Pirate Invader[]

blueprint: REBEL_SKINNY_DLC, REBEL_SKINNY_P_DLC

Hull Strength: 9-17

Crew: 3-6 Human (Pirate crew is 3-6 random)

Systems

Optional


Ftlwiki6hunter.png

Rebel Rigger / Pirate Rigger[]

blueprint: REBEL_FAT, Rebel_FAT_P

Hull Strength: 8-16

Crew: 3-5 Human (Pirate crew is 3-5 random)

Systems

Optional


Rebel Disruptor / Pirate Disruptor[]

blueprint: REBEL_FAT_DLC, Rebel_FAT_P_DLC

Hull Strength: 8-16

Crew: 3-5 Human (Pirate crew is 3-5 random)

Systems

Optional


Elite Fighter[]

1eliteassault.PNG

blueprint: REBEL_SKINNY_ELITE

Hull Strength: 13-20

Crew: 3-8 Human

Systems

Optional


Elite Assault[]

blueprint: REBEL_SKINNY_ELITE_DLC

Hull Strength: 13-20

Crew: 3-8 Human

Systems

Optional


Weapons[]

These Rebel Ships can have any of the following weapons:

Show/Hide Weapon List


Drones[]

Rebel Ships equipped with a Drone Control can have any of the following drones:

Show/Hide Drone List

AI-Controlled Rebel Ships[]

Automated ships are unmanned. They have no oxygen, and they automatically repair systems over time (at 1/3 the speed of a human). They cannot repair hull breaches, and as a consequence can never repair a breached system.

Despite having no crew, automated ships get manning bonuses for all their systems. Unlike crewed ships, these manning bonuses cannot be removed except by damaging the system. Boarding, (passive) hacking, and ion damage do not remove the manning bonus.

Because automated ships belong to the Rebels, they may double the fleet pursuit if they escape before you jump in certain events. Automated ships will never begin fleeing mid-battle, however; and they also never surrender.

Be careful boarding automated ships, since you need at least a level 2 teleporter to be able to teleport 100-health crew members back before they suffocate. Rock and Crystal crew can survive even with level 1 teleporter. With a level 3 teleporter you can board even with Zoltan members. Lanius can board these ships without a problem because they don't need oxygen. The Emergency Respirators augment will also give you time to board and retrieve any crew before they die with even a Level 1 Teleporter, due to the halved oxygen damage.


Auto Scout.jpg

Auto-Scout[]

blueprint: AUTO_BASIC

Hull Strength: 5-13

Systems

Optional


Auto-Surveyor[]

blueprint: AUTO_BASIC_DLC

Hull Strength: 5-13

Systems

Optional


Ftlwiki9hunter.png

Auto-Assault[]

blueprint: AUTO_ASSAULT

Hull Strength: 7-15

Systems


Auto-Hacker[]

blueprint: AUTO_ASSAULT_DLC

Hull Strength: 7-15

Systems


Weapons[]

These Automated Ships can have any of the following weapons:

Show/Hide Weapon List


Drones[]

Automated Ships equipped with a Drone Control can have any of the following drones:

Show/Hide Drone List

Rock Ships[]

Rock ships are somewhat more likely to have missile weapons, as 25% of their possible weapons are missiles. They always have the Rock Plating augmentation.

Rock ships have compact layouts, making them more vulnerable to flak and beam weapons. Rock crew are immune to fire, and have a hidden 67% bonus to fire-fighting.


Ftlwiki13hunter.png

Rock Scout / Pirate Scout[]

blueprint: ROCK_SCOUT, ROCK_SCOUT_P

Hull Strength: 7-15

Crew: 2-5 Rock (Pirate crew is 2-5 random)

Systems

Optional

Augmentations


Rock Investigator / Pirate Investigator[]

blueprint: ROCK_SCOUT_DLC, ROCK_SCOUT_P_DLC

Hull Strength: 7-15

Crew: 2-4 Rock (Pirate crew is 2-4 random)

Systems

Optional

Augmentations


Ftlwiki15hunter.png

Rock Fighter / Pirate Fighter[]

blueprint: ROCK_FIGHT, ROCK_FIGHT_P

Hull Strength: 9-17

Crew: 3-5 Rock (Pirate crew is 3-5 random)

Systems

Optional

Augmentations


Rock Interceptor / Pirate Interceptor[]

blueprint: ROCK_FIGHT_DLC, ROCK_FIGHT_P_DLC

Hull Strength: 9-17

Crew: 2-5 Rock (Pirate crew is 2-5 random)

Systems

Optional

Augmentations


Ftlwiki12hunter.png

Rock Assault[]

blueprint: ROCK_ASSAULT

Hull Strength: 11-19

Crew: 3-6 Rock

Systems

Optional

Augmentations


Rock Aggressor[]

blueprint: ROCK_ASSAULT_DLC

Hull Strength: 11-19

Crew: 2-6 Rock

Systems

Optional

Augmentations


Rock Assault (Elite)[]

Unique ship for the Rock war vessel encounter random event.

blueprint: ROCK_ASSAULT_ELITE

Hull Strength: 11-19

Crew: 4-5 Rock

Systems

Optional

Augmentations


Weapons[]

These Rock Ships can have any of the following weapons:

Show/Hide Weapon List

Slug Ships[]

Slug ships tend to have higher-than-average defences, and Slug crew are immune to mind control. All Slug ships automatically repair hull breaches, because they have the Slug Repair Gel augment.

The larger ships can be difficult to board, since they often have a large number of crew and blast doors. In Slug-controlled sectors, there are several events where a Slug enemy will disrupt one of your systems.

The smallest Slug ships are popularly known as flying coffins, due to their isolated oxygen room. Destroying their oxygen will (eventually) result in a crew kill.

Some large Slug ships can have level ten weapons or shields (possibly both). Captain Nights' cruiser, the Black Raven, is always a Slug Assault/Instigator class.

Although late-game Slug ships can be tough, a Slug sector 4 can be easy and profitable, with lots of flying coffins.


Ftlwiki11hunter.png

Slug Interceptor / Pirate Interceptor[]

blueprint: JELLY_BUTTON, JELLY_BUTTON_P

Hull Strength: 8-16

Crew: 2-3 Slug (Pirate crew is 2-3 random)

Systems

Optional

Augmentations

Due to the lack of doors to the oxygen or engine systems, the crew can never enter to fight boarders or repair damage.


Slug Scout / Pirate Scout[]

blueprint: JELLY_BUTTON_DLC, JELLY_BUTTON_P_DLC

Hull Strength: 8-16

Crew: 2-3 Slug (Pirate crew is 2-3 random)

Systems

Optional

Augmentations


Ftlwiki3hunter.png

Slug Light-Cruiser / Pirate Light-Cruiser[]

blueprint: JELLY_CROISSANT, JELLY_CROISSANT_P

Hull Strength: 9-17

Crew: 3-6 Slug (Pirate crew is 3-6 random)

Systems

Optional

Augmentations


Slug Light-Surveyor / Pirate Light-Surveyor[]

blueprint: JELLY_CROISSANT_DLC, JELLY_CROISSANT_P_DLC

Hull Strength: 9-17

Crew: 3-7 Slug (Pirate crew is 3-7 random)

Systems

Optional

Augmentations


SlugAssault.jpg

Slug Assault / Pirate Assault[]

blueprint: JELLY_TRUFFLE, JELLY_TRUFFLE_P

Hull Strength: 10-18

Crew: 4-7 Slug (Pirate crew is 4-7 random)

Systems

Optional

Augmentations


Slug Instigator / Pirate Instigator[]

blueprint: JELLY_TRUFFLE_DLC, JELLY_TRUFFLE_P_DLC

Hull Strength: 10-18

Crew: 4-8 Slug (Pirate crew is 4-8 random)

Systems

Optional

Augmentations


Weapons[]

These Slug Ships can have any of the following weapons:

Show/Hide Weapon List

Zoltan Ships[]

All Zoltan ships (except in sector 1 on easy mode) have a Zoltan Shield, which absorbs 5 points of damage and prevents boarding, hacking, and mind control. This makes them particularly dangerous in the early game. Ion and beam weapons do double damage against the Zoltan Shield, as does the Beam Drone 2.


Ftlwiki4hunter.png

Energy Fighter / Pirate Fighter[]

blueprint: ZOLTAN_FIGHTER, ZOLTAN_FIGHTER_P

Hull Strength: 6-14

Crew: 2-3 Zoltan (Pirate crew is 2-3 random)

Systems

Optional

Augmentations


Energy Instigator / Pirate Instigator[]

blueprint: ZOLTAN_FIGHTER_DLC, ZOLTAN_FIGHTER_P_DLC

Hull Strength: 6-14

Crew: 2-3 Zoltan (Pirate crew is 2-3 random)

Systems

Optional

Augmentations


Energy Fighter (Peace)[]

Unique ship for the Unarmed Zoltan Transport random event. Has no Shields, Weapons, or Zoltan Shield.

blueprint: ZOLTAN_PEACE

Hull Strength: 6-14

Crew: 2-3 Zoltan

Systems

Optional


Ftlwiki5hunter.png

Energy Bomber / Pirate Bomber[]

blueprint: ZOLTAN_BOMBER, ZOLTAN_BOMBER_P

Hull Strength: 6-14

Crew: 3-6 Zoltan (Pirate crew is 3-6 random)

Systems

Optional

Augmentations


Energy Hacker / Pirate Hacker[]

blueprint: ZOLTAN_BOMBER_DLC, ZOLTAN_BOMBER_P_DLC

Hull Strength: 6-14

Crew: 3-6 Zoltan (Pirate crew is 3-6 random)

Systems

Optional

Augmentations


Weapons[]

These Zoltan Ships can have any of the following weapons:

Show/Hide Weapon List


Drones[]

Zoltan Ships equipped with a Drone Control can have any of the following drones:

Show/Hide Drone List


The Rebel Flagship[]

Main article: The Rebel Flagship

The Rebel Flagship is the game's boss fight. It is a powerful enemy that breaks some of the rules for regular fights. For details, see the main article.

Special Attack: The special attack of the third stage consists of a burst of laser-like attacks, about 8-9 shots that arrive almost simultaneously, they look like heavy laser blasts but do only 1 damage if get beyond your shields and hit, a well timed use of cloaking is the best way to minimize damage, or highly powered engines, shields, and 1-2 defense drone mark II (this latter is quite intensive on power requirement, but if you are in a bind this way can negate most of the damage if not all).

Special Defense: A Zoltan shield that takes 12 damage. Sometimes if its Zoltan shield is down, after a power surge it does not use its special attack but recharges it's Zoltan shields to full. Restoring its Zoltan shields will destroy all boarding drones (unpowered boarding drones may be unaffected), however boarding parties are unaffected, aside from the fact of you not being able teleport them out.

Strategy: The third stage, the attacks of the rebel ship are the strongest. Where the previous rounds a defensive strategy may have worked, the best way to deal with this stage is to deal as much damage as quickly as possible. The AI usually uses its teleporter to board you straight away, so be prepared to deal with that before you start the third stage fight (they are human boarders, and arrive only 2 at a time, so if you have trained boarders you should either wait with them on your own ship to catch the enemy boarders, or board their ship before they can do yours, and take out their teleporter, or sometimes they don't even board you if you've already boarded them).

If you have taken out all crew in the second stage of the flagship fight, then the ship will not board you. However, the AI that takes over can make the rest of the third phase more dangerous. It is best to leave only several crew alive following the second encounter (preferably you should kill most of them off in the first phase and let the rest die as the flagship loses hull pieces). If the crew are in sealed-off rooms or a critical system (i.e. engines or shields) goes down, boarding will still be disabled. To execute the latter strategy a weapon pre-igniter is absolutely required; damaging either of the aforementioned systems will cause crew to divert for repair.

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