- For the table of weapons for all enemy ship types, see Enemy ships weaponry.
- For the table of drones for all enemy ship types, see Enemy ships drones.
Note: this page provides information on enemy ships systems levels and hull values for all difficulty settings.
For more detailed information for Hard difficulty specifically, see the enemy ships website.
General information[]
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. Enemies with 5 shield layers are very rare, however.
Pirated ships[]
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. Typically pirate crews are randomly chosen from the races that can be encountered in that sector, but a few events specify the crew instead.
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.
Missile and drone stocks[]
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 10 drone parts (reset each time you fight it)
Surrenders and escape attempts[]
Depending on the event, an enemy ship may run away from the start of the fight, or after taking enough damage to put them below a hull threshold. Enemies may also surrender after dropping below a hull threshold.
For the events where an enemy is running from the start, it's guaranteed to happen every time. In most cases their escape timer is 40 seconds, which can be paused if you do anything to completely stop the FTL drive from charging. Enemy escape time is not affected by their engines level. In some events where a Rebel or Automated ship is running away, they will double the Rebel Fleet pursuit if they escape. You can prevent this either by winning the fight, or by jumping away before they finish escaping.
When enemies run or surrender in reaction to hull damage, it's often just a chance for that to happen rather than a guarantee. The typical escape timer here is 15 seconds. Enemies will never start running away if they have already offered a surrender.
Here is a list that shows patterns in running or surrenders. Remember that pirates are different from their regular counterparts:
- Never run away, never surrender:
- Auto-ships (exceptions: Auto-ship warning, Auto-ship warning in nebula)
- Engi ships
- Mantis ships (exception: Mantis ship-collectors)
- Rebel Elite ships (exception: Federation Base Assist)
- Rebel Flagship prototype
- Rebel ships in certain events (Rebel ship attacking Federation loyalists, Rebel ship attacking refueling outpost, Rebel ship supplying civilians, Engi distress Rebel fight, and some other events)
- Rock pirate ships in events that specifically load a Rock pirate (Rock pirate fight, Rock pirate fight near sun, Rock pirate fight in asteroid field)
- Zoltan ships (exceptions: Zoltan science ship, Unarmed Zoltan transport)
- Never run away:
- Crystal ships (some also don't surrender)
- Rock ships (exception: Rock war vessel encounter)
- Always run away from the start:
- When you are out of fuel, all ships start running with an escape timer of 80 seconds (exception: No fuel: Auto-ship warning runs in 40 seconds)
- Auto-ships in Auto-ship warning and Auto-ship warning in nebula
- Rebel ships in Rebel ship warning, Rebel transport ship, and Engi fleet discussion
- Rock ship in Rock war vessel encounter
- Slug Interceptor ship in Slug Home Nebula surrender
- Surrender/escape values for ships of various factions with 'Default rewards' (see: Fights with Default Rewards and Fights with Default Rewards (Lanius)):
- Crystal ships ("CRYSTAL_SHIP") - 40% surrender offer chance at 30-40% hull
- Slug ships ("JELLY") - 50% surrender offer chance at 30-40% hull, 50% escape attempt chance at 30-40% hull
- Lanius ships ("LANIUS_SHIP") - 80% surrender offer chance at 30-40% hull, 80% escape attempt chance at 20-40% hull
- Pirate ships ("PIRATE") - 50% surrender offer chance at 30-40% hull, 50% escape attempt chance at 20-40% hull
- Rebel ships ("REBEL") - 50% surrender offer chance at 20-30% hull, 50% escape attempt chance at 30-40% hull
- Rock ships ("ROCK_SHIP") - 30% surrender offer chance at 30-40% hull
Note: sometimes it is required to decrease the hull down to 1 to trigger the surrender offer, despite the ship having a large hull pool and high hull percent threshold for surrender offer activation.
DISCLAIMER NOTES:
- Hull integrity threshold: the xx% hull value may be incorrect as a concept - the gamecode might be showing the actual hull values (2-4, 2-3, etc) which are further adjusted by some factors, such as a sector number. So regard a 20-30% hull as a base value of 2-3 hull.
- When the surrender/escape parameters aren't defined in the game files, then there should be no surrender/escape instances. However, this should be validated (confirmed by experienced FTL players and data miners) for all such cases. Till then such instances will be marked as "(Enemy ship has no escape or surrender info specified in the game files)".
Rebel Ships[]
Ordinary rebel ships are only crewed by humans. This is not true for pirated ships, which can have other races.
Rebel ships are likely to offer a surrender and/or run away after taking damage that exceeds half of their hull.
In a certain event they will start charging their FTL Drive and will double the Rebel Fleet's pursuit if they successfully jump. It takes them 40 seconds to escape, regardless of engine level; you can delay their escape by destroying piloting or engines, or making their pilot leave the room. If they get away, the Fleet pursuit will be doubled.
Rebel Riggers and Disruptors are two of the most dangerous enemies in the game, especially because they appear in sector 1. For example, your first jump could be a Disruptor that hacks your weapons, with double Heavy Lasers and a Combat Drone, in an asteroid field. Riggers and Disruptors can have up to four drones, although the maximum number of drones is limited by sector progression.
Rebel Elites are a special class of ship that almost exclusively appears at beacons overtaken by the Rebel Fleet. They are much stronger than other enemies in the sector. For example, Elites in sector 1 have a minimum of two shields and four or five weapons power, whereas all other enemies have a maximum of one shield and three weapons power. In sector 7 and 8, Elites can have up to 10 power in weapons (two more than the player ship).
It is also possible to encounter a Rebel Elite Fighter at the Encrypted Federation Signal quest beacon (Hidden Federation Base). This unexpected Elite fight can be extremely dangerous, though the chance of encountering it at the quest beacon is low and you will have assistance of a friendly Anti-Ship Battery.
Rebel Fighter / Pirate Fighter[]
Hull: 10-17 (9-16 on Easy)
Crew: 3-5 Human (Pirate crew is 3-5 random)
Systems:
- Shields (2-8)
- Engines (2-5)
- Oxygen (1-2)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-2)
- Crew Teleporter (1)
- Door System (1-2) [Pirate Fighter only]
Encountered in sectors: 1-8
Rebel Invader / Pirate Invader[]
Hull: 10-17 (9-16 on Easy)
Crew: 3-5 Human (Pirate crew is 3-5 random)
Systems:
- Shields (2-8)
- Engines (2-5)
- Oxygen (1-2)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-2)
- Crew Teleporter (1)
- Door System (1-2) [Pirate Invader only]
Encountered in sectors: 1-8
Rebel Rigger / Pirate Rigger[]
Hull: 9-16 (8-15 on Easy)
Crew: 3-4 Human (Pirate crew is 3-4 random)
Systems:
- Shields (2-8)
- Engines (2-4)
- Oxygen (1-2)
- Weapon Control (1-6)
- Drone Control (2-8)
- Piloting (1-2)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Encountered in sectors: 1-8
Rebel Disruptor / Pirate Disruptor[]
Hull: 9-16 (8-15 on Easy)
Crew: 3-4 Human (Pirate crew is 3-4 random)
Systems:
- Shields (2-8)
- Engines (2-4)
- Oxygen (1-2)
- Weapon Control (1-6)
- Drone Control (2-8)
- Piloting (1-2)
Optional systems:
Encountered in sectors: 1-8
Elite Fighter[]
Hull: 14-21 (13-20 on Easy)
Crew: 3-7 Human
Systems:
Optional systems:
- Crew Teleporter (1-3)
Encountered in sectors: 1-8
Elite Assault[]
Hull: 14-21 (13-20 on Easy)
Crew: 3-7 Human
Systems:
Optional systems:
- Crew Teleporter (1-3)
Encountered in sectors: 1-8
Weapons[]
These Rebel Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II | |
Chain Burst Laser [1] | |
Chain Vulcan [1] | |
Laser Charger II [1] |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile | |
Breach Missiles |
Flak | |
Flak Gun I [1] | |
Flak Gun II [1] |
Beams | |
Mini Beam | |
Halberd Beam |
Bombs | |
Small Bomb |
Drones[]
Rebel Ships equipped with a Drone Control can have any of the following drones:
Offensive Drones | |
Combat Drone Mark I | |
Combat Drone Mark II | |
Anti-Ship Beam Drone I | |
Anti-Ship Beam Drone II [1] | |
Anti-Ship Fire Drone [1] |
Defensive Drones | |
Defense Drone Mark I | |
Defense Drone Mark II | |
Anti-Combat Drone [1] | |
Shield Overcharger [1] |
Crew Drones | |
System Repair Drone | |
Anti-Personnel Drone |
Boarding Drones | |
Boarding Drone | |
Ion Intruder [1] |
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.
Federation Scout / Pirate Scout[]
Hull: 11-13 (10-12 on Easy) / 7-13 (6-12 on Easy) for pirated
Crew: 2 Human (Pirate crew is 2 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Door System (1-3)
Encountered in sectors: 5-7 / 1-7 (pirated version)
Federation Outrider / Pirate Outrider[]
Hull: 11-13 (10-12 on Easy) / 7-13 (6-12 on Easy) for pirated
Crew: 2 Human (Pirate crew is 2 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Hacking (1)
Encountered in sectors: 5-7 / 1-7 (pirated version)
Federation Bomber / Pirate Bomber[]
Hull: 13-15 (12-14 on Easy) / 10-16 (9-15 on Easy) for pirated
Crew: 2-5 Human (Pirate crew is 2-5 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Encountered in sectors: 5-7 / 2-8 (pirated version)
Federation Hacker / Pirate Hacker[]
Hull: 13-15 (12-14 on Easy) / 10-16 (9-15 on Easy) for pirated
Crew: 2-5 Human (Pirate crew is 2-5 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
Encountered in sectors: 5-7 / 2-8 (pirated version)
Weapons[]
These Federation Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II | |
Chain Vulcan [1] |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile | |
Breach Missiles |
Flak | |
Flak Gun I [1] |
Beams | |
Mini Beam | |
Halberd Beam |
Bombs | |
Small Bomb |
Ions | |
Ion Charger [1] | |
Ion Stunner [1] |
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 by boarding, (passive) hacking, ion damage, fires, and breaches (by boarding drones). Only damaging the system removes the manning bonus.
Fires (one is enough) stop and reset the repairs in damaged systems. (see image 1 and image 2)
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.
Auto-Scout[]
Hull: 6-13 (5-12 on Easy)
Systems:
- Engines (2-8)
- Weapon Control (2-8)
- Piloting (1-2)
Optional systems:
Encountered in sectors: 1-8
Auto-Surveyor[]
Hull: 6-13 (5-12 on Easy)
Systems:
- Engines (2-8)
- Weapon Control (2-8)
- Piloting (1-2)
Optional systems:
- Shields (2-8)
- Mind Control (1-2)
Encountered in sectors: 1-8
Auto-Assault[]
Hull: 8-15 (7-14 on Easy)
Systems:
- Shields (2-9)
- Engines (1-5)
- Weapon Control (0-6)
- Drone Control (2-6)
- Piloting (1-3)
Encountered in sectors: 1-8
Auto-Hacker[]
Hull: 8-15 (7-14 on Easy)
Systems:
- Shields (2-8)
- Engines (1-5)
- Hacking (1-2)
- Weapon Control (2-7)
- Piloting (1-3)
Encountered in sectors: 1-8
Weapons[]
These Automated Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II | |
Chain Burst Laser [1] |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile |
Beams | |
Mini Beam | |
Halberd Beam |
Bombs | |
Small Bomb | |
Fire Bomb | |
Ion Bomb |
Ions | |
Ion Blast | |
Heavy Ion | |
Ion Blast Mark II | |
Ion Charger [1] |
Drones[]
Automated Ships equipped with a Drone Control can have any of the following drones:
Offensive Drones | |
Combat Drone Mark I | |
Combat Drone Mark II | |
Anti-Ship Beam Drone I | |
Anti-Ship Beam Drone II [1] | |
Anti-Ship Fire Drone [1] |
Engi Ships[]
Engi ships always have a Drone Control system, but will only field defensive drones. They have the Engi Med-bot Dispersal augment, but it only functions when they have a Medbay. There are no pirate Engi ship layouts, however, mantis-controlled Engi ships can be encountered in few events (Engi Distress Call, Mantis Fugitive).
Engi Scout[]
Hull: 8-13 (7-12 on Easy)
Crew: 2-4 Engi
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Drone Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Augmentation: Engi Med-bot Dispersal
Encountered in sectors: 2-7
Engi Outrider[]
Hull: 8-13 (7-12 on Easy)
Crew: 2-4 Engi
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-6)
- Drone Control (2-8)
- Piloting (1-3)
Optional systems:
Augmentation: Engi Med-bot Dispersal
Encountered in sectors: 2-7
Engi Bomber[]
Hull: 10-15 (9-14 on Easy)
Crew: 3-5 Engi
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-10)
- Drone Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Augmentation: Engi Med-bot Dispersal
Encountered in sectors: 2-7
Engi Hacker[]
Hull: 10-15 (9-14 on Easy)
Crew: 3-5 Engi
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Hacking (1-3)
- Weapon Control (2-8)
- Drone Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Door System (1-3)
Augmentation: Engi Med-bot Dispersal
Encountered in sectors: 2-7
Weapons[]
These Engi Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Heavy Laser Mark I |
Beams | |
Mini Beam | |
Halberd Beam | |
Glaive Beam | |
Pike Beam | |
Fire Beam |
Bombs | |
Stun Bomb [1] |
Ions | |
Ion Blast | |
Heavy Ion | |
Ion Blast Mark II | |
Ion Stunner [1] | |
Ion Charger [1] | |
Chain Ion [1] |
Drones[]
Engi Ships can have any of the following drones:
Defensive Drones | |
Defense Drone Mark I | |
Defense Drone Mark II | |
Anti-Combat Drone [1] |
- ↑ Advanced Edition Content.
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. One Engi always accompanies the Mantis, except for in Mantis ship-collectors, Mantis fugitive (mantis-controlled ships), Engi ship attacked by Mantis ship, Legendary thief KazaaakplethKilik, Zoltan wise man (mantis ship) - where the enemy mantis crew lack engi.
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 / Pirate Scout[]
Hull: 7-12 (6-11 on Easy)
Crew: 3-4 TOTAL, 3-4 Mantis, 0-1 Engi (Pirate crew is 3-4 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-7)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Crew Teleporter (1-3)
- Door System (1-3) [Mantis Scout only]
Encountered in sectors: 1-6
Mantis Interceptor / Pirate Interceptor[]
Hull: 7-12 (6-11 on Easy)
Crew: 2-3 TOTAL, 2-3 Mantis, 0-1 Engi (Pirate crew is 2-3 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-7)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-2)
- Crew Teleporter (1-2)
- Door System (1-2) [Mantis Interceptor only]
Encountered in sectors: 1-6
Mantis Fighter / Pirate Fighter[]
Hull: 10-16 (9-15 on Easy)
Crew: 3-4 TOTAL, 3-4 Mantis, 0-1 Engi (Pirate crew is 3-4 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Medbay (1-3)
- Oxygen (1-3)
- Crew Teleporter (1-3)
- Weapon Control (1-8)
- Piloting (1-3)
Optional systems:
- Door System (1-3)
Encountered in sectors: 2-8*
Mantis Assault / Pirate Assault[]
Hull: 10-16 (9-15 on Easy)
Crew: 2-4 TOTAL, 2-4 Mantis, 0-1 Engi (Pirate crew is 2-4 random)
Systems:
- Shields (2-7)
- Engines (1-5)
- Clone Bay (1-3)
- Oxygen (1-3)
- Crew Teleporter (1-2)
- Weapon Control (1-7)
- Piloting (1-3)
Optional systems:
- Door System (1-3)
Encountered in sectors: 2-8*
Mantis Bomber / Pirate Bomber[]
Hull: 12-18 (11-17 on Easy) / 15-18 (14-17 on Easy) for pirated
Crew: 4-5 TOTAL, 4-5 Mantis, 0-1 Engi (Pirate crew is 4-5 random)
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Crew Teleporter (1-3)
- Weapon Control (2-10)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Encountered in sectors: 2-8* / 5-8 (pirated version)
Mantis Aggressor / Pirate Aggressor[]
Hull: 15-18 (14-17 on Easy)
Crew: 4-5 TOTAL, 4-5 Mantis, 0-1 Engi (Pirate crew is 4-5 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Crew Teleporter (1-2)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1)
- Door System (1-3)
Encountered in sectors: 5-8*
Weapons[]
These Mantis Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II | |
Laser Charger [1] | |
Laser Charger II [1] |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile | |
Breach Missiles |
Beams | |
Mini Beam | |
Halberd Beam |
Bombs | |
Small Bomb | |
Fire Bomb | |
Ion Bomb | |
Stun Bomb [1] |
Ions | |
Ion Stunner [1] | |
Chain Ion [1] |
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.
Energy Fighter / Pirate Fighter[]
Hull: 7-14 (6-13 on Easy)
Crew: 2 Zoltan (Pirate crew is 2 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Augmentation: Zoltan Shield
Encountered in sectors: 1-8
Energy Instigator / Pirate Instigator[]
Hull: 7-14 (6-13 on Easy)
Crew: 2 Zoltan (Pirate crew is 2 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Mind Control (1)
Augmentation: Zoltan Shield
Encountered in sectors: 1-8
Energy Bomber / Pirate Bomber[]
Hull: 10-14 (9-13 on Easy)
Crew: 4-5 Zoltan (Pirate crew is 4-5 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Drone Control (2-4)
- Door System (1-3)
Augmentation: Zoltan Shield
Encountered in sectors: 4-8
Energy Hacker / Pirate Hacker[]
Hull: 10-14 (9-13 on Easy)
Crew: 4-5 Zoltan (Pirate crew is 4-5 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Hacking (1-2)
- Door System (1-3)
Augmentation: Zoltan Shield
Encountered in sectors: 4-8
Weapons[]
These Zoltan Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II | |
Chain Burst Laser [1] |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile |
Flak | |
Flak Gun I [1] |
Beams | |
Mini Beam | |
Halberd Beam | |
Glaive Beam | |
Pike Beam | |
Fire Beam | |
Hull Beam |
Bombs | |
Small Bomb | |
Ion Bomb |
Ions | |
Ion Blast | |
Heavy Ion | |
Ion Stunner [1] |
Drones[]
Zoltan Ships equipped with a Drone Control can have any of the following drones:
Offensive Drones | |
Combat Drone Mark I | |
Anti-Ship Beam Drone I | |
Anti-Ship Beam Drone II [1] | |
Anti-Ship Fire Drone [1] |
Rock Ships[]
Rock ships are somewhat more likely to have missile weapons, as 25% of their possible weapons are missiles. They always have 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.
Rock Scout / Pirate Scout[]
Hull: 8-13 (7-12 on Easy)
Crew: 2-3 Rock (Pirate crew is 2-3 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3) [Rock Scout only]
- Crew Teleporter (1-2) [Pirate Scout only]
- Door System (1-3) [Rock Scout only]
Augmentation: Rock Plating
Encountered in sectors: 1-6
Rock Investigator / Pirate Investigator[]
Hull: 8-13 (7-12 on Easy)
Crew: 2-3 Rock (Pirate crew is 2-3 random)
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Crew Teleporter (1-2) [Rock Investigator only]
Augmentation: Rock Plating
Encountered in sectors: 1-6
Rock Fighter / Pirate Fighter[]
Hull: 12-16 (11-15 on Easy) / 12-17 (11-16 on Easy) for pirated
Crew: 3-4 Rock (Pirate crew is 3-4 random)
Systems:
- Shields (2-8)
- Engines (2-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Cloaking (1-3) [Pirate Fighter only]
- Door System (1-3)
Augmentation: Rock Plating
Encountered in sectors: 3-7 / 3-8 (pirated version)
Rock Interceptor / Pirate Interceptor[]
Hull: 12-16 (11-15 on Easy) / 12-17 (11-16 on Easy) for pirated
Crew: 2-4 Rock (Pirate crew is 2-4 random)
Systems:
- Shields (2-8)
- Engines (2-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Crew Teleporter (1-2)
- Cloaking (1)
Augmentation: Rock Plating
Encountered in sectors: 3-7 / 3-8 (pirated version)
Rock Assault[]
Hull: 17-18 (16-17 on Easy)
Crew: 4-5 Rock
Systems:
- Shields (2-8)
- Engines (2-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-2)
- Crew Teleporter (1-2)
- Cloaking (1)
- Door System (1-3)
Augmentation: Rock Plating
Encountered in sectors: 6-7
Rock Aggressor[]
Hull: 17-18 (16-17 on Easy)
Crew: 4-5 Rock
Systems:
- Shields (2-8)
- Engines (2-5)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-2)
- Crew Teleporter (1-2)
- Cloaking (1-2)
- Door System (1-3)
Augmentation: Rock Plating
Encountered in sectors: 6-7
Rock Assault (Elite)[]
Ship unique to the Rock war vessel encounter event.
Hull: 16-18 (15-17 on Easy)
Crew: 4-5 Rock
Systems:
Optional systems:
- Medbay (1-2)
- Crew Teleporter (1-2)
- Door System (1-3)
Augmentation: Rock Plating
Encountered in sectors: 5-7
Weapons[]
These Rock Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile | |
Breach Missiles |
Flak | |
Flak Gun I [1] | |
Flak Gun II [1] |
Beams | |
Mini Beam | |
Halberd Beam |
Bombs | |
Small Bomb |
Ions | |
Heavy Ion |
Slug Ships[]
All Slug ships automatically repair hull breaches due to Slug Repair Gel augmentation.
Some large Slug ships can have level ten weapons or shields (possibly both). The larger ships can also be difficult to board: they often have a large number of crew, blast doors, and Slug crew are immune to mind control.
Although late-game Slug ships can be tough, earlier Slug sectors can be easy and profitable because there are lots of "flying coffins" - the smallest Slug ships with isolated oxygen room. Destroying their oxygen will (eventually) result in a crew kill. This does not apply to pirate versions of Slug ships.
Slug Interceptor / Pirate Interceptor[]
Hull: 9-13 (8-12 on Easy)
Crew: 2 Slug (Pirate crew is 2 random)
Systems:
- Shields (2-8)
- Engines (1-8)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Door System (1-3) [Pirate Interceptor only]
Augmentation: Slug Repair Gel
Encountered in sectors: 1-5
Slug Scout / Pirate Scout[]
Hull: 9-14 (8-13 on Easy)
Crew: 2 Slug (Pirate crew is 2 random)
Systems:
- Shields (2-8)
- Engines (1-8)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Mind Control (1-2) [Pirate Scout only]
Augmentation: Slug Repair Gel
Encountered in sectors: 1-6
Slug Light-Cruiser / Pirate Light-Cruiser[]
Hull: 11-16 (10-15 on Easy) / 11-17 (10-16 on Easy) for pirated
Crew: 3-5 Slug (Pirate crew is 3-6 random)
Systems:
- Shields (2-10)
- Engines (1-6)
- Oxygen (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Cloaking (1-2) [Pirate Light-Cruiser only]
- Door System (1-3)
Augmentation: Slug Repair Gel
Encountered in sectors: 2-7 / 2-8 (pirated version)
Slug Light-Surveyor / Pirate Light-Surveyor[]
Hull: 11-16 (10-15 on Easy) / 11-17 (10-16 on Easy) for pirated
Crew: 3-6 Slug (Pirate crew is 3-6 random)
Systems:
- Shields (2-10)
- Engines (1-6)
- Oxygen (1-3)
- Weapon Control (2-7)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Mind Control (1-2)
Augmentation: Slug Repair Gel
Encountered in sectors: 2-7 / 2-8 (pirated version)
Slug Assault / Pirate Assault[]
Hull: 15-17 (14-16 on Easy) / 15-18 (14-17 on Easy) for pirated
Crew: 5-6 Slug (Pirate crew is 5-6 random)
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-10)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Cloaking (1)
- Door System (1-3)
Augmentation: Slug Repair Gel
Encountered in sectors: 5-7 / 5-8 (pirated version)
Slug Instigator / Pirate Instigator[]
Hull: 15-17 (14-16 on Easy) / 15-18 (14-17 on Easy) for pirated
Crew: 6-7 Slug (Pirate crew is 6-7 random)
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-9)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Cloaking (1) [Slug Instigator only]
- Mind Control (1-2)
- Door System (1-2) [Pirate Instigator only]
Augmentation: Slug Repair Gel
Encountered in sectors: 5-7 / 5-8 (pirated version)
Weapons[]
These Slug Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Heavy Laser Mark I | |
Heavy Laser Mark II | |
Laser Charger II [1] |
Missiles | |
Artemis Missiles | |
Breach Missiles |
Beams | |
Mini Beam | |
Halberd Beam | |
Glaive Beam | |
Pike Beam | |
Fire Beam |
Bombs | |
Fire Bomb |
Ions | |
Ion Blast | |
Ion Blast Mark II | |
Ion Charger [1] |
Lanius Ships[]
This section describes content that only appears in Advanced Edition. |
Lanius ships are difficult to board since they have no Oxygen. They have the Emergency Respirators augment; this doesn't affect the Lanius crew, but if the Weak and hungry human boarders event is encountered after fighting a Lanius ship, those human boarders will receive the benefit of the augment. Lanius ships' 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 Scout[]
Hull: 8-13 (7-12 on Easy)
Crew: 2 Lanius
Systems:
- Shields (2-8)
- Engines (1-5)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Hacking (1-3)
- Door System (1-3)
Augmentation: Emergency Respirators
Encountered in sectors: 2-7
Lanius Bomber[]
Hull: 12-15 (11-14 on Easy)
Crew: 3-4 Lanius
Systems:
- Shields (2-8)
- Engines (1-5)
- Crew Teleporter (1-3)
- Weapon Control (2-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Cloaking (1-3)
- Mind Control (1-2)
- Door System (1-3)
Augmentation: Emergency Respirators
Encountered in sectors: 4-7
Weapons[]
These Lanius Ships can have any of the following weapons:
Lasers | |
Basic Laser | |
Burst Laser Mark I | |
Burst Laser Mark II | |
Burst Laser Mark III | |
Heavy Laser Mark I | |
Heavy Laser Mark II |
Missiles | |
Leto Missiles | |
Artemis Missiles | |
Hermes Missile | |
Breach Missiles |
Flak | |
Flak Gun I | |
Flak Gun II |
Beams | |
Mini Beam | |
Halberd Beam |
Bombs | |
Small Bomb |
Ions | |
Heavy Ion |
Crystal Ships[]
Crystal ships are only fought in the Hidden Crystal Worlds sector. They only use crystal weapons and Crystal Lockdown Bomb.
They come in two sizes, Scouts and Bombers, with two additional versions, Outriders and Instigators. Be wary of boarding or being boarded: enemy Crystal crew will use their Lockdown power against you.
Crystal Scout[]
Hull: 11-13 (10-12 on Easy)
Crew: 2 Crystal
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (4-8)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
Encountered in sectors: 5-7
Crystal Outrider[]
Hull: 11-13 (10-12 on Easy)
Crew: 2 Crystal
Systems:
- Shields (2-8)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (4-8)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
Encountered in sectors: 5-7
Crystal Bomber[]
Hull: 13-15 (12-14 on Easy)
Crew: 3-4 Crystal
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Weapon Control (2-10)
- Piloting (1-3)
Optional systems:
- Medbay (1-3)
- Door System (1-3)
Encountered in sectors: 5-7
Crystal Instigator[]
Hull: 13-15 (12-14 on Easy)
Crew: 3-4 Crystal
Systems:
- Shields (2-10)
- Engines (1-5)
- Oxygen (1-3)
- Crew Teleporter (1-2)
- Cloaking (1-2)
- Weapon Control (2-10)
- Piloting (1-3)
Optional systems:
- Clone Bay (1-3)
- Door System (1-3)
Encountered in sectors: 5-7
Weapons[]
These Crystal Ships can have any of the following weapons:
Crystal | |
Crystal Burst I | |
Crystal Burst II | |
Heavy Crystal I | |
Heavy Crystal II |
Bombs | |
Crystal Lockdown |
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.