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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.

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:

  • 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 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[]

Rebel Fighter (Sector 6, Hard)

Rebel Fighter (Sector 6, Hard)

Rebel Fighter pirate (Sector 1, Hard)

Rebel Fighter pirate (Sector 1, Hard)

Hull: 9-17

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

Systems:
Optional:

Rebel Invader / Pirate Invader[]

Rebel Invader (Sector 4, Hard)

Rebel Invader (Sector 4, Hard)

Rebel Invader pirate (Sector 5, Hard)

Rebel Invader pirate (Sector 5, Hard)

Hull: 9-17

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

Systems:
Optional:

Rebel Rigger / Pirate Rigger[]

Rebel Rigger (Sector 5, Hard)

Rebel Rigger (Sector 5, Hard)

Rebel Rigger pirate (Sector 1, Hard)

Rebel Rigger pirate (Sector 1, Hard)

Hull: 8-16

Crew: 3-4 Human (Pirate crew is 3-4 random)

Systems:
Optional:

Rebel Disruptor / Pirate Disruptor[]

Rebel Disruptor (Sector 8, Hard)

Rebel Disruptor (Sector 8, Hard)

Rebel Disruptor pirate (Sector 2, Hard)

Rebel Disruptor pirate (Sector 2, Hard)

Hull: 8-16

Crew: 3-4 Human (Pirate crew is 3-4 random)

Systems:
Optional:

Elite Fighter[]

Elite Fighter (Sector 1, Hard)

Elite Fighter (Sector 1, Hard)

Hull: 13-21

Crew: 3-7 Human

Systems:
Optional:

Elite Assault[]

Elite Assault (Sector 5, Hard)

Elite Assault (Sector 5, Hard)

Hull: 13-21

Crew: 3-7 Human

Systems:
Optional:

Weapons[]

These Rebel Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Chain Laser Weapon 2-1 Chain Burst Laser [1]
Chain Vulcan Chain Vulcan [1]
Charge Laser II Weapon Laser Charger II [1]
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Hermes, Breach, Hull MissilesBreachMissile Breach Missiles
Flak
Flak Gun I Flak Gun I [1]
Flak Gun II Flak Gun II [1]
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Bombs
S. Bomb Small Bomb
  1. 1.0 1.1 1.2 1.3 1.4 Advanced Edition Content.

Drones[]

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

Offensive Drones
CombatDroneI
Combat Drone Mark I
CombatDroneII
Combat Drone Mark II
BeamDroneI
Anti-Ship Beam Drone I
BeamDroneII
Anti-Ship Beam Drone II [1]
FireDrone
Anti-Ship Fire Drone [1]
Defensive Drones
Defense Drone I
Defense Drone Mark I
Defense Drone II
Defense Drone Mark II
Anti-CombatDrone
Anti-Combat Drone [1]
ShieldDrone
Shield Overcharger [1]
Crew Drones
SystemRepairDrone
System Repair Drone
AntiPersonelDrone
Anti-Personnel Drone
Boarding Drones
Boarding Drone
Boarding Drone
IonIntruderDrone
Ion Intruder [1]
  1. 1.0 1.1 1.2 1.3 1.4 Advanced Edition Content.



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[]

Federation Scout pirate (Sector 5, Hard)

Federation Scout pirate (Sector 5, Hard)

Hull: 6-14

Crew: 2 Human (Pirate crew is 2 random)

Systems:
Optional:

Federation Outrider / Pirate Outrider[]

Federation Outrider pirate (Sector 7, Hard)

Federation Outrider pirate (Sector 7, Hard)

Hull: 6-14

Crew: 2 Human (Pirate crew is 2 random)

Systems:
Optional:

Federation Bomber / Pirate Bomber[]

Federation Bomber pirate (Sector 7, Hard)

Federation Bomber pirate (Sector 7, Hard)

Hull: 8-16

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

Systems:
Optional:

Federation Hacker / Pirate Hacker[]

Federation Hacker pirate (Sector 2, Hard)

Federation Hacker pirate (Sector 2, Hard)

Hull: 8-16

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

Systems:
Optional:

Weapons[]

These Federation Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Chain Vulcan Chain Vulcan [1]
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Hermes, Breach, Hull MissilesBreachMissile Breach Missiles
Flak
Flak Gun I Flak Gun I [1]
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Bombs
S. Bomb Small Bomb
Ions
Charge Ion Weapon Ion Charger [1]
Ion Stunner Weapon Ion Stunner [1]
  1. 1.0 1.1 1.2 1.3 Advanced Edition Content.



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[]

Auto-Scout (Sector 3, Hard)

Auto-Scout (Sector 3, Hard)

Hull: 5-13

Systems:
Optional:

Auto-Surveyor[]

Auto-Surveyor (Sector 7, Hard)

Auto-Surveyor (Sector 7, Hard)

Hull: 5-13

Systems:
Optional:

Auto-Assault[]

Auto-Assault (Sector 1, Hard)

Auto-Assault (Sector 1, Hard)

Hull: 7-15

Systems:

Auto-Hacker[]

Auto-Hacker (Sector 8, Hard)

Auto-Hacker (Sector 8, Hard)

Hull: 7-15

Systems:

Weapons[]

These Automated Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Chain Laser Weapon 2-1 Chain Burst Laser [1]
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Bombs
S. Bomb Small Bomb
Firebomb Fire Bomb
Ion Bomb Ion Bomb
Ions
Ion Blast Ion Blast
Heavy Ion Heavy Ion
Ion Blast 2 Ion Blast Mark II
Charge Ion Weapon Ion Charger [1]
  1. 1.0 1.1 Advanced Edition Content.

Drones[]

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

Offensive Drones
CombatDroneI
Combat Drone Mark I
CombatDroneII
Combat Drone Mark II
BeamDroneI
Anti-Ship Beam Drone I
BeamDroneII
Anti-Ship Beam Drone II [1]
FireDrone
Anti-Ship Fire Drone [1]
  1. 1.0 1.1 Advanced Edition Content.



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[]

Engi Scout (Sector 5, Hard)

Engi Scout (Sector 5, Hard)

Hull: 6-14

Crew: 2-4 Engi

Systems:
Optional:
Augmentations:

Engi Outrider[]

Engi Outrider with mantis crew (Sector 7, Hard)

Engi Outrider with Mantis crew (Sector 7, Hard)

Hull: 6-14

Crew: 2-4 Engi

Systems:
Optional:
Augmentations:

Engi Bomber[]

Engi Bomber (Sector 3, Hard)

Engi Bomber (Sector 3, Hard)

Hull: 8-16

Crew: 3-5 Engi

Systems:
Optional:
Augmentations:

Engi Hacker[]

Hull: 8-16

Crew: 3-5 Engi

Systems:
Optional:
Augmentations:

Weapons[]

These Engi Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Heavy Laser I Heavy Laser Mark I
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Glaive Glaive Beam
Pike Beam Pike Beam
Fire Beam Fire Beam
Bombs
Stun Bomb n Stun Bomb [1]
Ions
Ion Blast Ion Blast
Heavy Ion Heavy Ion
Ion Blast 2 Ion Blast Mark II
Ion Stunner Weapon Ion Stunner [1]
Charge Ion Weapon Ion Charger [1]
Chain Ion Chain Ion [1]
  1. 1.0 1.1 1.2 1.3 Advanced Edition Content.

Drones[]

Engi Ships can have any of the following drones:

Defensive Drones
Defense Drone I
Defense Drone Mark I
Defense Drone II
Defense Drone Mark II
Anti-CombatDrone
Anti-Combat Drone [1]
  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[]

Mantis Scout (Sector 3, Hard)

Mantis Scout (Sector 3, Hard)

Mantis Scout pirate (Sector 3, Hard)

Mantis Scout pirate (Sector 3, Hard)

Hull: 6-14

Crew: 3-4 TOTAL, 3-4 Mantis, 0-1 Engi (Pirate crew is 3-4 random)

Systems:
Optional:

Mantis Interceptor / Pirate Interceptor[]

Mantis Interceptor (Sector 6, Hard)

Mantis Interceptor (Sector 6, Hard)

Mantis Interceptor pirate (Sector 3, Hard)

Mantis Interceptor pirate (Sector 3, Hard)

Hull: 6-14

Crew: 2-3 TOTAL, 2-3 Mantis, 0-1 Engi (Pirate crew is 2-3 random)

Systems:
Optional:

Mantis Fighter / Pirate Fighter[]

Mantis Fighter (Sector 5, Hard)

Mantis Fighter (Sector 5, Hard)

Mantis Fighter pirate (Sector 7, Hard)

Mantis Fighter pirate (Sector 7, Hard)

Hull: 8-16

Crew: 3-4 TOTAL, 3-4 Mantis, 0-1 Engi (Pirate crew is 3-4 random)

Systems:
Optional:

Mantis Assault / Pirate Assault[]

Mantis Assault (Sector 5, Hard)

Mantis Assault (Sector 5, Hard)

Mantis Assault pirate (Sector 7, Hard)

Mantis Assault pirate (Sector 7, Hard)

Hull: 8-16

Crew: 2-4 TOTAL, 2-4 Mantis, 0-1 Engi (Pirate crew is 2-4 random)

Systems:
Optional:

Mantis Bomber / Pirate Bomber[]

Mantis Bomber (Sector 5, Hard)

Mantis Bomber (Sector 5, Hard)

Mantis Bomber pirate (Sector 8, Hard)

Mantis Bomber pirate (Sector 8, Hard)

Hull: 10-18

Crew: 4-5 TOTAL, 4-5 Mantis, 0-1 Engi (Pirate crew is 4-5 random)

Systems:
Optional:

Mantis Aggressor / Pirate Aggressor[]

Mantis Aggressor (Sector 5, Hard)

Mantis Aggressor (Sector 5, Hard)

Mantis Aggressor pirate (Sector 7, Hard)

Mantis Aggressor pirate (Sector 7, Hard)

Hull: 10-18

Crew: 4-5 TOTAL, 4-5 Mantis, 0-1 Engi (Pirate crew is 4-5 random)

Systems:
Optional:

Weapons[]

These Mantis Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Laser Charger I Laser Charger [1]
Charge Laser II Weapon Laser Charger II [1]
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Hermes, Breach, Hull MissilesBreachMissile Breach Missiles
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Bombs
S. Bomb Small Bomb
Firebomb Fire Bomb
Ion Bomb Ion Bomb
Stun Bomb n Stun Bomb [1]
Ions
Ion Stunner Weapon Ion Stunner [1]
Chain Ion Chain Ion [1]
  1. 1.0 1.1 1.2 1.3 1.4 Advanced Edition Content.



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[]

Energy Fighter (Sector 5, Hard)

Energy Fighter (Sector 5, Hard)

Energy Fighter pirate (Sector 1, Hard)

Energy Fighter pirate (Sector 1, Hard)

Hull: 6-14

Crew: 2 Zoltan (Pirate crew is 2 random)

Systems:
Optional:
Augmentations:

Energy Instigator / Pirate Instigator[]

Energy Instigator (Sector 3, Hard)

Energy Instigator (Sector 3, Hard)

Energy Instigator pirate (Sector 6, Hard)

Energy Instigator pirate (Sector 6, Hard)

Hull: 6-14

Crew: 2 Zoltan (Pirate crew is 2 random)

Systems:
Optional:
Augmentations:

Energy Bomber / Pirate Bomber[]

Energy Bomber (Sector 7, Hard)

Energy Bomber (Sector 7, Hard)

Energy Bomber pirate (Sector 6, Hard)

Energy Bomber pirate (Sector 6, Hard)

Hull: 6-14

Crew: 4-5 Zoltan (Pirate crew is 4-5 random)

Systems:
Optional:
Augmentations:

Energy Hacker / Pirate Hacker[]

Energy Hacker (Sector 5, Hard)

Energy Hacker (Sector 5, Hard)

Energy Hacker pirate (Sector 6, Hard)

Energy Hacker pirate (Sector 6, Hard)

Hull: 6-14

Crew: 4-5 Zoltan (Pirate crew is 4-5 random)

Systems:
Optional:
Augmentations:

Weapons[]

These Zoltan Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Chain Laser Weapon 2-1 Chain Burst Laser [1]
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Flak
Flak Gun I Flak Gun I [1]
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Glaive Glaive Beam
Pike Beam Pike Beam
Fire Beam Fire Beam
Hull Beam Hull Beam
Bombs
S. Bomb Small Bomb
Ion Bomb Ion Bomb
Ions
Ion Blast Ion Blast
Heavy Ion Heavy Ion
Ion Stunner Weapon Ion Stunner [1]
  1. 1.0 1.1 1.2 Advanced Edition Content.

Drones[]

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

Offensive Drones
CombatDroneI
Combat Drone Mark I
BeamDroneI
Anti-Ship Beam Drone I
BeamDroneII
Anti-Ship Beam Drone II [1]
FireDrone
Anti-Ship Fire Drone [1]
  1. 1.0 1.1 Advanced Edition Content.



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[]

Rock Scout (Sector 5, Hard)

Rock Scout (Sector 5, Hard)

Rock Scout pirate (Sector 5, Hard)

Rock Scout pirate (Sector 5, Hard)

Hull: 7-15

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

Systems:
Optional:
Augmentations:

Rock Investigator / Pirate Investigator[]

Rock Investigator (Sector 2, Hard)

Rock Investigator (Sector 2, Hard)

Rock Investigator pirate (Sector 1, Hard)

Rock Investigator pirate (Sector 1, Hard)

Hull: 7-15

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

Systems:
Optional:
Augmentations:

Rock Fighter / Pirate Fighter[]

Rock Fighter (Sector 7, Hard)

Rock Fighter (Sector 7, Hard)

Rock Fighter pirate (Sector 5, Hard)

Rock Fighter pirate (Sector 5, Hard)

Hull: 9-17

Crew: 3-4 Rock (Pirate crew is 3-4 random)

Systems:
Optional:
Augmentations:

Rock Interceptor / Pirate Interceptor[]

Rock Interceptor (Sector 7, Hard)

Rock Interceptor (Sector 7, Hard)

Rock Interceptor pirate (Sector 5, Hard)

Rock Interceptor pirate (Sector 5, Hard)

Hull: 9-17

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

Systems:
Optional:
Augmentations:

Rock Assault[]

Rock Assault (Sector 7, Hard)

Rock Assault (Sector 7, Hard)

Hull: 11-19

Crew: 4-5 Rock

Systems:
Optional:
Augmentations:

Rock Aggressor[]

Rock Aggressor (Sector 7, Hard)

Rock Aggressor (Sector 7, Hard)

Hull: 11-19

Crew: 4-5 Rock

Systems:
Optional:
Augmentations:

Rock Assault (Elite)[]

Rock Assault (Elite) (Sector 5, Hard)

Rock Assault (Elite) (Sector 5, Hard)

Ship unique to the Rock war vessel encounter event.

Hull: 11-19

Crew: 4-5 Rock

Systems:
Optional:
Augmentations:

Weapons[]

These Rock Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Hermes, Breach, Hull MissilesBreachMissile Breach Missiles
Flak
Flak Gun I Flak Gun I [1]
Flak Gun II Flak Gun II [1]
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Bombs
S. Bomb Small Bomb
Ions
Heavy Ion Heavy Ion
  1. 1.0 1.1 Advanced Edition Content.



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[]

Slug Interceptor (Sector 5, Hard)

Slug Interceptor (Sector 5, Hard)

Slug Interceptor pirate (Sector 1, Hard)

Slug Interceptor pirate (Sector 1, Hard)

Hull: 8-16

Crew: 2 Slug (Pirate crew is 2 random)

Systems:
Optional:
Augmentations:

Slug Scout / Pirate Scout[]

Slug Scout (Sector 5, Hard)

Slug Scout (Sector 5, Hard)

Slug Scout pirate (Sector 1, Hard)

Slug Scout pirate (Sector 1, Hard)

Hull: 8-16

Crew: 2 Slug (Pirate crew is 2 random)

Systems:
Optional:
Augmentations:

Slug Light-Cruiser / Pirate Light-Cruiser[]

Slug Light-Cruiser (Sector 6, Hard)

Slug Light-Cruiser (Sector 6, Hard)

Slug Light-Cruiser pirate (Sector 4, Hard)

Slug Light-Cruiser pirate (Sector 4, Hard)

Hull: 9-17

Crew: 3-5 Slug (Pirate crew is 3-6 random)

Systems:
Optional:
Augmentations:

Slug Light-Surveyor / Pirate Light-Surveyor[]

Slug Light-Surveyor (Sector 4, Hard)

Slug Light-Surveyor (Sector 4, Hard)

Slug Light-Surveyor pirate (Sector 5, Hard)

Slug Light-Surveyor pirate (Sector 5, Hard)

Hull: 9-17

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

Systems:
Optional:
Augmentations:

Slug Assault / Pirate Assault[]

Slug Assault (Sector 6, Hard)

Slug Assault (Sector 6, Hard)

Slug Assault pirate (Sector 7, Hard)

Slug Assault pirate (Sector 7, Hard)

Hull: 10-18

Crew: 5-6 Slug (Pirate crew is 5-6 random)

Systems:
Optional:
Augmentations:

Slug Instigator / Pirate Instigator[]

Slug Instigator (Sector 6, Hard)

Slug Instigator (Sector 6, Hard)

Hull: 10-18

Crew: 6-7 Slug (Pirate crew is 6-7 random)

Systems:
Optional:
Augmentations:

Weapons[]

These Slug Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Charge Laser II Weapon Laser Charger II [1]
Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesBreachMissile Breach Missiles
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Glaive Glaive Beam
Pike Beam Pike Beam
Fire Beam Fire Beam
Bombs
Firebomb Fire Bomb
Ions
Ion Blast Ion Blast
Ion Blast 2 Ion Blast Mark II
Charge Ion Weapon Ion Charger [1]
  1. 1.0 1.1 Advanced Edition Content.



Lanius Ships[]

AE Content Enabled (clear corners) 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[]

Lanius Scout (Sector 7, Hard)

Lanius Scout (Sector 7, Hard)

Hull: 6-14

Crew: 2 Lanius

Systems:
Optional:
Augmentations:

Lanius Bomber[]

Lanius Bomber (Sector 7, Hard)

Lanius Bomber (Sector 7, Hard)

Hull: 8-16

Crew: 3-4 Lanius

Systems:
Optional:
Augmentations:

Weapons[]

These Lanius Ships can have any of the following weapons:

Lasers
Basic Laser Basic Laser
Burst Laser I Burst Laser Mark I
Burst Laser II Burst Laser Mark II
Burst Laser III Burst Laser Mark III
Heavy Laser I Heavy Laser Mark I
Heavy Laser II Heavy Laser Mark II
Missiles
Artemis, Pegasus MissilesLetoAndSwarmMissile Leto Missiles
Artemis, Pegasus MissilesArtemisAndPegasusMissile Artemis Missiles
Hermes, Breach, Hull MissilesHermesMissile Hermes Missile
Hermes, Breach, Hull MissilesBreachMissile Breach Missiles
Flak
Flak Gun I Flak Gun I
Flak Gun II Flak Gun II
Beams
Minibeam Mini Beam
Halberd Beam Halberd Beam
Bombs
S. Bomb Small Bomb
Ions
Heavy Ion 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[]

Crystal Scout (Sector 7, Hard)

Crystal Scout (Sector 7, Hard)

Hull: 6-14

Crew: 2 Crystal

Systems:
Optional:

Crystal Outrider[]

Hull: 6-14

Crew: 2 Crystal

Systems:
Optional:

Crystal Bomber[]

Crystal Bomber (Sector 7, Hard)

Crystal Bomber (Sector 7, Hard)

Hull: 8-16

Crew: 3-4 Crystal

Systems:
Optional:

Crystal Instigator[]

Crystal Instigator (Sector 6, Hard)

Crystal Instigator (Sector 6, Hard)

Hull: 8-16

Crew: 3-4 Crystal

Systems:
Optional:

Weapons[]

These Crystal Ships can have any of the following weapons:

Crystal
FTL Crystal B. l Crystal Burst I
Crystal Burst 2 Crystal Burst II
Heavy Crystal 1 Heavy Crystal I
Heavy Crystal 2 Heavy Crystal II
Bombs
FTL Lock B. Crystal Lockdown
Bomb



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.

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