Player Ships

At the beginning of the game, player is able to select one of the ships to travel with. Selected ship will define number of slots available (including nukes slots), form and size of the ship, deflection and evasion ratings, starting equipment and crew, as well as ship-specific perks. Ship stays with player until the run is over, one way or another.

Ship unlock requirements

 * Tigerfish:                    starting ship that is pre-unlocked.
 * Nuke Runner:            finish the tutorial
 * Fierce Sincerity:        die once
 * Rogue Rat:                reach sector 2
 * Pumpkin Hammer:    reach sector 3
 * Atlas:                         reach sector 4
 * Bluestar:                    reach sector 5
 * Warpshell:                 reach sector 7
 * The Endurance:        reach sector 9
 * Battle Tiger:              only available when buying supporters pack DLC

PS: You can only unlock one ship per game. So you have to play at least 7 times to unlock all ships! Rushing to sector 9 on first run only gives you the rogue rat... (Unlocked Warpshell & The Endurance with Bluestar in a game-winning run with win1.2.3, so this must be old.)

Look for further information about the modules here...  Look for more detailed information on ship starting modules and stats here... (a guide in steam community, not totally up to date but mostly correct and much more information than here)

Battle Tiger


Battle Tiger is is the military variant of the popular Tigerfish series. It was designed for long-range transport of VIP personnel in hostile space and is equipped with explosives combinator. It comes with intruderbot nukes that release armed drones inside enemy ships.

Default ship has:

Combat modules

 * Tiger point-defence (4)
 * Tiger mininuke platform (2)
 * Tiger intruderbot nuke (2)
 * Dual Tiger EMP nuke
 * Industrial laser II
 * Industrial missile platform

Containers

 * Multi container ESM-1
 * Tiger fuel tank
 * Multi-container OME
 * Armored container FE

Other modules

 * Cryodream recorder 2x, lovers-type (3)
 * Non-combat sensor Mk la
 * Terran energy reactor (3)
 * Explosive combinator, type T
 * Tiger Command bridge
 * Twotail engine
 * Warp drive, type 101
 * Tiger shield battery
 * Tiger shield generator
 * Micro reactor I (2)

Tigerfish


Tigerfish utility frigate is armed with industrial lasers and missiles. It starts with a generous set of internal drones and a self-made drone repair bay. Small size of the ship provides an excellent evasion bonus but offers limited modular options. Default loadout includes heavily armored nukes.

Default ship has:

Base Ship Stats

 * 20% Evasion
 * 64% Deflection
 * 25% Accuracy
 * 30 Hit Points

Slots

 * 1 Bridge
 * 1 Warp drive
 * 1 Engine
 * 2 Storage
 * 4 Hybrid
 * 4 Weapon
 * 2 Capital missile
 * 6 Normal
 * 1 Cargo space (4x3)

Combat modules

 * Tiger point-defence (2)
 * Industrial laser I (3) (can be upgraded with Perks)
 * Industrial missile platform
 * Tigerpaw, industrial nuke (2) (can add 1 more with perks)

Containers

 * Fuel tank (small)
 * Multi-container FEO
 * Multi-container ESM-1

Other modules

 * Terran industrial energy reactor
 * Twotail engine
 * Terran energy reactor (old) (can be upgraded with Perks)
 * Drone repair DIY
 * Warp drive, type 101
 * Aegis shield generator (old) (can be upgraded with Perks)
 * Medical cryosleep unit x3
 * Command bridge, type DUO-2
 * Non-combat sensor Mk la (can be upgraded with Perks)

Crew
Player's opinion:
 * 3 gun operator drones
 * 1 heavy repair drone
 * 4 human crew
 * 1 pet (cat)

A fast and elusive ship, Tigerfish doesn't possess many slots and can't carry as many modules as later-unlocked ships (Only 14 customizable slots to put modules in). Instead, Tigerfish has decent deflection and evasion rating, its small size being an advantage in decreasing enemy hit chance. Layout is very good for point denfence.

Tigerfish's starting equipment features with 3 mining lasers (that can be upgraded with a perk, making them decent weapon even in lategame), an auxiliary rocket launcher and extra drone crew, which helps to man numerous weapons even in shortage of crew.

The ship's unique nukes, Tigerpaw nukes, are well armored and have decent damage, but their area of effect is somewhat small.

Nuke Runner


This special operations speeder is known for tactical survivability. The ship has good armor and superb evasion, plus increased fire resistance. Optional loadout includes an impressive selection of nukes (the nuke arsenal perk). The small hull offers limited options and is not recommended for claustrophobic crew.

Default ship has:

Base Ship Stats

 * 22% Evasion
 * 65% Deflection
 * 25% Accuracy
 * 25 Hit Points

Slots

 * 1 Bridge
 * 1 Warp drive
 * 1 Engine
 * 2 Storage
 * 4 Hybrid
 * 4 Weapon
 * 2 Capital missile
 * 6 Normal
 * 1 Cargo space (4x3)

Combat modules

 * Light laser
 * Terran point-defence (2)
 * Nova gatling cannon, type I
 * Speeder nuke
 * Sniper cannon II

Containers

 * Multi-container ESM-2
 * Fuel tank (medium)
 * Multi-container FEO
 * Explosives storage (large)

Other modules

 * Heavy jets engine
 * Warp drive, grade II
 * Terran industrial energy reactor
 * Terran energy reactor (old)
 * Aegis shield generator (old)
 * Cryosleep, standard issue
 * Non-combat sensor Mk la
 * Command bridge, type TRIPLE-3

Crew
Player's opinion:
 * 5 human crew
 * 1 heavy combat droid
 * 1 pet (cat)

Tied with the Tigerfish as the smallest ship in the game with low hull points, but the best Accuracy, Deflection and Evasion of any ship in the game. It is crewed mostly by a combat-oriented crew, including 4 marines, making it far better at fighting in the early game than generating organics.

Starting the game with a 3-crew cockpit lets you begin concentrating on improving your evasion right away, and a ship-specific perk lets you take the excellent Top Cadet at the start of the game, making you a very tricky target to hit.

Although it takes up a lot of storage space, the cheap and powerful Nuke Arsenal perk gives you a pile of nukes to overcome early enemies.

Fierce Sincerity


An antique Space-Eel exploration ship obtained from a museum, packed with unconventional technology and crewed by space hippies. Many of the ship's modules function by eating organics (extra rations are recommended). Starts with a shoomery.

Default ship has:

Base Ship Stats

 * 11% Evasion
 * 60% Deflection
 * 23% Accuracy
 * 33 Hit Points

Slots

 * 1 Bridge
 * 1 Warp drive
 * 1 Engine
 * 2 Storage
 * 6 Hybrid
 * 3 Weapon
 * 10 Normal
 * 2 Capital missile
 * 1 Cargo space (4x3)

Combat modules

 * Deathmite swarm nuke
 * Biotech point-defence
 * Biotech cannon 'MOLAC' (2)
 * Singular EMP ray
 * DIY point-defence

Containers

 * Biotech fuel tank
 * Exotics container (DIY)
 * Multi-container ESM-2
 * Biotech organics container

Other modules

 * Non-combat sensor (biotech)
 * Biotech solitary bridge
 * Cryosleep x8, insectoidian military
 * Shroomery
 * Biological medical organism
 * Biotech explosives recycler
 * Biotech reactor (3)
 * Biotech engine, type floral
 * Brass shield generator
 * Shield battery III (biotech)
 * Warp drive, type F

Crew

 * 6 human crew
 * 1 Beedroid cyborg
 * 1 Lizardman
 * 1 Yu-Ee
 * 1 pet (cat)

Rogue Rat


An old Rat Empire vessel, originally built to escort merchant convoys. The ship and all its modules have increased fire resistance, but it may run out of ammo due to its heavy gatling cannons. Standard loadout includes extra explosives, incendiary nukes and a laboratory for analyzing remains of defeated enemies.

Default ship has:

Base Ship Stats

 * 15% Evasion
 * 62% Deflection
 * 24% Accuracy
 * 32 Hit Points

Slots

 * 1 Bridge
 * 1 Warp drive
 * 1 Engine
 * 2 Storage
 * 5 Hybrid
 * 4 Weapon
 * 4 Capital missile
 * 8 Normal
 * 1 Cargo space (4x3)

Combat modules

 * Incendiary cannon R1000
 * Imperial spitter A (2)
 * Rat point-defence II
 * Death tail laser
 * Imperial incendiary capital missile (2)

Containers

 * Fuel tank (medium)
 * Multi-container FEO
 * Multi-container ESM-2

Other modules

 * Outdated engine
 * Custom energy reactor (unstable) (2)
 * Non-combat sensor Mk la
 * Armored cryosleep x3, Rat Empire origin
 * Rat Empire energy reactor
 * Shield battery DIY, Rat Empire
 * Warp drive, type 101
 * Cryodream recorder x1 (reinforced)
 * Rat shield generator, grade I
 * Science lab x3, Rat Empire
 * Command bridge, type TRIPLE-3

Crew

 * 8 human crew
 * 1 pet (cat)

Pumpkin Hammer


This giant trade vessel has been operated by a family of food traders for generations. Though armed with mining lasers and ancient rockets, it's gardens can generate a lot of organics by using excess energy of the ship's movement. Minimal energy shielding is somewhat mitigated by the robust structure of the ship.

Default ship has:

Base Ship Stats

 * 8% Evasion
 * 64% Deflection
 * 24% Accuracy
 * 34 Hit Points

Slots

 * 1 Bridge
 * 1 Warp drive
 * 1 Engine
 * 4 Storage
 * 5 Hybrid
 * 3 Weapon
 * 2 Capital missile
 * 15 Normal
 * 1 Cargo space (4x3)

Combat modules

 * DIY point-defence (2)
 * ECM integrity turret (ancient)
 * Mining laser IV (2)
 * Terran point-defence
 * Barrel nuke
 * Ancient rocket platform

Containers

 * Organics container (large) (2)
 * Fuel tank (medium)
 * Multi-container MS-I
 * Explosives storage (large)
 * Exotics container (large)

Other modules

 * Transporter engine
 * Command bridge, type DUO-2
 * DIY microgrowery (6)
 * Cooled ion-reactor (3)
 * Warp drive, type 101
 * Aegis shield generator (old)
 * Long-range sensor II (old)

Crew

 * 6 human crew
 * 2 gardening and repair drones
 * 1 pet (cat)

Atlas


This vessel was designed to be a mobile research base for dangerous frontiers. Optional module package offers dedicated sustainability equipment, including a fuel synthesizer. Comes equipped with external fuel tank, usable as nuke.

Default ship has:

Combat modules

 * Fueltank nuke
 * Terran point-defence
 * ATK-cannon II (2)
 * Sniper cannon I
 * Medium laser II

Containers

 * Exotics container (medium)
 * Organics container (small) (2)
 * Fuel tank (dual medium)
 * Multi-container ESM-2

Other modules

 * Transporter engine
 * Terran energy reactor (old) (2)
 * Minigrowery
 * Science lab x3, type threespace
 * Terran industrial energy reactor
 * Aegis shield generator (old)
 * Shield batteries T1
 * Medical cryosleep unit x3
 * Non-combat sensor, type LR
 * Warp drive, type 101
 * Command bridge, type DUO-2

Blue Star


Bluestar was designed for exploration missions in deep, uninhabited space. The ship has a superb set of science and sustainability modules, but moderate combat capability. Comes equipped with external fuel tank, usable as nuke.

Default ship has:

Combat modules

 * Mining laser II (3)
 * Terran point-defence (3)
 * Fueltank nuke

Containers

 * Multi-container ESM-2
 * Exotics container (medium)
 * Organics container (medium)
 * Fuel tank (medium)

Other modules

 * Micro reactor I (4)
 * Fuel-optimizer engine
 * Terran industrial energy reactor
 * Warp drive, type 101
 * Cryosleep x6, standard issue
 * Medbay type 202
 * Science lab x3, type threesome (2)
 * Minigrowery
 * Energy projector BFGX9
 * Aegis shield generator (old)
 * Command bridge, type DUO-2
 * Shield batteries T1
 * Non-combat sensor, type LR

Warpshell


This experimental ship is partially made of cloned warp animal tissue with increased fire resistance. Although armed with some of Earth's best weapons, most of its planned modules are missing or have been replaced with whatever was available.

Default ship has:

Combat modules

 * EMP dual raygun
 * Exotic destabilizer cannon
 * Armored ECM turret I (2)
 * Nanopellet nuke
 * Speeder nuke
 * EMP shuriken sniper
 * EMP plasma cannon
 * Terran point-defence

Containers

 * Exotics container (medium)
 * Multi-container ESM-1
 * Multi-container MFO
 * DIY multi-container FO

Other modules

 * DIY engine
 * Custom-made warp drive
 * Self-assembled light reactor (2)
 * Terran energy reactor (old) (2)
 * Command bridge (DIY)
 * Cryosleep x6, standard issue
 * DIY shield generator
 * Non-combat sensor DIY I

The Endurance


This ancient ship was built over a hundred years ago for long-range exploration and is still prized today. It has a pre-installed fuel synthesizer, gardens, laboratories and everything else necessary for a dangerous journey. It only needs a determined crew.

Default ship has:

Combat modules

 * Terran point-defence (4)
 * Barrel nuke (4)
 * Converted ancient minicannon
 * DIY exotic ray projector
 * ATK-cannon I (old) (2)

Containers

 * Organics container (DIY)
 * Exotics & Explosives storage (DIY)
 * Metals container (medium)
 * Fuel tank (small)
 * Synthetics container

Other modules

 * Outdated engine
 * Cooled ion-reactor (3)
 * Fuel combinator grade I-A (old)
 * Long-range sensor II (old)
 * Aegis shield generator (old) (2)
 * Warp drive, type 101
 * Cryosleep x2, lovers-type
 * DIY science lab (3)
 * DIY microgrowery (3)
 * Command bridge, type TRIPLE-3

Ship statistics table
Weapon slots These slots can hold weapons and many other types of internal or external modules.

Nuke slots These slots can hold single-use capital missiles.

Other slots The combined number of internal, hybrid, warp, bridge and engine slots.

Accuracy Inherent shipwide accuracy bonus, gets added to accuracy of all ship weapons.

Deflection Inherent ship armor deflection bonus, enemy projectile/beam shots deflect more often, doing no damage.

Evasion Inherent shipwide evasion bonus, enemy shots deviate more from target.

Starting crew All members are volunteers, and have the right to reject any orders.

Hull points Also called ship hitpoints or integrity points. Can be repaired by crew and in special stations.

Survivability index