Shortest Trip to Earth

Shortest Trip to Earth

71 ratings
Playable Ships Guide (UPDATED 13.06.21)
By Dr Hobo
Basic Guide showing the internal layouts of the playable ships, as well as the ship specific perks.
4
   
Award
Favorite
Favorited
Unfavorite
About this guide
In this guide I will be showing you what the internal layout of each ship is, as well as showing the different ship specific perks, with comparisons to the original when it is upgrading an existing module.

I will also list the installed modules for each ship, to help you avoid spending perks on modules the ship already has by default. I will not be going over every perk available, just focusing on the ship specific ones.

Some things to note in terms of gameplay
  • Perks that are marked PERMANENT will apply to all your ships, on every playthrough after you pick them up. High cost on your initial purchase but worth getting.
  • When you choose to start in a later zone you gain 1 extra Fate Point per Sector to spend. You no longer get a skill point for starting in sectors 2 or 3.
  • If you ship reaches 100% evasion, it doesn't mean all shots will miss. Evasion is simulated by the enemy weapons firing randomly - there is still a chance that you will get hit by stray fire, especially with gatlings or multiple projectile weapons. Enemies can take friendly fire, and even shoot thier own ships.

UPDATES / CHANGELOG
*GUIDE UPDATED 13.06.21*
  • New ship The Exception added.

*GUIDE UPDATED 18.10.20*
  • New ship The Riggy added.
  • Steam seems to not be playing nice with my images, tried deleting and reuploading the files. May have broken things - will give it a little bit and try again.
  • Pictures have been re-uploaded and manually changed, everything seems good for now.


*GUIDE UPDATED 13.02.20*
  • New ship Easy Tiger added.
  • Rogue Rat, Fierce Sincerity and Endurance updated to reflect additional internal module slot added to replace empty space left by cargo storage removal.
  • Container images updated to reflect current values.

*GUIDE UPDATED 29.01.20*
  • Base slot information now listed for all ships, including breakdown of slot types (as requested by Desirous).
  • DLC ship Battle Tiger added.
  • Ships selection and basic layout images updated to match current game values as well as the fact the cargo storage is no longer visible on the ship.
  • Weapon images updated to reflect current values.
Ship 0 - Easy Tiger
The Easy Tiger can be considered the default ship, as the Tigerfish and Nuke runner are now only available in challenging and above difficulty.


Base slot configuration : 4x Weapon, 4x Nuke, 15x Any, 7x Locked
  • 4x Weapon slots
  • 4x Nuke slots (3x base + 1x upgradeable)
  • 4x Hybrid slots
  • 10x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 4x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type DUO-2
  • Long-range sensor Tiger
  • Twotail engine
  • Warpdrive, type 101
  • Terran industrial energy reactor
  • 4x Terran energy reactor (old)
  • Multi-container MS-1
  • Exotic & Explosives storage (DIY)
  • Explosives storage (DIY)
  • Organics container (small)
  • Fuel tank (small)
Weapons / Defence
  • DIY shield generator
  • 2x Tiger point-defence
  • Tiger heavy gatling cannon
  • Industrial laser II
  • EMP plasma battery
  • Tigerpaw, industrial nuke
  • 2x DIY decoy capital missile
  • 2x Shield batteries DIY
  • Shield batteries DIY-8
  • DIY ECM turret
Utility
  • Medical cryosleep unit x3
Free slots
  • 1x Weapon module slot
  • 1x Undeveloped missile launch tube

Ship specific perks available on the Easy Tiger

Exotic EMP Sniper - 12 Fate Points
Adds an EMP exotics sniper to your storage.


Tigerpaw nuke - 2 Fate Points
Adds a spare Tigerpaw, industrial nuke to your storage.



Improvised nuclear missile - 2 Fate Points
Adds 1 random capital missile to your storage.


Explosives combinator DIY - 7 Fate Points
Adds a Explosives combinator, DIY to your storage.


Synthetics Cooker 9000 - 1 Fate Point
Adds a Synthetics cooker, grade I to your storage.

Ship 1 - Tigerfish
The first ship of the game, this is unlocked by default.


Base slot configuration : 4x Weapon, 2x Nuke, 10x Any, 5x Locked
  • 4x Weapon slots
  • 2x Nuke slots
  • 4x Hybrid slots
  • 6x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type DUO-2
  • Non-combat sensor Mk Ia
  • Twotail engine
  • Warpdrive, type 101
  • Terran industrial energy reactor
  • Terran energy reactor (old)
  • Multi-container FEO
  • Multi-container ESM-1
Weapons / Defence
  • Aegis shield generator (old)
  • 2x Tiger point-defence
  • Industrial missile platform
  • 3x Industrial laser I
  • 2x Tigerpaw, industrial nuke
  • Shield batteries DIY-8
Utility
  • Medical cryosleep unit x3
Free slots
  • 1x Internal module slot

Ship specific perks available on the Tigerfish

Exotic raygun I - 12 Fate Points
Adds a DIY exotic ray projector to your storage. Requires exotics to fire.


Industrial lasers upgrade (x3) - 6 Fate Points
Replaces all three default Industrial laser I with Industrial laser II.


Tigerpaw nuke - 2 Fate Points
Adds a spare Tigerpaw, industrial nuke to your storage.


Improvised nuclear missile - 2 Fate Points
Adds 1 random capital missile to your storage.


Explosives combinator DIY - 7 Fate Points
Adds a Explosives combinator, DIY to your storage.


Synthetics Cooker 9000 - 1 Fate Point
Adds a Synthetics cooker, grade I to your storage.


Shield generator replacement - 2 Fate Points
Replaces the Aegis shield generator (old) with Aegis shield generator.



Reactor replacement - 3 Fate Points
Replaces the Terran energy reactor (old) with Terran energy reactor.


Mk I sensor replacement - 3 Fate Points
Replaces the Non-combat sensor Mk 1a with Non-combat sensor Mk II.


The spider tiger drone - 8 Fate Points
Adds a heavy duty industrial drone to the crew. Drone can repair, put out fires or fight intruders.

Ship 2 - Nuke Runner
Unlock this ship by finishing the tutorial.


Base slot configuration : 4x Weapon, 2x Nuke, 9x Any, 5x Locked
  • 4x Weapon slots
  • 2x Nuke slots
  • 3x Hybrid slots
  • 6x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type TRIPLE-3
  • Non-combat sensor Mk Ia
  • Heavy Jets Engine
  • Warpdrive, grade II
  • Terran industrial energy reactor
  • Terran energy reactor (old)
  • Fuel tank (medium)
  • Multi-container FEO
  • Multi-container ESM-2
  • Explosive storage (large)
Weapons / Defence
  • Aegis shield generator (old)
  • 2x Terran point-defence
  • Sniper Cannon II
  • Light laser
  • Nova gatling cannon, type I
  • Speeder nuke
Utility
  • Cryosleepx6, standard issue
Free slots
  • 1x Internal module slot
  • 1x Weapon slot
  • 1x Capital missile launch tube

Ship specific perks available on the Nuke Runner

Sniper cannon upgrade - 3 Fate Points
Replaces the Sniper Cannon II with Sniper Cannon III.


Combat laser upgrade - 3 Fate Points
Replaces the Light laser with Medium laser II.

Gatling gun upgrade - 3 Fate Points
Replaces the Nova gatling cannon, type I with Automated galing cannon, type II.


Nuke arsenal x5 - 5 Fate Points
Adds 5 random nukes to your storage.


Shield generator replacement - 2 Fate Points
Replaces the Aegis shield generator (old) with Aegis shield generator.


Reactor replacement - 3 Fate Points
Replaces the Terran energy reactor (old) with Terran energy reactor.


Mk I sensor replacement - 3 Fate Points
Replaces the Non-combat sensor Mk 1a with Non-combat sensor Mk II.


The oilcake converter - 1 Fate Point
Adds an Oilcake Organics converter to your ships storage.


The top cadet - 5 Fate Points
Adds a random Human pilot to your crew. Stats can vary, but are focused towards Bridge, Sensor, Gardening and Science from the few times I tried.


Light security drone - 5 Fate Points
Adds a light combat drone to your crew armed with a pistol. Can fight intruders and put out fires.


Tactical security drone - 7 Fate Points
Adds a slightly stronger combat drone to your crew armed with an assault rifle. Can fight intruders and put out fires.


Heavy sentinel - 10 Fate Points
Adds a heavy combat drone to your crew armed with a gatling gun. Can fight intruders and put out fires.

Ship 3 - Fierce Sincerity
Unlocked by dying once.


Base slot configuration : 3x Weapon, 2x Nuke, 17x Any, 5x Locked
  • 3x Weapon slots
  • 2x Nuke slots
  • 6x Hybrid slots
  • 11x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Biotech solitary bridge
  • Non-combat sensor (biotech)
  • Biotech engine, type floral
  • Warpdrive, type F
  • 3x Biotech reactor
  • Exotics container (DIY)
  • Biotech fuel tank
  • Biotech organics container
  • Multi-container ESM-2
Weapons / Defence
  • Brass shield generator
  • Shield battery III (biotech)
  • Biotech point-defence
  • DIY point-defence
  • 2x Biotech cannon "MOLAC"
  • Singular EMP ray
  • Deathmite swarm nuke
Utility
  • Cryosleepx8, insectoidian military
  • Biological medical organism
  • Biotech explosives recycler
Free slots
  • 2x Hybrid module slot
  • 1x Internal module slot
  • 1x Capital missile launch tube

Ship specific perks available on the Fierce Sincerity

Uncommon weapon set - 7 Fate Points
Adds 2 random anti-crew weapons to your storage.


Nanospore nuke (biotech) - 1 Fate Point
Adds a Deathspore cloud nuke to your storage.


Greentail nuke (biotech) - 3 Fate Points
Adds a Anti-armor nuke (biotech) to your storage.


The decoy moduleset (x3) - 3 Fate Points
Adds a Weapon decoy & Integrity hardpoint, Shield deocy and Decoy capital missile to your storage.


The ancient module - 2 Fate Points
Adds a random module to your storage.


Warp animal skull - 1 Fate Point
Adds a Natural artifact (fossilized skull) to your storage. Scrap it for Organics +50 and Exotics +2


The jade armor - 6 Fate Points
Adds Integrity hardpoint J to your storage.


The bluerock scales - 10 Fate Points
Adds Integrity hardpoint, type U to your storage.


Space pet (random species) - 1 Fate Point
Adds a random pet to your crew.


War animal, type "Red Ripper" - 6 Fate Points
Adds a heavy melee combat pet to your crew. Can fight intruders and put out fires.

Ship 4 - Rogue Rat
Unlock this ship by reaching Sector 2.


Base slot configuration : 4x Weapon, 4x Nuke, 14x Any, 5x Locked
  • 4x Weapon slots
  • 4x Nuke slots
  • 6x Hybrid slots
  • 8x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type TRIPLE-3
  • Non-combat sensor Mk Ia
  • Outdated engine
  • Warpdrive, type 101
  • Rat Empires energy reactor
  • 2x Custom energy reactor (unstable)
  • Fuel tank (medium)
  • Multi-container FEO
  • Multi-container ESM-2
Weapons / Defence
  • Rat shield generator, grade 1
  • Rat point-defence II
  • Shield battery DIY, Rat Empire
  • Incendiary cannon R1000
  • 2x Imperial Spitter A
  • Death Tail laser
  • 2x Imperial Incendiary Capital Missile
Crew / Utility
  • Armored cryosleepx3, Rat Empire origin
  • Cryodream recorder x1 (reinforced)
  • Science labx3, Rat Empire
Free slots
  • 2x Hybrid module slot
  • 1x Internal module slot
  • 2x Capital missile launch tube

Ship specific perks available on the Rogue Rat

Incendiary cannon upgrade - 4 Fate Points
Replaces Incendiary cannon R1000 with Incendiary cannon R2000.


Gatling cannon upgrade (x2) - 6 Fate Points
Replaces both Imperial Spitter A with Imperial Spitter B.


The Flying Boilers - 2 Fate Points
Adds 2x DIY decoy capital missile to your storage.


DIY firebomb nuke - 3 Fate Points
Adds a DIY incendiary nuke to your storage.


Rat Empire incendiary nuke - 4 Fate Points
Adds a Imperial Incendiary Capital Missile to your storage.


Extra explosives II - 4 Fate Points
Adds extra Explosives resources.


The ancient module - 2 Fate Points
Adds a random module to your storage.


Jet tubing cleanup - 8 Fate Points
Adds 4% base ship evasion.


Engine replacement - 4 Fate Points
Replaces Outdated engine with Engine, Rat technology.


Warrior princess duo - 8 Fate Points
Adds 2x Insectoid crew. Random stats.

Ship 5 - Pumpkin Hammer
Unlocked by reaching sector 3.


Base slot configuration : 3x Weapon, 2x Nuke, 20x Any, 7x Locked
  • 3x Weapon slots
  • 2x Nuke slots (1x base + 1x upgradeable)
  • 5x Hybrid slots
  • 15x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 4x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type DUO-2
  • Long-range sensor II (old)
  • Transporter engine
  • Warpdrive, type 101
  • 3x Cooled ion reactor
  • Fuel tank (medium)
  • Multi-container MS-1
  • Exotics container (large)
  • Explosives storage (large)
  • 2x Organics container (large)
Weapons / Defence
  • Aegis shield generator (old)
  • ECM integrity turret (ancient)
  • Terran point-defence
  • 2x DIY point-defence
  • Ancient rocket platform
  • 2x Mining laser IV
  • Barrel nuke
Crew / Utility
  • 6x DIY microgrowery
Free slots
  • 3x Internal module slot
  • Undeveloped missile launch tube

Ship specific perks available on the Pumpkin Hammer

External fueltank, T-1[weaponized] - 1 Fate Point
Adds a Barrel nuke to your storage.


The decommissioned nuke - 3 Fate Points
Adds a Ancient nuke to your storage.


Organics containers upgrade (x2) - 4 Fate Points
Replaces both Organics container (large) with Organics container (extra large).


Fuel container upgrade - 5 Fate Points
Replaces Fuel tank (medium) with Fuel tank (dual medium).


Explosive merchandice - 2 Fate Points
Adds an Explosive pack to your storage. Scrap for +50 Explosives


Organic merchandice - 1 Fate Points
Adds an Organics pack to your storage. Scrap for +100 Organics


Explosives combinator DIY - 7 Fate Points
Adds a Explosives combinator, DIY to your storage.


The shielding moduleset (x2) - 5 Fate Points
Adds a DIY shield generator and Shield batteries DIY-8 to your storage.


Extra shroomery - 7 Fate Points
Adds a Shroomery to your storage.



The Maggot - 2 Fate Points
Adds a combat pet The Maggot to your crew. Can fight intruders and put out fires.


The warrior queen - 9 Fate Points
Adds an Insectiod to your crew. Random stats.

Ship 6 - Atlas
Unlocked by reaching sector 4.


Base slot configuration : 4x Weapon, 2x Nuke, 17x Any, 5x Locked
  • 4x Weapon slots
  • 2x Nuke slots
  • 5x Hybrid slots
  • 12x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type DUO-2
  • Non-combat sensor, type LR
  • Transporter engine
  • Warpdrive, type 101
  • Terran industrial energy reactor
  • 2x Terran energy reactor (old)
  • Fuel tank (dual medium)
  • Exotics container (medium)
  • Multi-container ESM-2
  • 2x Organics container (small)
Weapons / Defence
  • Aegis shield generator (old)
  • Shield batteries T1
  • Terran point-defence
  • 2x ATK-cannon II
  • Sniper cannon I
  • Medium laser II
  • Fueltank nuke
Crew / Utility
  • Medical cryosleep unit x3
  • Science labx3, Type Threespace
  • Minigrowery
Free slots
  • 4x Hybrid module slot

Ship specific perks available on the Atlas

External fueltank, T-02 - 2 Fate Points
Adds a Fueltank nuke to your storage.


Bridge upgrade - 5 Fate Points
Upgrades the Command bridge, type DUO-2 to Command bridge, type TRIPLE-3.

[/previewimg]

Mini-growery upgrade - 7 Fate Points
Upgrades the Minigrowery to Accelerated greenhouse, type A.


Lab upgrade - 3 Fate Points
Upgrades the Science labx3, Type Threespace to Advanced science lab.


Fuel combinator - 12 Fate Points
Adds a Fuel combinator, grade 1-A (old) to your storage.


Space pet (random species) - 1 Fate Point
Adds a random pet to your crew.


The volunteer - 5 Fate Points
Adds a random crewmember with low stats.


Light security drone - 5 Fate Points
Adds a light combat drone to your crew armed with a pistol. Can fight intruders and put out fires.


Tactical security drone - 7 Fate Points
Adds a slightly stronger combat drone to your crew armed with an assault rifle. Can fight intruders and put out fires.


Heavy sentinel - 10 Fate Points
Adds a heavy combat drone to your crew armed with a gatling gun. Can fight intruders and put out fires.

Ship 7 - Bluestar
Unlocked by reaching sector 5. Authors recommended ship

This ship has great weapon and point defence placement, giving you the best coverage no matter which side of your ship the enemy is on and better still - all the hybrid and weapon locations have a single point of entry with a door to help keep your trained crew alive and firing when boarded. Just remember to move the sensors out of the hybrid slot on the front.

Starter modules are also pretty sweet, cryosleep and a microgrowery are enough to keep 8 crew not consuming food, 3 decent point defence modules and the BFGX9 is possibly the best energy weapon in the game (20s EMP + HIGH fire chance).



Base slot configuiration : 4x Weapon, 2x Nuke, 19x Any, 7x Locked
  • 4x Weapon slots
  • 2x Nuke slots (1x base + 1x upgradeable)
  • 4x Hybrid slots
  • 15x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 4x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type DUO-2
  • Non-combat sensor, type LR
  • Fuel-optimizer engine
  • Warpdrive, type 101
  • Terran Industrial energy reactor
  • 4x Micro reactor I
  • Fuel tank (medium)
  • Exotics container (medium)
  • Organics container (medium)
  • Multi-container ESM-2
Weapons / Defence
  • Aegis shield generator (old)
  • 3x Terran point-defence
  • Shield batteries T1
  • Energy projector BFGX9
  • 3x Mining laser II
  • Fueltank nuke
Crew / Utility
  • Cryosleepx6, standard issue
  • Medbay type 202
  • Minigrowery
  • 2x Science labx3, Type Threespace
Free slots
  • 3x Internal module slot
  • Undeveloped missile launch tube

Ship specific perks available on the Bluestar

Mining lasers upgrade II>III - 6 Fate Points
Replaces all three Mining laser II with Mining laser III.


EMP Megablast 9000 - 3 Fate Points
Adds a EMP 9000 nuke to your storage.


DIY nuke [weaponized probe] - 3 Fate Points
Adds an Improvised probe nuke to your storage.


Sensor replacement - 6 Fate Points
Replaces the Non-combat sensor, type LR with Non-combat sensor Mk II.


The decoy moduleset (x3) - 3 Fate Points
Adds a Weapon decoy & Integrity hardpoint, Shield deocy and Decoy capital missile to your storage.


Shield generator replacement - 2 Fate Points
Replaces the Aegis shield generator (old) with Aegis shield generator.


Space pet (random species) - 1 Fate Point
Adds a random pet to your crew.


The Moleculaati - 3 Fate Points
Adds a combat pet to your crew. Can fight intruders and put out fires.


DIY lab drone - 3 Fate Points
Adds a science drone to your crew. Can research, fight intruders and put out fires.


Natural artifact (Whitestone) - 2 Fate Points
Adds a Natural artifact (exotic crystal) to your storage. Scrap it for Metals +80 and Exotics +4.


Fuel container upgrade - 5 Fate Points
Replaces Fuel tank (medium) with Fuel tank (dual medium).

Ship 8 - Warpshell
Unlocked by reaching sector 7.


Base slot configuration : 4x Weapon, 4x Nuke, 15x Any, 6x Locked
  • 4x Weapon slots
  • 4x Nuke slots
  • 6x Hybrid slots
  • 9x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 3x Container slots

Installed modules are :

Primary / Storage
  • Command bridge (DIY)
  • Non-combat sensor DIY I
  • DIY engine
  • Custom-made warpdrive
  • 2x Terran energy reactor (old)
  • 2x Self-assembled light reactor
  • Exotics container (medium)
  • DIY Multi-container FO
  • Multi-container MFO
  • Multi-container ESM-1
Weapons / Defence
  • DIY shield generator
  • Terran point-defence
  • 2x Armored ECM Turret I
  • EMP dual raygun
  • EMP shuriken sniper
  • EMP plasma cannon
  • Exotic destabilzer cannon
  • Nanopellet nuke
  • Speeder nuke
Crew / Utility
  • Cryosleepx6, standard issue
Free slots
  • 3x Hybrid module slot
  • 1x Internal module slot
  • 2x Capital missile launch tube

Ship specific perks available on the Warpshell

DIY shield breaker - 1 Fate Point
Adds a DIY shieldbreaker nuke to your storage.


External tissue enhancement - 7 Fate Points
Increases ships base deflection. Also currently adds a ATK-cannon III (old) to your storage, although this may be a bug.


The good diet - 7 Fate Points
Increases ships base HP.


Reactor replacement x2 - 6 Fate Points
Replaces both Terran energy reactor (old) with Terran energy reactor.


Fuel & Organics container replacements - 5 Fate Points
Replaces the DIY Multi-container FO with a DIY Multi-container FOO.


The oilcake converter - 1 Fate Point
Adds an Oilcake Organics converter to your ships storage.


ECM turret upgrade x2 - 4 Fate Points
Replaces both Armored ECM Turret I with Armored ECM Turret II.


Light security drone - 5 Fate Points
Adds a light combat drone to your crew armed with a pistol. Can fight intruders and put out fires.


Tactical security drone - 7 Fate Points
Adds a slightly stronger combat drone to your crew armed with an assault rifle. Can fight intruders and put out fires.


Heavy sentinel - 10 Fate Points
Adds a heavy combat drone to your crew armed with a gatling gun. Can fight intruders and put out fires.

Ship 9 - The Endurance
Unlocked by reaching sector 9.


Base slot configuration : 4x Weapon, 6x Nuke, 25x Any, 5x Locked
  • 4x Weapon slots
  • 6x Nuke slots
  • 6x Hybrid slots
  • 19x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, type TRIPLE-3
  • Long-range sensor II (old)
  • Outdated engine
  • Warpdrive, type 101
  • 3x Cooled ion-reactor
  • Fuel tank (small)
  • Exotics & Explosives storage (DIY)
  • Organics container (DIY)
  • Synthetics container (DIY)
Weapons / Defence
  • 2x Aegis shield generator (old)
  • 4x Terran point-defence
  • 2x ATK-cannon I (old)
  • Converted ancient minicannon
  • DIY exptoc ray projector
  • 4x Barrel nuke
Crew / Utility
  • Cryosleepx2, Lovers-type
  • Fuel combinator, grade I-A (old)
  • 3x DIY microgrowery
  • 3x DIY Science lab
Free slots
  • 2x Hybrid module slot
  • 2x Internal module slot
  • 2x Capital missile launch tube


Ship specific perks available on The Endurance

Old dreadnought cannon - 6 Fate Points
Adds a ATK-cannon III (old) to your storage.


Cannon deep cleaning x2 - 4 Fate Points
Replaces both ATK-cannon I (old) with ATK-cannon I.


Prototype incendiary nuke - 5 Fate Points
Adds a Terran Fire 2000 nuke to your storage.


The extra armor - 4 Fate Points
Increases ships base HP and deflection.


Containers upgrade (x2) - 5 Fate Points
Replaces the Fuel container (small) with Fuel container (medium) and the Organics container (DIY) with Organics container (small).


Solid starfuel (x2) - 4 Fate Points
Adds 2 blocks of Fuel to your storage. Salvage blocks for Fuel +50 each.


Space pet (random species) - 1 Fate Point
Adds a random pet to your crew.


The Moleculaati - 3 Fate Points
Adds a combat pet to your crew. Can fight intruders and put out fires.


The volunteer - 5 Fate Points
Adds a random crewmember with low stats.


DIY lab drone - 3 Fate Points
Adds a science drone to your crew. Can research, fight intruders and put out fires.


DIY drone army - 10 Fate Points
Adds 10 Converted drones to your crew. Drones can fight intruders and put out fires.


Supporters DLC Ship - Battle Tiger
Unlocked by purchasing the Supporters DLC


Base slot configuration : 5x Weapon, 5x Nuke, 18x Any, 5x Locked
  • 5x Weapon slots
  • 5x Nuke slots (3x base + 2x upgradeable)
  • 4x Hybrid slots
  • 14x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 2x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, Tiger
  • Non-combat sensor Mk 1a
  • Twotail engine
  • Warpdrive, type 101
  • 3x Terran energy reactor
  • 2x Micro reactor I
  • Fuel tank (Tiger)
  • Multi-container ESM-1
  • Multi-container OME
  • Armored container FE
Weapons / Defence
  • Tiger shield generator
  • Shield battery (Tiger)
  • 4x Tiger point-defence
  • Industrial laser II
  • Industrial missile platform
  • EMP dual railgun
  • 2x Tiger mininuke platform
  • Tiger EMP double nuke
  • 2x Tiger intruderbot nuke
Crew / Utility
  • Cryodream recorderx2, lovers-type
  • Explosives combinator, type T
Free slots
  • 2x Undeveloped missile launch tube

Unique to the supporters DLC ships, the Battle Tiger comes with a dog as part of the base crew in addition to the cat. Dogs can operate sensors or fight intruders.


Ship specific perks available on the Battle Tiger

Tiger shrapnel nuke - 2 Fate Points
Adds a Tigerclaw, shrapnel nuke to your storage.


Tiger Mountain nuke - 3 Fate Points
Adds a Tiger monolith nuke to your storage.


Tiger EMP double nuke - 4 Fate Points
Adds a Dual Tiger EMP nuke to your storage.


Tiger Nuke battery x8 - 8 Fate Points
Adds a Tiger Nuke battery x8 to your storage. This is actually a cluster of 8 micro nukes fired from one capital missile launcher.


Tiger intruderbot nuke - 10 Fate Points
Adds a Tiger intruderbot nuke to your storage. These can actually be manually fired on your own ship for an extra combat capable drone.


Tiger Dog 9000 - 3 Fate Points
Adds a industrial repair drone to the crew. Drone can repair, put out fires or fight intruders.


Combat Rabbit (pet) - 1 Fate Point
Adds a combat pet to your crew. Can fight intruders.


Shocker lizard (pet) - 2 Fate Points
Adds a combat pet to your crew. Can fight intruders.


Fire Tortoise (pet) - 3 Fate Points
Adds a combat pet to your crew. Can fight intruders or work in the gardens.


Warp Floater (pet) - 4 Fate Points
Adds a combat pet to your crew. Can fight intruders, put out fires or operate sensors / shields / warp drive.

Supporters DLC Ship 2 - The Riggy
Unlocked by purchasing the Supporters DLC


Base slot configuration : 4x Weapon, 3x Nuke, 19x Any, 6x Locked
  • 4x Weapon slots
  • 3x Nuke slots (2x base + 1wx upgradeable)
  • 3x Hybrid slots
  • 16x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot
  • 3x Container slots

Installed modules are :

Primary / Storage
  • Command bridge, Tiger
  • Long-range sensor II (old)
  • Transporter engine
  • Warpdrive, type 101
  • 4x Terran energy reactor (old)
  • Armored container FE
  • Metals container (medium)
  • Organics container (DIY)
  • Multi-container OME
  • Synthetics container (DIY)
Weapons / Defence
  • Brass shield generator
  • Shield battery (Tiger)
  • 3x DIY point-defence
  • ATK-cannon II (old)
  • Converted ancient minicannon
  • Ancient dual microcannon
  • EMP raygun (DIY)
  • 2x DIY explosive pack nuke
Crew / Utility
  • DIY cryosleepx1
  • Drone repair DIY
  • Explosives combinator, type T
  • Fuel combinator, grade I-A (old)
  • Synthetics cooker, grade I
  • Oilcake Organics converter
Free slots
  • 1x Internal module slot
  • 1x Undeveloped missile launch tube

Similar to the Battle Tiger, this ship comes with a dog as part of the base crew in addition to the cat. Dogs can operate sensors or fight intruders. Also this ship starts with the most amount of base crew at 14 including the pets.


Ship specific perks available on The Riggy

Tiger Mountain nuke - 3 Fate Points
Adds a Tiger monolith nuke to your storage.


External fueltank, T-1[weaponized] - 1 Fate Point
Adds a Barrel nuke to your storage.


The advanced multicontainer - 5 Fate Points
Adds a Biotech Multi-container FO to your storage.


The mysterious multicontainer - 5 Fate Points
Adds 1 random multi-container] to your storage. Can be a DIY container.


Solid starfuel (x2) - 4 Fate Points
Adds 2 blocks of Fuel to your storage. Salvage blocks for Fuel +50 each.


Organic merchandice - 1 Fate Points
Adds an Organics pack to your storage. Scrap for +100 Organics


Explosive merchandice - 2 Fate Points
Adds an Explosive pack to your storage. Scrap for +50 Explosives

The Old Enemies DLC Ship - The Exception
Unlocked by purchasing The Old Enemies DLC


Base slot configuration : 4x Weapon, 3x Nuke, 16x Any, 3x Locked
  • 4x Weapon slots
  • 3x Nuke slots (1x base + 2x upgradeable)
  • 4x Hybrid slots
  • 16x Internal slots
  • 1x Bridge slot
  • 1x Warp module slot
  • 1x Engine slot

Installed modules are :

Primary / Storage
  • Command bridge, type DUO-2
  • Non-combat sensor DIY I
  • Terran military engine
  • Warpdrive, type 101
  • 2x Fusion reactor
  • Fuel tank (dual medium)
  • Multi-container OMS
  • Exotics & Explosives storage (DIY)
Weapons / Defence
  • Aegis shield generator
  • Heavy Crystal point-defence
  • 2x DIY point-defence
  • Oscillaati Sunthrower - ship specific super-weapon
  • Purple Cannon
  • Large energy disruptor type 207
  • Energy cannon x2
  • Improvised laser
Crew / Utility
  • Cryosleepx6, standard issue
  • Artificial life garden - produces Synthetics instead of Organics
  • ? Tech artifact (advanced datacore)
  • DIY integrity hardpoint [plastics]
Free slots
  • 1x Internal module slot
  • 1x Hybrid module slot
  • 1x Capital missile launch tube
  • 2x Undeveloped missile launch tube

Of particular note, this ship comes with a super-weapon the Oscillaati Sunthrower. Although it appears to be fixed facing forwards, it can somehow shoot backwards.

Ship specific perks available on The Exception

Combat beamer upgrade - 2 Fate Points
Upgrades the Large energy disruptor type-207 to a Large energy disruptor type-208



Artifacts from Mars - 4 Fate Points
Adds 2x random artifacts to your storage


A special diet - 5 Fate Points
Adds +5 ship HP


EMP Megablast 9000 - 3 Fate Points
Adds a EMP 9000 nuke to your storage.


The Moleculaati - 3 Fate Points
Adds a combat pet to your crew. Can fight intruders and put out fires.


12 Comments
RustyDios 23 Mar, 2023 @ 11:21pm 
Whilst totally not as awesome as this guide I posted a screenshot of the ShyBeetle Internals from the supporters DLC, and added the slots/modules breakdown as a comment :)
Electrolf 7 Oct, 2020 @ 2:00am 
Amazing! if you can add the new dlc ship please :)
TheMac 9 Aug, 2020 @ 12:39pm 
Fantastic guide! I've just started playing the game and I've found this guide to be very helpful. Thank you!
Dr Hobo  [author] 26 Jan, 2020 @ 7:24pm 
That is a very good point Desirous, I will update the overviews of the ships to show base slots breakdowns between internal, hybrid and weapon - with how many modules are locked as container slots listed next to internals.
Kitty 1 Jan, 2020 @ 3:40am 
This is very helpful, making me wish a detailed preview like this was available at run start. Only improvement I'd like to see is a container/internal/misc module ratio. I had fun on Pumpkin Hammer, but its high module count is deceptive, given that 4 slots are locked as containers.
Shiro 22 Sep, 2019 @ 2:37am 
nice guide, reading it for Nth time
tho should note that DIY nuke (Weaponized Probe) for some reason came as unlocked perk from sector 2...
Dr Hobo  [author] 6 Sep, 2019 @ 2:12am 
Updated screenshots in the guide to reflect new ship starting stats as of Hotfix 3. Also updated basic ship layouts of Pumpkin Hammer and Bluestar so you can see the new upgradable capital missile slot.
Ruinae Retroque Rursus 3 Sep, 2019 @ 10:13pm 
FYI I have seen enemy ships hit another enemy ship. I haven't seen them hit themselves yet though XD
(Can provide screenshots if wanted)
bills6693 28 Aug, 2019 @ 11:10am 
This guide is great, many thanks! Super useful as a first time player, no idea what the ships are going to start with and don't want to waste all those hard-earned fate points!

Great to know that the permanent ones apply to all classes too.

Super useful information!
Dr Hobo  [author] 23 Aug, 2019 @ 3:07am 
I thought about that Evan, but I have only really given 4 ships a decent go (Tigerfish, Fierce Sincerity, Pumpkin Hammer and Atlas). Out of those though, the Atlas was by far my favourite (and the one I eventually finished my first successful run with).