Know Your Ship: Guide to using Rock Class
[Type A] The Bulwark
The Bulwark isn’t exactly a subtle ship. The setup is elegantly simple… smash everything with copious amounts of missiles. Great fun and the rock crew are excellent, albeit slow
Nothing but missiles make battles a simple process. Screw the shields, aim the Artemis at the pilot’s seat and then let rip (If you get a hacking module early on to do this, all the better!) You need to really be economical with your missiles, so make the most of the Hull Missile’s double-damage bonus on systemless rooms. Sure your foe might have weapons, drones, medbays… but right now you’re in a position to overwhelm their ship with sheer force: Something unusual for most builds
Hull Smash!
Missiles are fun and all… but you’ll quickly find your starting stock of 28 disappear fast. Laser weapons are your top priority here. Ion/Beams are no good as you’ll still need your missiles to support them. Don’t be so hasty to sell your missile launchers though, both are very useful for the final fight
What of defence drones?
If you’re unlucky enough to meet a ship with a defence drone early on, don’t panic – There’s a way around this (albeit at the cost of quite a few missiles). The key is to fire both missiles at the same time at the drone room – They can only shoot down 1 missile at a time! As soon as the drone room is offline, you have your window: Go crazy!
Rock on
What to aim for
Lasers and flak weaponry to compliment your missiles are a safe, reliable choice in the run-up to the grand finale. Keep hold of the Rock Plating add-on, as it’s very good for winning the war of attrition against the flagship – You’re going to have a lot of shots coming your way, so the more hull damage you can negate, the better
- +3 Crew (x1 Engi)
- +2 Decent hull-damaging Weapons
- Crew Teleporter
- Hacking Module
- Mind Control
[Type B] Shivan
A very cool ship to use. Its weapons are quirky, but in the rights hands can make this ship absolutely devastating
Do or Die
I’ll cut to the important bit – Your success in this ships pretty much rests on your ability to leverage your starting weapons. They’re unique, they’re unusual and they have awful synergy… but find the right compliments and your job will become considerably easier
Quite simply – You’re on the hunt for one of 2 things at the first few stores you come across: A Crew Teleporter or some laser/ion/flak weaponry
The Shivan is pretty much a 3-part jig-saw to being a lethal ship… and you already have 2 of the pieces: Fire Bombs and a Rock Crew. All you need now is the crew teleporter and you’ll finally be able to put that maniacal laugh to good use
On their own, fire bombs seem a bit flimsy. The enemy just put them out. But what if they weren’t able to because they were engaged in melee combat with beings immune to fire…? I think you can see where I’m going with this…
As soon as the fire starts, teleport 2 of your rock guys into it. The enemy will sprint in to take you on... Well… Try to. Once the fire takes off, you’ll quickly watch their HP fritter down to a sliver before they pull their guys out. By this point, anyone else they send in probably won’t last long enough to put up much of a fight. Better still, that fire has been melting away at whatever system was in that room – bringing even the most robust tech completely offline. Once the room is engulfed in fire, they’re not going to be sending anyone into it anytime soon (unless they’re rock). At this point, it’s just clean-up – You’ll have an enemy ship full of crew with fragments of health. Make your way slowly through and you should be able to mop them up easy enough
The only downside with this tactic is time… the Fire Bomb is slow to charge, and having to lumber around the enemy ship picking off stragglers is time consuming. As such, your ship will come under a lot more fire than usual. So if you have the spare scrap (likely if you can capitalise on boarding early) – it might be worth installing a drone room and getting a defence drone online for when the enemy fields missiles. If you’re cheap (which you should be) you can get a defence drone free with the Drone Room, so wait until that one is included instead of the repair/combat drone… hey, times are tough
What shields?
The Fire Bomb isn’t your only toy… you also have a unique weapon not found anywhere else: A Heavy Pierce Laser. This works pretty much like the regular 1-shot Heavy Laser… but also bypasses 1 layer of shields (like a missile). Quite frankly, this will hilariously wreck the first few ships you come across – likely taking any system it touches completely offline. The problem, of course, is that it’s completely useless when you’re facing 2 or more shields
So if you can’t get the teleporter – You’ll need another weapon to help reign the shields in. Always leave the Pierce Laser to fire last (despite its fast charge-up) – Launch the other weapon(s), and as soon as you get that 1 shield window: Let rip. The Pierce Laser should put a nice big dent in whatever it touches
Though it costs 2 power, it’s well worth keeping unless you get something really good. The ability to jump 1 shield gives you that extra edge when you’re duking it out against ships with many layers to blast through
Knock Knock…
As such – Engi are a very good call here to catch any fires early. They can also move around faster (and the layout is considerably better than the Type A). In fact, if you get a decent crew – You might not want to worry about blast doors at all: They’re a hefty 60 scrap and you don’t even get to benefit from venting things out the airlocks
- +2 Crew (x1 Engi)
- +1-2 Additional Weapons
- Crew Teleporter
- Hacking Module
- [Optional] Drone Control / Cloaking
Nothing begs for a crew teleporter quite as much as this ship. The Fire Bomb/Rock Crew combo is far too fantastic to bypass. The Hacking is also a good support tool – Great to counter the flagship’s hacking, but you can also use it to ‘lock-down’ a room you’ve just ignited: Buying the fire some time to catch
The sheer strength of the boarding tactic renders the likes of Mind Control quite obsolete. So as mentioned before – Get a defence drone rolling. Cloaking is alternatively a good option – Anything to keep your ship in good stead whilst you’re raiding
[Type C] Tektite
A very fun with ship combining 2 of the fun elements of the other ships. Decent layout and 2 very awesome weapons… Not awesome for your enemy, but let’s not dwell on semantics here…
A power Crystal!
Remember though, for all its advantages, it cannot beat Mantis or Rock in a straight 1v1 fight, so the boarding setup should still employ both of your rockmen. The only exception to this is if you pick up a mantis crewmember, so you can make use of increased attack when you use the Crystal Lockdown power. In this case, feel free to switch out the conventional team for a Crystal-Mantis one if you’re confident you know what you’re doing
Fly, my pretties!
The only thing to beware of is the scatter effect. Where other missile weapons target the room directly, these will target the “room” but scatter within a small radius around it (much like flak) – This means that the barrage will sometimes hit a different room or miss the ship altogether (even before the enemy’s evasion is considered). As such, you generally want to target larger, central rooms with others surrounding it. That way, even if the missiles scatter, they’ll still hit something. 2x1 rooms on the edge of the ship tend to be unreliable targets. As such, you’ll generally want to use the Swarm for general-purpose-mayhem as opposed to picking off key rooms
I’m sorry, do you have shields? I couldn’t see them through the sight of me owning you
As such, any ship with a single layer of shields might as well have not bothered. Don’t waste any time shooting them (unless you’re in an asteroid belt) – Pummel the weapons and engines into dust. Truth be told, this should single-handedly be able to take on most early ships
Shield Service
For the most part, your weapons should ensure a lot of early victories. The main danger you face is the charge up times (assuming you wait for 3 missiles to load) – So it’s definitely worth investing early resources to your shields and engines, otherwise you could see yourself get taken down by pure attrition. The Rock Plating is definitely worth keeping around
Upgrade your blast doors early too. The ship’s a bit winding, so is slow for your Rockmen to get anywhere fast. The good news is that you have a lot of airlocks, so the ability to trap your foes will come in exceptionally handy here
- +3 Crew (x1 Engi)
- +1-2 Additional Weapons
- Crew Teleporter
- Hacking Module
- [Optional] Mind Control / Drone Control / Cloaking
With the ability to breeze through the first few sectors, you’re in an excellent position to rake in the scrap and buy some really cool kit early on. Boarding is, as always, an excellent augmentation and makes use of the built-in boarding crew on your ship. Picking up some Engi is also a good call where speed isn’t exactly in your crew’s CV
Whilst your 2 starting weapons are fantastic, it’ll be wise to pick up a third if you stumble upon one (Flak is particularly good). Anything to help your Crystal Burst against 2 shields, as you don’t want to be forced to wait for everything to charge up before you can actually attack. But it’s not uncommon that both starting weapons will be present for the final battle
Other than that, it’s a damn good ship! Smash ahoy!
Thoughts and Suggestions
Anything I've missed?
Anything you'd like more detail or explanations on?
Disagree with any of the above and want to challenge me to a thumb-war?
Give me a shout! There's plenty more to come, so any changes and suggestions are welcome. The awesome ones shall be implemented and full credit will be given to the delightful owner
Happy Gaming
Links to the other Class Guides
- Kestrel Class
- Engi Class
- Federation Class
- Zoltan Class
- Mantis Class
- Slug Class
- Stealth Class
- Lanius Class
- Crystal Class
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.