Overview
Basic Guide showing the internal layouts of the playable ships, as well as the ship specific perks.
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
Adds an EMP exotics sniper to your storage.
Adds a spare Tigerpaw, industrial nuke to your storage.
Adds 1 random capital missile to your storage.
Adds a Explosives combinator, DIY to your storage.
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
Adds a DIY exotic ray projector to your storage. Requires exotics to fire.
Replaces all three default Industrial laser I with Industrial laser II.
Adds a spare Tigerpaw, industrial nuke to your storage.
Adds 1 random capital missile to your storage.
Adds a Explosives combinator, DIY to your storage.
Adds a Synthetics cooker, grade I to your storage.
Replaces the Aegis shield generator (old) with Aegis shield generator.
Replaces the Terran energy reactor (old) with Terran energy reactor.
Replaces the Non-combat sensor Mk 1a with Non-combat sensor Mk II.
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
Replaces the Sniper Cannon II with Sniper Cannon III.
Replaces the Light laser with Medium laser II.
Replaces the Nova gatling cannon, type I with Automated galing cannon, type II.
Adds 5 random nukes to your storage.
Replaces the Aegis shield generator (old) with Aegis shield generator.
Replaces the Terran energy reactor (old) with Terran energy reactor.
Replaces the Non-combat sensor Mk 1a with Non-combat sensor Mk II.
Adds an Oilcake Organics converter to your ships storage.
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.
Adds a light combat drone to your crew armed with a pistol. Can fight intruders and put out fires.
Adds a slightly stronger combat drone to your crew armed with an assault rifle. Can fight intruders and put out fires.
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
Adds 2 random anti-crew weapons to your storage.
Adds a Deathspore cloud nuke to your storage.
Adds a Anti-armor nuke (biotech) to your storage.
Adds a Weapon decoy & Integrity hardpoint, Shield deocy and Decoy capital missile to your storage.
Adds a random module to your storage.
Adds a Natural artifact (fossilized skull) to your storage. Scrap it for Organics +50 and Exotics +2
Adds Integrity hardpoint J to your storage.
Adds Integrity hardpoint, type U to your storage.
Adds a random pet to your crew.
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
Replaces Incendiary cannon R1000 with Incendiary cannon R2000.
Replaces both Imperial Spitter A with Imperial Spitter B.
Adds 2x DIY decoy capital missile to your storage.
Adds a DIY incendiary nuke to your storage.
Adds a Imperial Incendiary Capital Missile to your storage.
Adds extra Explosives resources.
Adds a random module to your storage.
Adds 4% base ship evasion.
Replaces Outdated engine with Engine, Rat technology.
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
Adds a Barrel nuke to your storage.
Adds a Ancient nuke to your storage.
Replaces both Organics container (large) with Organics container (extra large).
Replaces Fuel tank (medium) with Fuel tank (dual medium).
Adds an Explosive pack to your storage. Scrap for +50 Explosives
Adds an Organics pack to your storage. Scrap for +100 Organics
Adds a Explosives combinator, DIY to your storage.
Adds a DIY shield generator and Shield batteries DIY-8 to your storage.
Adds a Shroomery to your storage.
Adds a combat pet The Maggot to your crew. Can fight intruders and put out fires.
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
Adds a Fueltank nuke to your storage.
Upgrades the Command bridge, type DUO-2 to Command bridge, type TRIPLE-3.
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Upgrades the Minigrowery to Accelerated greenhouse, type A.
Upgrades the Science labx3, Type Threespace to Advanced science lab.
Adds a Fuel combinator, grade 1-A (old) to your storage.
Adds a random pet to your crew.
Adds a random crewmember with low stats.
Adds a light combat drone to your crew armed with a pistol. Can fight intruders and put out fires.
Adds a slightly stronger combat drone to your crew armed with an assault rifle. Can fight intruders and put out fires.
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
Replaces all three Mining laser II with Mining laser III.
Adds a EMP 9000 nuke to your storage.
Adds an Improvised probe nuke to your storage.
Replaces the Non-combat sensor, type LR with Non-combat sensor Mk II.
Adds a Weapon decoy & Integrity hardpoint, Shield deocy and Decoy capital missile to your storage.
Replaces the Aegis shield generator (old) with Aegis shield generator.
Adds a random pet to your crew.
Adds a combat pet to your crew. Can fight intruders and put out fires.
Adds a science drone to your crew. Can research, fight intruders and put out fires.
Adds a Natural artifact (exotic crystal) to your storage. Scrap it for Metals +80 and Exotics +4.
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
Adds a DIY shieldbreaker nuke to your storage.
Increases ships base deflection. Also currently adds a ATK-cannon III (old) to your storage, although this may be a bug.
Increases ships base HP.
Replaces both Terran energy reactor (old) with Terran energy reactor.
Replaces the DIY Multi-container FO with a DIY Multi-container FOO.
Adds an Oilcake Organics converter to your ships storage.
Replaces both Armored ECM Turret I with Armored ECM Turret II.
Adds a light combat drone to your crew armed with a pistol. Can fight intruders and put out fires.
Adds a slightly stronger combat drone to your crew armed with an assault rifle. Can fight intruders and put out fires.
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
Adds a ATK-cannon III (old) to your storage.
Replaces both ATK-cannon I (old) with ATK-cannon I.
Adds a Terran Fire 2000 nuke to your storage.
Increases ships base HP and deflection.
Replaces the Fuel container (small) with Fuel container (medium) and the Organics container (DIY) with Organics container (small).
Adds 2 blocks of Fuel to your storage. Salvage blocks for Fuel +50 each.
Adds a random pet to your crew.
Adds a combat pet to your crew. Can fight intruders and put out fires.
Adds a random crewmember with low stats.
Adds a science drone to your crew. Can research, fight intruders and put out fires.
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
Adds a Tigerclaw, shrapnel nuke to your storage.
Adds a Tiger monolith nuke to your storage.
Adds a Dual Tiger EMP nuke to your storage.
Adds a Tiger Nuke battery x8 to your storage. This is actually a cluster of 8 micro nukes fired from one capital missile launcher.
Adds a Tiger intruderbot nuke to your storage. These can actually be manually fired on your own ship for an extra combat capable drone.
Adds a industrial repair drone to the crew. Drone can repair, put out fires or fight intruders.
Adds a combat pet to your crew. Can fight intruders.
Adds a combat pet to your crew. Can fight intruders.
Adds a combat pet to your crew. Can fight intruders or work in the gardens.
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
Adds a Tiger monolith nuke to your storage.
Adds a Barrel nuke to your storage.
Adds a Biotech Multi-container FO to your storage.
Adds 1 random multi-container] to your storage. Can be a DIY container.
Adds 2 blocks of Fuel to your storage. Salvage blocks for Fuel +50 each.
Adds an Organics pack to your storage. Scrap for +100 Organics
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
Upgrades the Large energy disruptor type-207 to a Large energy disruptor type-208
Adds 2x random artifacts to your storage
Adds +5 ship HP
Adds a EMP 9000 nuke to your storage.
Adds a combat pet to your crew. Can fight intruders and put out fires.