PLAYER GUIDE 21 SECTIONS
B Big Bang Smugglers

Ships

Three archetypes, three hull lines, five tiers, and the epics

Accurate as of v2.0.18 (August 2026).

The shape of the catalog

45 purchasable hulls, plus the SS Starter you can’t buy, plus six epic hulls you can only earn.

The 45 are three archetypes × three lines × five tiers. Every one of the 45 has a provably unique stat block — that is enforced by an automated test, not a convention.

The three archetypes

ArchetypeHoldsCombatHull multiplier
TradingDeepestWeakest×0.80
WarShallowestHeaviest×1.25
BalancedMiddleMiddle×1.00

The three lines

LineRolesDoctrine
Neutral spinetrading, war, balancedThe baseline. No faction, no lock, no bonus. Stocked everywhere.
Federationpatrol, enforcer, dreadnought+10% base shields at every tier.
Piratesmuggling, raider, corsair+0.10 escape over the Federation mirror, plus hidden holds.

Federation and Pirate hulls are mirror images: same holds, same fighters, same torpedoes, same hull. The line decides what they do better.

Federation = shields. Pirate = escape and hidden compartments. Neutral = the baseline.

The tier ladder

TierCostLevel gateShields (neutral/pirate)Shields (Federation)
15,000none150165
215,000early ladder225250
340,000about a quarter up350385
4100,000near the middle525580
5250,000about two-thirds up800880

The gate levels are per-season: every season pins its own ladder, and each tier’s gate lands at the same fraction of the ladder whatever its length. The shipyard shows your season’s exact level and XP numbers, and the two always agree — they are derived from the same curve.

Stocking is unlimited. There is no finite allocation of hulls at a shipyard — if the yard carries the line, it will sell you as many as you can pay for.

The T3+ allegiance lock

Tier 1 and 2 faction hulls sell to anyone standing on the right shipyard floor. Alignment does not matter.

Tier 3, 4 and 5 faction hulls are alignment-locked at ±500 — full membership in that faction. A Federation T3 needs alignment ≥ +500; a Pirate T3 needs ≤ −500.

The neutral spine never locks. Every neutral hull, all five tiers, sells to anyone with the credits and the level. That is the whole point of the spine: if you don’t want to pick a side, you are not locked out of the endgame — you just don’t get the +10% shields or the +0.10 escape.

Where the lines are stocked:

ShipyardStocks
Stardock, Federation PortsFederation line + neutral spine
Pirate Haven, Pirate BasesPirate line + neutral spine
Merchant ExchangeNeutral spine only

Base stats

By archetype, tier 1 → 5:

ArchetypeHoldsFightersTorpedoesHull
Trading / Smuggling / Patrol60, 90, 140, 210, 32013, 20, 29, 42, 657, 10, 16, 23, 3580, 120, 180, 272, 400
War / Raider / Enforcer25, 35, 50, 75, 11033, 49, 75, 114, 17217, 26, 40, 61, 93125, 187, 281, 425, 625
Balanced / Corsair / Dreadnought40, 60, 90, 135, 20023, 33, 49, 75, 11412, 17, 26, 40, 61100, 150, 225, 340, 500

Escape ratings:

LineTrading roleWar roleBalanced role
Neutral0.300.40 (0.30 at T5)0.50
Federation0.300.40 (0.30 at T5)0.50
Pirate0.400.50 (0.40 at T5)0.60

The hulls

Neutral spine

TierTradingWarBalanced
1Nebula MerchantPatrol CorvetteFrontier Scout
2Corestar FreighterStrike FrigatePathfinder
3Tristar HaulerBattle CruiserVanguard Ranger
4Vanguard TraderEnforcer DreadnoughtHorizon Cruiser
5Star GalleonTitan BattleshipOdyssey

Federation line

TierPatrolEnforcerDreadnought
1Customs CutterPeacekeeperVanguard Lance
2Border SentryLawbringerStellar Bulwark
3Sector WardenIron JusticarNova Paladin
4Starlane GuardianStar MarshalAstral Citadel
5Federation AegisFederation BastionFederation Sovereign

Pirate line

TierSmugglingRaiderCorsair
1Shadow RunnerCutthroatRogue Gambit
2Black Market HaulerReaverFreebooter
3Plunder BargeWarlordBlackheart
4Marauder’s FortuneBlood TalonCrimson Eclipse
5Pirate LeviathanPirate JuggernautPirate Dominion

Signature abilities

Every line carries a signature from tier 3 upward: modest at T3, stronger at T4, and a flagship ability at T5.

HullAbility
Tristar Hauler+5% effective holds
Vanguard Trader+8% effective holds
Star Galleon+10% effective holds
Battle Cruiser+4% combat damage
Enforcer Dreadnought+7% combat damage
Titan Battleship+10% combat damage
Vanguard Ranger+2% to everything
Horizon Cruiser+3% to everything
Odyssey+5% to everything
Sector WardenSensor edge: counters stealth, +1 effective StarNav for cloak detection
Starlane GuardianSensor edge, +2 effective StarNav — reveals cloaks from StarNav 2
Federation Aegis+15% cargo seized on a win
Iron Justicar+8% siege attack power
Star Marshal+12% siege attack power
Federation Bastion+10% combat damage
Nova Paladin+4% defense
Astral Citadel+7% defense
Federation Sovereign+5% to everything
Plunder BargeHidden compartments: 15% of holds invisible to customs
Marauder’s FortuneHidden compartments: 25% of holds
Pirate Leviathan+15% cargo from raids
Warlord+10% loot from port and planet raids
Blood Talon+15% loot from raids
Pirate Juggernaut+10% combat damage
Blackheart+5% retreat chance when attacked
Crimson Eclipse+8% retreat chance
Pirate Dominion+5% to everything

Note where the sensor edge sits: the Starlane Guardian’s +2 is strictly better than the Sector Warden’s +1, so a T4 patrol hull reveals cloaked ships from StarNav 2 while the T3 needs StarNav 3.

Epic hulls

Six hulls that are never sold, never stocked, and cost nothing — because the only way to get one is to claim an epic goal ladder. One per player per season, granted into your garage inactive. They burn with the season like every other ship.

HullLineSignatureEarned by
FSS Writ of the CouncilFederation patrolFederation patrols wave you through entirely; sensors counter stealth, +1 StarNav for cloaksRedeem 50 Federation bounty claims and hold 2,500 Federation standing
The Crimson CovenantPirate raider+25% raid loot, +10 escapeWin 40 planet raids, capture 20 enemy ports, hold 2,500 Syndicate standing
The Golden LedgerNeutral trading360 base holds — the deepest in the game — and +20% on top4,000 trade legs and 3,000 Merchant Guild standing
The Cartographer’s DreamNeutral balancedSees through cloaks at any StarNav level; passive sweeps read +1 level deeperExplore 80% of the galaxy
The Phantom ManifestPirate smugglingHidden compartments: 60% of holdsSell 7,500 contraband units with zero sale-time busts all season
The WarrantNeutral balancedLimpets you plant never expire once attachedCollect 100 bounty heads and 1,000,000 cr in bounty money

These are calibrated at roughly one player per season, each. The standing floors are the hard part: standing decays 1% a day, so holding 2,500 means earning about 125 a day every day, not banking it once.

The hangar

Ships you own but aren’t flying sit in your garage. You can switch between them at any shipyard — or at your own starbase, which is what makes a rim starbase a real forward base.

  • Selling a ship pays 64% of its purchase price. You cannot sell your active ship, and you cannot sell your last ship.
  • Switching hulls is free.
  • Cargo does not always come with you. Buying a hull with fewer holds than your current load scales your cargo down proportionally and the overflow is destroyed. The purchase screen tells you how many units you will lose.
  • Renaming a ship costs 1,000 cr; 3 to 30 characters.

Repair is not restock

These are two different actions at two different counters, and conflating them will get you killed.

Repair restores shields and hull only.

Rate
Shields5 cr/point
Hull8 cr/point — the priciest rate in the game
Minimum charge200 cr

Repair is available at any port with the repair service, costs 0 turns, and is the only action in the game besides founding a corporation that can draw from your bank when your wallet is short.

Restock buys back munitions.

Rate
Fighter75 cr
Torpedo150 cr

Restock is a shipyard service, wallet-only, and clamped to your effective maximums.

Repair used to top your fighters and torpedoes back up. It doesn’t anymore. Walking away from a repair bay with full shields and empty tubes is the single most common way to lose the next fight.

Shields also regenerate on their own: at every 4-hour world tick, any ship below 50% of maximum shields is topped up to exactly 50%. Ships already at or above 50% are untouched. Hull never regenerates — port repair is the only way up.

Destruction and escape pods

There is exactly one way a ship dies: hull reaches 0. That applies identically to PvP, NPC combat, ambushes, fleet fights, mines, hazards, ordnance-attack defeats and siege defeats.

When it happens:

  1. Looting resolves first — the winner takes their cut.
  2. Your ship row is deleted. Everything installed goes with it: upgrade tiers, drives, tech modules. All cargo is destroyed.
  3. Every remaining turn is wiped to zero. Death costs you the day.
  4. Your wallet, bank, XP, alignment and inventory are untouched.
  5. Standard PvP immunity is stamped on you.
  6. The pod places you.

Where the pod puts you

If you own a starbase planet and have at least one other ship in the garage, you get a choice: Sector 0, or your starbase’s sector. Until you choose, you have no active ship and ship-requiring actions fail with a POD_CHOICE_PENDING marker. If the starbase has fallen by the time you choose, the choice degrades to Sector 0.

Otherwise you are placed at Sector 0 immediately, your first garage ship is activated, and if the garage is empty you are granted a free SS Starter.

That’s the whole loop. There is no disabled state, no field repair kit, no sector-by-sector pod crawl, and no auto-recovery timer. Those all died with 1.x.

What this means for how you fly

Hull is the resource that actually matters. Shields come back free every four hours; hull only comes back for 8 cr a point at a repair bay, and there are no repair bays in the outer rim.

A ship at 40% hull deep in pirate country is one bad roll from losing every upgrade you ever bought on it. Repair before you push out, not after.