Captain's Edition adds various new enemy classes and reworks how some existing enemy classes behave. In addition, Captain's Edition also adds space stations that also come with their own classes. The following details the various new and old ship and station classes.
(Note that terms like "badly armed" are pretty relative. Even "weak" classes might easily outgun you in certain situations.)
Light Ship Classes Edit
Light ship classes make up the bulk of the ships you will encounter. In most cases the player cruiser will easily outclass these ships.
Nothing special here. Fighters are pretty average vanilla ships; they can never have AE systems.
Bombers have pretty average stats, but slightly favour offensive systems. Their weapon system caps are higher than most other ships, and some bombers can have up to 10 bars in weapons.
Another very generic ship class that slightly favours defence over offence. Their shield system caps are higher than most other ships, and some assaults can have up to 10 bars in shields.
A basic AE ship class. Can have clonebay and teleporter, but only has an average amount of crew. Invader crews will board more relentlessly than other enemies.
Low tier AE ship that always comes with a Mind Control system installed.
Low tier AE ship class that can have a hacking system and a clonebay.
Hacker class ships will always have a hacking system pre-installed when playing with CE.
Small but agile ships with less hull points but vastly increased engine power. They evade your attacks a lot, but their shields cap out earlier than other ships.
Badly armed medical ships that always start with medbays and often have teleporters as well. Weak in combat, but harder to board. Most medevacs will also have an advanced life support (oxygen) system, making it harder to kill their crew with the Radiation Projector augment.
These ships don't have a lot of weapons, but always have teleporters and a lot of crew. Troopships will generally board more relentlessly than other enemies.
Cargo Ship Edit
Weak and badly armed civilian ships. Often encountered in piracy events, where they tend to flee. Cargo ship layouts often feature a lot of empty rooms for cargo storage.
Late game civilian ships with a lot of hull but few weapon mounts. Often encountered in piracy events, where they tend to flee. Freighter ship layouts often feature a lot of empty rooms for cargo storage.
Comparably weak civilian ships. Always have a weak drone system and attack drones they use for mining.
Repair Ship Edit
Always has a drone system and comes with system repair or hull repair drones equipped. This can become a problem if the ship tries to escape, as the player might be unable to out-damage the enemy drones. Repair ships have fewer weapon mounts and weak weapon systems, but their drones make it very hard to suppress their systems.
Drone Carrier Edit
Carry a lot of drones that harass you and defend their ship. Might not have conventional weapon systems and instead rely entirely on drones to attack.
Fabricator/Factory Ship Edit
Found only in the Automated sector, these are rebel AI ships that build or repair other AI ships that are stationary and often have repair drones.
Garrison ships that focus on defence. They will only appear in events where you encounter planetary artillery or fleet artillery. Their main function is to mark you for artillery strikes, after which they will often retreat.
Sends wave after wave of cloned boarders, but might not have conventional weapons installed. Can pose a serious threat to your crew.
Outdated ship design that relies on heavy armour plating to resist damage.
Primarily attacks with fire-based, and ammo consuming weapons.
Barges are specialised weapon platforms unique for each faction. Barges will be completely dedicated to certain weapon types or strategy most favoured by its factions; for example, the Rebel variant is the Rebel Laser Barge, which favors burst laser weaponry and occasionally packs a Chain Vulcan. Barges have fewer hull and engine power than comparable ships, but their offence can make them a threat.
These ships come equipped with their faction's unique artillery system (for example, Zoltan gunboats carry a Verdict Focus Beam). However, aside from that, these ships are pretty average.
Medium Ship Classes Edit
Medium ships are a step between normal ships and cruisers. They usually have significantly more hull than smaller ship classes, but still might not always pose a threat to a player cruiser.
Light Artillery Cruiser Edit
Advanced ship with various systems that also has artillery installed.
Missile Cruiser Edit
Large ship that primarily attacks with missile weapons.
A step up from Interceptors, these ships still feature advanced engines, but also pack a lot of weapon power and have strong hulls.
Huge ships with large crews dedicated to conventional offence.
E.W. Frigate Edit
Huge ships with large crews that can have various AE systems installed.
Heavily armoured vessels that might trigger ramming events in order to deal damage to the player. The player's engine power determines the chance of avoiding collisions, with five or more engine bars allowing the player to take a blue option that avoids being rammed.
Heavy Ship Classes Edit
Few factions have access to these Ship classes. Most of these ships are only fielded by the Rebel fleet.
These are tough, large ships that have lots of crew, lots of weapons, high health, and often many additional systems. They might easily match the players cruiser and can be hard to destroy. Fleeing is often the better option when encountering them.
E.W. Cruiser/Tech Cruiser Edit
The AE variant of the standard cruiser. Can have various AE systems installed and starts with a clonebay. Some of these cruisers will rely on a backup battery to generate power, and won't be able to power all their systems if the battery is depleted or destroyed.
Stealth Cruiser Edit
Comparable to cruisers, but sometimes rely on stealth to avoid damage.
Auto Cruiser Edit
Large automated ships that can be further customised for certain tasks, such as combat or repair.
Battleships can only be encountered when getting caught by the pursuing Rebel fleet. They will outclass the player in almost any system but engine power, and pose a high threat. Fleeing is often the better option when encountering them.
Stations differ from ships mainly due to the fact that they do not move. Therefore, stations cannot evade attacks and any shot fired at them will hit. On the other hand, stations also have a lot of hull and crew, and are usually better armed than ships. Their doors, medbays/clonebays and life support are also often above average, making it harder to board kill their crew.
Auto Turret/AI Drone Harbor/Auto Controller Edit
AI controlled weapon platforms, only equipped with weapons and shields. Might dish out a lot of early damage in a fight, but can be quickly subdued once disarmed. When this ship dies, it has a chance of saying "I don't blame you" or "Why". This is actually a reference to the portal 2 turret, which says the exact same thing when dying.
Auto Satellite/Auto E.W. Platform Edit
More complex AI stations that can have various systems. These ships have engines (though they still have no evasion), and might attempt to self-destruct by overloading their FTL cores. The self-destruction sequence activates a timer, in a similar manner to ships that attempt to flee; once they "jump", an event is triggered that deals damage to the player.
The average bread-and-butter station. Has a lot of hull and crew and is often slightly better armed than ships, but can not move (No engines or Piloting) and therefore will be hit by every shot you fire. All Species have outposts, but Most notable is the pirate outposts/Blackmarket. It is shown to be decorated with ship parts and the pirate paintjob.
The average AE variant of a space stations. Very much akin to outposts, but features a clonebay instead of a medbay.
E.W. Platform Edit
Stations with slightly weaker weapon systems that can have various AE systems installed.
Medical Station Edit
Basically a medevac that can't move. Will always have medbays and teleporters, as well as advanced life support and strong doors. Hard to board, but generally badly armed.
Drone Harbour Edit
Sends out plenty of combat drones as its primary means of attack. Can pose a significant threat.
Shield Station Edit
Favours defence over offence and starts with strong, augmented shields.
Relies mostly on boarding and cloning its crew. It will board extremely relentlessly with many crewmen, but can be quickly neutralized by taking out its clonebay. They are most often found in the hands of the Mantis.