Mike’s FTL stuff > Ships guide > Federation B

Federation B

Nisos

This ship starts vulnerable due to weak offence. Enemies may escape and double the fleet pursuit, so plan your jumps with this in mind.

Typically rush shields, then look for a weapon. Your Zoltan can power shields-3 against ion.

If you have a convenient store, and especially with stuff to sell, it might sometimes be worth delaying shields. You could potentially buy a weapon and upgrade weapons next.

Opening with a weapons buffer is also a good option, but I think the shield upgrades are safer overall (explanation). Do get the weapons buffer when you can, but not if it might stop you buying a weapon.

Leto is weak but worth keeping unless you need the slot for something else. Dual Lasers are fantastic on a 4-slot ship; almost always keep them.

Defence drones cover this ship poorly: shields and weapons are vulnerable.

Put the Slug in piloting, and the Zoltan in weapons: they can de-ionise shields and steal power from mind control or hacking, which are slotted nearby (although cloaking slots next to engines). Consider starting the engines crew on doors; just remember to send them back!

The layout is a little awkward, but you can still vent shields or weapons in under 3 seconds by using all airlocks and turning off O2.

Artillery is nice late-game if you have scrap to spare, but too expensive to upgrade earlier. Against the Flagship, expect it to hit 5 rooms. Beware enemies running away: when possible, manage the artillery power so that it’s ready to fire immediately after your weapons hit, or vice-versa.

In sector 1, prefer unmarked beacons over distress. Your have weak blue options from the Slug and artillery.

The ship with all systems installed

Hover or tap systems to see hack points