

In terms of ship size, the classifications work roughly as follows:Ĭorvette - This is what you start in. If you would like to see every ship in detail, check out the guide below made by RudiRampage which explains every single ship currently in the game, where to get them, how much they cost and all that juicy info. We have simply listed a very basic breakdown of the ship classes. The merchant guild's ships have the greatest cargo capacity though they aren't the prettiest. The mercenary guild offers a few ships with good speed and manoeuvrability. The militia offers heavily armored but slower ships. Pirates offer lighter ships with good speed. There are quite a large number of ships for players to use but only around a third of them are available from basic civilian stations. Once you're managing to oppress most of the second sector you can happily putter around until you have another pile of cash and can move on to the next one.
#Rebel galaxy antimatter probe full
Keep an eye open for merchant missions in particular, as certain ones will net you a good 1-2 hundred thousand credits, though you'll have to acquire a large amount of a specific item and take it to a station often in another sector, and the route is often full of enemies far stronger than you. It sounds like a lot but if you really put your mind to it you should be able to get it together in a few missions, most in this sector will net you between 20-40,000 credits. Once you've started to outgrow the Tennehausen you might consider making a trip to the militia base as they have a very nice heavy frigate for around 350,000 credits (if upgrading from the Tenne) which will keep you going for quite a ways. Also remember that the Mercenaries Guild can have missions that put you against anyone, so make sure you read who the client is before you accept a mission, lest you find yourself constantly fighting your own allies. Good for the family barbecue, pest control or annihilating small fleets from 20sm. This comes at the price of taking nearly a minute to fire and each missile costing a few thousand credits. The Mercenaries Guild also offers the antimatter probe, a missile launcher turret with ludicrous range, damage and explosive radius. Their missions are usually a fair bit harder but with greater rewards, and they offer a couple of fairly decent ships with good armaments and speed. Once you're reasonably well equipped and have a decent grip on things you might consider joining the mercenaries guild if you have a spare 30k lying around.
#Rebel galaxy antimatter probe upgrade
Next probably a broadside upgrade since this is the workhorse of your ship damage-wise. Buy some new gear and prioritise a Mk3 shield at the very least. This new sector is much more dangerous and you're going to find yourself quite dead quite quickly if you don't make a decent attempt at preparing yourself. You're probably going to come out of the gate and want to start on the next part of the primary mission, but you might decide to leave that until you've added some new gear to your ship. Abandoning a mission has no real consequences and any items you were hired to ship will disappear from your hold.

Keep an eye on your shields and armor and don't be afraid to abandon a mission if it's too much for you to handle. So pick your missions carefully and your fights even more so because you're essentially back to the start. You've probably spent the last few hours puttering around the first sector killing everything in one shot once you managed to fully upgrade your ship with Mk2 gear, but you've just jumped into an entirely new area with tougher, deadlier enemies that are more than willing to show you how weak you really are. Which brings us to another thing to keep in mind.

The difficulty curve is quite steep and your first forays out into the wild black yonder will probably end in a fiery (but exciting) death.

You'll also probably want to get yourself at least the Tennehausen or larger and fully equip it with mk2 weapons and defences if you want to be able to actually take on most of the enemies you meet in the new sector. For that matter, this is usually a good tactic to employ if you feel a bit underpowered, gathering a pile of cash and making a shopping trip to a higher level sector for a shield or some weapons can give you quite an edge. Without them you probably won't be able to pull off any good missions in the new sector. Cash is ALWAYS one of your main goals, but when leaving the first sector it can be a good idea to save up around one hundred thousand credits to buy a mk3 shield and a few upgraded weapons to help you survive.
