All Designs are Vanilla unless stated otherwise.
So I've been debating this to myself for quite sometime now whether I want to just go ahead and post my ships here or just keep them to myself (sorta), mainly due to the fact that I'm not really big on the whole lore or faction management side of things here but at the same time I kinda like making my ships look as if they are part of a faction as it makes it more interesting for me to build them. (feel free to use my ships as you like as long as you don't change them, that's my job 😉 swapping the pallete is fine though ).
Btw, I frequently update my ships in the community ships mod as I use it as a means to transfer my designs to my other computer at weekends (if someone else's ship ends up in there I apologize, I benchmark my ships against other peoples and so i might copy it across) there might be some random/test ships in there from time to time so just ignore those. If you do want to use my ships then the best bet would be to look there as there's a better chance they'll be up to date as I never knew how long it would take just to post these dam ships let alone update them 😃 ,
Anyway, on to the ships!
Mini Fighter $49,950

This little swarm fighter was born out of the desire to make something small, effective and cheap so I based it off of the light fighter and the result is something absolutely adorable and makes the light fighter look huge in comparison.
Light Patrol Craft (Stripped) $80,000

Due to the numerous events going around lately that piqued my interest, I realised that I really needed an alternative starter ship with a follow through line. While this ship is by no means fast it really packs a punch for its cost and is decently defended and able to handle pretty much anything it can face at the lower ranks. This ship is suitable for admiral difficulty although you won't have any leftover cash initially.
Light Patrol Craft mk1 $85,250

The "restored" version of the patrol craft and Ideally what you'd want to upgrade too when you kill 1 or 2 ships immediately as the increased mobility is so much better.
Light Patrol Craft mk2 $115,800

Features more crew, an FTL drive and an extra reactor to resolve the lack of available energy in the previous versions. Unfortunately its too costly to upgrade too before leaving the first sector so improvisation is needed in the previous version but I still like having it as a logical progression.
Light Patrol Craft mk3 $126,450

Improvements to mobility, defenses and a small buff to crew numbers.
Light Patrol Craft mk4 $138,450

The end of the Light Patrol Craft line sees the addition of an extra laser, PD , more crew and a reworked interior with a little extra armour to boot. It's quite a nice package overall and is not very costly so it can be fielded in numbers which would be ideal considering there is not much shield protection.
Light Skirmisher mk1 $138,925

An alternative to the patrol craft line which features more offensive and defensive capabilities suitable for brawling.
Light Skirmisher mk2 $158,625

This version sees the addition of 2 extra frontal lasers and 2 rear facing PD's with an increased complement of crew to keep things running smoothly
Light Skirmisher mk3 $166,975

Internals have been reworked for better pathways and crew complement has been increased again, minor improvements to mobility and internal armouring.
Light Fighter mk1 $78,700

This is the bread and butter of my early game, capable against anything in the starting zone and performs about as you'd expect from a small fighter. The only difference between this and the mk2 is that the mk2 has an FTL drive (and now also has improved engines). I've been thinking of tying this into a carrier.
Light Fighter mk2 $91,050

FTL capable version of the Light Fighter with more engine power so the ship can perform better at intercepting kiters
Fighter $189,700

Standard fighter with 2 and a half times more firepower than the light fighter and increased defenses but lacking point defense, a decent overall upgrade compared to its predecessor.
Heavy Fighter $312,700

And this is the pinnacle of my fighter line (for now) featuring more shields, more engines, more Armour, more PD and a few more pew lasers, works very well with a corvette in support.
Light Corvette mk1 $71,275

The light Corvette mk1 was the first ship I ever "made" and originally it had just 4 regular lasers as It was just a model-L that I had modified, I gave it an electrobolt to fit in with the other corvettes afterwards
Light Corvette mk2 $121,825

The mk1 was overall outdated so I updated it to better represent the corvette line (and also differentiate it from the model-L some more. Somewhat on the expensive side for something with no shields but it is intended as a support ship to assist other ships in a battle.
Light Corvette mk3 $135,600

The mk3 version simply features some quality of life improvements with its added shield, Armour, crew complement and also a slightly more efficient FTL drive
Corvette $187,600

It has the same array of lasers and PD as the Light Corvette but is better protected and the second ship in the corvette line to have a shield.
Heavy Corvette $298,000

When you really need to pierce that shield wall then this is who you call in to assist. Boasts a nice array of electrobolts that fire continuously with minimal downtime (that I've seen) and increased weaponry and shielding compare to the previous version. This still is a fragile support ship however and is prone to chaining but it is a trade off to keep those weapons firing and hopefully it has a juicier friend nearby to absorb incoming fire 😛
MR Fighter mk1 $177,000

I was trying to come up with a design that was relatively cheap but somehow retain good overall capabilities and this line was my attempt. I went for a wedge shape because I figure this would be the best way to fit as much as I could in a small space and it works pretty well as a fighter, the Ion is great for long range engagements and if enemies want to get close then the EB standard cannons can assist.
MR Heavy Fighter mk1 $220,400

This heavy fighter version swaps out the standard cannons for large ones and the EB has been replaced by an extra point defense and extra mobility has been built in to account for the weight, this ship is vulnerable due to the reactor proximity.
MR Heavy Fighter mk2 $298,500

This version features overall improved protection including better reactor seperation, improved mobility, defenses and logistics when compare to the mk1.
Ion Fighter $152,150

Finally got around to making an ion fighter and I'm pretty pleased with it. As you'd expect from a fighter its very nimble and fast, while it only has mediocre firepower it has pretty good protection.
Ion Frigate mk1 Alt $199,850

This is the start of the alternative Ion Frigate Line which mainly just features better protection so I will only post the Alt versions otherwise there would be 4 extra ships that are virtually the same. I've been wanting to fix up the 2 Ion ships I had before because they were pretty ugly and didn't really fit, this and the following ships will be their replacements.
Ion Frigate mk2 Alt $335,325

More protection and mobility, this is the first ship that sets a good example of what this line is expected to do and that is tank damage with its face if necessary and let the Ions do all the work.
Ion Frigate mk3 Alt $434,425

Once again has more protection
Ion Frigate mk4 Alt $543,950

Now features an extra Ion beam in addition to some extra armour padding and shielding
Light Assault Fighter mk1 $109,225

My first attempt at making a diagonal ship for a relatively low cost, the shielding does fully protect the standard cannons and the layout works quite well although the cannons do have trouble both targeting properly. It was really strange trying to design this thing as I kept getting confused as to how to orient the angled blocks but got the hang of it after awhile and the mirror tool would've been lovely.
Light Assault Fighter mk2 $163,500

The next step up doubles the firepower, the mobility and the defenses. It may not look like it but the standard cannons are fully protected by those shields (I tested from multiple angles with lasers and cannons) but missiles will damage them through the shields though.
Heavy Assault Fighter $164,000

Another variant of the Assault Fighter which has the standard cannons replace with 2 large cannons
Interceptor mk1 $129,000

This line acts as a sort of hybrid between the standard fighter and corvette lines, I am also using these ships as an excuse to test out horizontally placed weapons.
Interceptor mk2 $163,250

Gets an extra shield, EB and Laser with improvements to internal protection but lacking in fire prevention
Interceptor mk3 $189,850

Mostly just a mobility and logistic improvement with some added extuingeshers and 2 front facing PD's added to help handle light missile attacks
Strike Craft mk1 $138,650

I was getting bored using ships that only focus on 1 or 2 main weapons and wanted to see a bit of diversity in the shots being thrown around, the Strike Craft line does just that! Featuring 3-4 main weapons each ship acts as a jack of most trades if you will, featuring decent shields, decent Armour, decent firepower, decent speed/mobility and decent logistics.
Strike Craft mk2 $182,800

This version features better firepower, mobility, speed and logistics than the mk1
Strike Craft mk3 $250,900

Defensive and logistics upgrade over the mk2
Strike Craft mk4 $261,950

Added Armour in front of the wing shields as they kept getting heavily damaged in fights
Strike Frigate $732,600

The strike frigate is unusual in the sense that its the only ship I've made so far that is actually designed to travel sideways and is also more of a light Cruiser due to its large profile, this ship continues the Strike Craft trend of featuring different weapon systems being mounted on an overall decent platform but there are no missiles (as they are kind of cumbersome to build with) and the logistics are only average.
Light Assault Frigate mk1 $318,300

This was another one of my earliest designs that I've improved over time, a broadside ship with a healthy complement of standard cannons some shielding and some Armour but not a lot as I've decided to keep it as just a light frigate.
Light Assault Frigate mk2 $446,000

You could say this ship definitely suffers from the "More Cannons Forget Everything Else!" mentality and you'd be right. After having a look at the previous ship I just thought about how I could make it look just a little bit more ridiculous and so I ended up adding more cannons to each side with additional Armour in the shield blind spots, not my most attractive ship by far but its not too bad. It also doesn't chain as bad as the first ship due to reactor separation.
Assault Frigate mk1 $445,000

This is the standard version of the Assault Frigate line which features much bigger weaponry, more Armour and better shielding to take on a more tankier and direct role than the light Assault line.
Assualt Frigate mk2 $464,550

Significantly more mobile now thanks to the added engine power and features a little more spaced armour towards the rear.
Assault Frigate mk3 $638,700

The standard cannons from the previous ship have been upgraded to large cannons and boasts better overall Armour and shielding with improved resistance to reactor chaining but sacrifices a fair amount of speed when compared to the previous version.
Marauder $774,600

I was originally making this ship to fill the gap of ships I have around the 500k - 600k mark as the ones that are there already don't perform too well in combat, however, I definitely went over the mark abit and ended up making something else entirely. Its a fairly decent ship in terms of speed, logistics and protection, its shortfalls are its a little undergunned for its price and doesn't turn that great due to not having any engines on its main facing.
Marauder Alt $765,000

I was testing this altenative of the marauder to see how effective the ship would be if I sacrificed some protection and mobility for 2 extra Large cannons and it turned out to be more effective than the original ship while being slightly cheaper.
Scout $203,700

A small ship intended to probe ahead of a fleet with its sensor array. It has good protection for a scout ship and as you'd expect its quite fast and even has slightly better armament than the light fighter so its capable of assuming a combat role as well if required.
Missile Frigate mk1 $224,300

No fleet of ships is complete without a healthy dose of missile action and that's what this ship is for, a small little bugger to nip away at your ankles while it dangles safely just outside of your weapons range and a recent improvement has made the ship more effective at kiting. Features minimal shielding and defensive weaponry but otherwise its just a standard small frigate.
Missile Frigate mk2 $344,100

Mainly a defensive upgrade over the mk1 with the added shields and Armour but it is significantly better at staying out of range with those improved engines and has a better defensive complement if someone gets close.
Missile Frigate mk3 $496,300

Better Armour, better firepower, better PD's and much faster again than the previous version. This is the best of the missile frigate line and its safe to say that with 2 or 3 of these and some decent management skills, they can destroy a lot of what you encounter because missiles.
Missile Cruiser mk1 $1,012,450

Probably one of the ships i'm most proud of due to the shape and form of the ship (the icon in the bottom left looks good too) I decided to take some inspiration from our avian friends and tried designing something that somewhat resembled wings and it turned out pretty well. The ship itself is a pretty good missile kiter too with a good array of PD's and some light shielding to soak up some stray shots, the initial volley includes 10 missile launchers which most have a decent reload.
Missile Cruiser mk2 $1,082,400

With the kind assistance of sir Teg, this upgraded ship was born, all the reactors have been protected and the PD's have been increased and given their own energy stores to better defend against those dam kids and their flying machines! The conveyor system that Teg installed kindly lets every crew member know that when its missile reloading duty, its missile reloading duty all day along. While great for missile reload speed (which is much better than the mk1) the shields take alot longer to get charged back up as a result of the conveyors but as long as the ship is kept at arms length then it shouldn't be a problem.
Battle Cruiser mk1 aka the Dernius $1,238,200

The Dernius, my first attempt at making anything large. my god how I have wasted so many hours building, changing, upgrading and redoing this ship over and over. There are 12 subsequent versions of this ship that I have made as I am just never satisfied and constantly have that nagging feeling that I have to improve it, this is the mk1 version as I wanted to show this ship as a comparison to what the Dernius is now. Its effectively a cannon wall that's supposed to have lots of big guns, lots of shields and plenty of PD's to act as a tank for enemy ships to focus on and allow other ships to assist unimpeded.
Battle Cruiser Dernius mk12 $1,571,500

The 12th official version of the Dernius (there were alot more) and I think i've just about gotten as far as I can and as you can tell its substantially different from the mk1. This is a very hardy ship which laughs at your fires and your reactor explosions as its got extinguishers and Armour everywhere, even with the borked broadside AI this ship will take on and destroy the Cerberus without intervention even while it gets stuck on it in mid spin (because Cerebrus yolo is unstoppable) which is a fairly nice achievement considering this ship doesn't use missiles and is 300k-400k cheaper as well. That rear armour belt Is exclusive to this version because I was annoyed at the AI spinning exposing the weaker rear way too often.
Shout out to the people in the ship improvement thread (i'm not even sure which one anymore) which helped me out with the mk11 which eventually lead to this.
Battleship Roker mk2 $2,712,250

I've finally gotten around to making my own battleship and it is superior to the Dernius in nearly every way as it should be. Its got a very healthy array of weaponry with 1 extra heavy cannon on each side with an added complement of 8 standard cannons to keep up the rate of fire and also features an electrobolt mid section to punch through shields better. The semi-modular design has lead to a massive increase in crew efficiency and the overall logistics of the ship is very good. While it is less shielded when compared to its cruiser sibling, this is compensated by the fact that this ship is packing significantly more Armour than the Dernius while still remaining very mobile which is nice considering this weighs nearly 3.4k tons and the engines are well protected.
The cons of this ship that I've found so far are that it will suffer against missile kiters even though it has more pd's but then the only proper counter to a kiter is another kiter. The other semi weakness involves the AI and the length of the ship, because this is the maximum vanilla length that you can build and the recent AI's obsession with getting really close to enemies, this ship sometimes gets stuck on enemy ships when trying to swap sides which could potentially be a problem if the ship is left to its own devices but otherwise is a formidable ship.
Battleship Roker mk3 $2,747,150

Increasing the width of the ship allowed me to upgrade all standard engines which significantly improved the ships mobility and turning speed, internals were slightly reworked as well because of this and the forward and aft sections of the ship now have a little bit better shielding as well
Orvius Outpost $2,267,500

So I was sitting on this "ship" for a long time but never did anything with it because it was so big and it was not very good at all, but I went back to it again and re-built it from scratch so it performs better than it used to (that and I've changed it's purpose) although its not quite as circular as it used to be. My idea behind this is that you'll find a core system/planet that you want to defend and wish you had some static emplacements you could leave behind that could detect ships at long range and relay them to a fleet that's doing its thing elsewhere, while it would have enough firepower and protection to also face off against said ships. I did say this was intended for static emplacement but I included FTL drives and engines because it would allow the outpost to better defend the territory its guarding.
Orvius Station $2,947,700

A modification to the Orvius outpost that sees the addition of 4 support pylons to provide docking berths for ships with easy access to supplies for better service quality while retaining its same complement of weapons and a little bit better defenses. This station is very heavy and will not be going anywhere fast (not that you'd want a station to be moving everywhere all the time) and the FTL drive is very expensive to use because the station isn't supposed to move out of the sector once its in place (but can if there is an emergency).
Command Ship $2,576,900

The standalone version of the Command ship, a non-combat oriented ship with minimal offensive weaponry to handle small swarm ships but what the ship lacks in offensive capability, it makes up in its hardiness. The command centre is especially well protected for important individuals that may be on board. The role of this ship is to provide extensive tactical data to a fleet and also to establish more organised and effective communications by using its large array of sensors and to also form battle strategies. Secondary roles include deploying small invasion armies on planetary bodies or commence boarding raids on disabled ships.
Command Ship Light Escort $3,669,150

The Command ship but now has a light escort included changing the role of this ship to a support carrier. this version exists due to performance constraints when ships get separated and become their own entities (the game tends to hang for a short few seconds and can crash).The craft included are:
- 4x Light Corvette mk3's
- 6x Light Fighter mk2's
Command Ship Heavy Escort $4,981,550

The fully equipped version of the Command ship which also features some of the new craft i've made (at this point) The ship now effectively has its own pocket fleet:
- 2x Mini Fighters
- 2x Missile Frigate mk1's
- 2x Ion Frigate mk1's (Alt)
- 4x Corvettes
- 4x MR Fighter mk1's
And now for something completely different, Pirates! because everyone loves some good ol' pirates am I right?
Old Raider $99,975

This was actually made for a competition for a pirate ship under 100k (which it won amazingly) I was really pushing the credit limit here and ended up having to put "armour" around the reactors or it'd have been dead for sure. Lore wise you could say this ship has seen its fair share of battle and has been to hell and back ending up with some missing pieces and some holes in its Armour and could really do for an upgrade or some restoration work (and a good clean to boot)
Raider mk1 $164,250

This is what the old raider used to be (and should be) with its restored electrobolt and PD's its much better at handling shields and missiles
Raider mk2 $195,950

Not much difference compared to the mk1 other than a nicer hull aesthetic and some quality of life improvements
Raider mk3 $264,300

This advanced raider now has the firepower it lacked before to take on meatier foes with a bigger array of standard cannons.
Big Raider $348,900

An alternative version of the mk3 Raider that features 2 missile salvo's and the 4 standard cannons have been swapped out for 2 large cannons and an extra shield generator for better long range performance. (And by bigger I mean compared to its raider bretheren, i'm not gonna even start with some of you crazy people here with ships the size of small moons 😛 )
Delta Raider mk1 $218,200

After A spree of adding/modifying ships, I felt that the pirates and raiders were lacking so i made this and the following ship to bolster the pirate's numbers abit.
Delta Raider mk2 $273,550

Improves on the previous version by having extra armour and shielding to protect the vulnerable wing sections and an Ion beam has been added because what pirate doesn't love to strip down target ships with a huge beam of energy.
Raider Mothership $2,530,100

I finally used finished up one of my prototype shells and made the decision to paint it up as a pirate ship because they didn't really have any "big" ships yet and it came out better than I expected. This is their flagship or mother-ship as you will and has a stark difference in design when compared to the command ship. While the command ship trades in essentially all firepower to gain the ability to tank or to survive more effectively with decent mobility for a ship of that weight, The Raider counterpart however sacrifices quite a lot of overall protection and a lot of mobility for more firepower (24 missile launchers in total). In a 1v1 fight between the standalone Raider Mothership and the Command Ship, the fromer should win because direct combat is not the Command Ships purpose but it would take a really long time (and at any point it could just jump away with a couple scratches)
Raider Mothership Escort $4,666,600

I really Liked how the previous version turned out but the way the carried ships fit into the main body so neatly make this ship look like it was meant to be a carrier (which is what I was going for) The loadout:
- 2x Delta Raider mk2's
- 6x Raider mk3's
At the time this ship was added to this post, Upon seperation the Mothership will remain the primary ship.