The Unfallen/Ships

An ancient race who have lived simple, harmonious lives for millennia, the Unfallen seek peace with the other races of the galaxy.

About
Gameplay
Traits
**Ships**
Strategy

This page lists all of the ships available to this faction, and lists what sort of equipment they're able to equip.

Each ship in the game has a set of slots it can equip armaments on; these are limited to only allow certain kinds of things in certain slots. This is indicated with a series of icons. If a slot includes more than one icon, then it can hold either kind of equipment.

 = **Attack**: slugs, missiles, lasers, beams, et al. Notably does *not* include fighters/bombers.

 = **Defense**: shields and armor.

 = **Utility**: engines, damage enhancers, targeting modifiers. Some items like probes are limited to explorer vessels, and some other modules can only be equipped on support ships.

 = **Squadron**: i.e. fighters/bombers.

 = **Heavy Weapons**: A weapon slot with doubled stats, which also can mount certain exotic weapons like Blast Effect Batteries, or on Carrier-class ships, can even mount Core Crackers.

Each ship comes with several  neutral slots, which are available immediately once the ship is available. Most ships have a second upgrade that can be researched which unlock a set of additional slots, but to equip an item in these slots, you have to pay a single unit of a strategic resource, such as  or .

Every kind of hull has a name to it, but every particular player-designed equipment loadout does as well. We list the default name the game gives for the equipment loadout in quotes after the hull class name.

Ships have a  size modifier which multiplies the cost of a piece of equipment, and the power of it. Ships also have a  command-points modifier which lists how many 'slots' a ship takes in a fleet. Neither of these vary from faction to faction.

To make the information easy to read, we tally up the number of different slot types available to a ship under the heading **"Available Slots"**. Quite a few slots are hybrid slots, so this number varies depending on what you commit the slot to being, since using a slot for one purpose means you're now *short* one slot for whatever the other option was. Because of this, these numbers are usually a "range" rather than a single value.

Onething noteworthy for the Unfallen is that they have a trait called "Mutual Understanding I" that directly benefits all ships under their command's weapon modules damage by 10% per friendly Major Faction.

## Entwiner

  Slots

**Available Slots:**

 = 2,  = 2

**Strategic Implications**

The Unfallen don't get colony ships. One of their major faction traits, "Celestial Vines", replaces that, and it's enabled by this ship. These ships are hideously expensive compared to colony ships, but unlike regular colony ships (without the titanium colonizer module), **they're reusable**. Since one slot's dedicated to the vining module, you can have only one engine, so these are slow. The defense slots help offset their fragility, but generally speaking you really, really want to protect these because they're expensive.

There's a big "gotcha" on their cost which might end up surprising you in a bad way. *In ES2, the cost of all ships depends on the military quadrant tech level you're currently at.* All factions have this as mechanic, but because the number it's multiplied against is much higher for the unfallen (and because they always struggle with very-earlygame ), they're the only ones who really get dramatically impacted by it. The formula for the cost of a vineship is:

`((your military stage - 1) * 200) + 400` .

By way of comparison, the cost for most other factions is:

`((your military stage - 1) * 25) + 50` .

Also - that's just the cost of the base ship hull - the vining module itself costs an additional 100 . Because of this, although early military tech upgrades will give access to some vital early combat modules, there's a huge tradeoff if you do dip into the military quadrant at all. Note also that because of the somewhat steeper cost of the vining module (100  versus the usual 50  for a colony module), it's not uncommon for players to design a "stripped", module-less design of the hull, build them, and then use  to upgrade these empty hulls to something with engines and a vining module.

## Explorer

  Slots

**Available Slots:**

= 1,  = 2 ~ 3,  = 1 ~ 2

**Strategic Implications**

This is very similar to the United Empire scout ship, albeit trading one attack slot for one defense slot. As a "pure exploration" ship this has below-par potential, since you only have two utility slots. You will never be very fast compared to other faction's scout ships, and you'll be even slower if you equip any probes.

However, this ship has the potential to have up to 3 defense slots, and 1 attack slot. It's a very solid fighting ship you can field without having to research the actual combat ship technologies, available immediately at the start of the game.

## Attacker

  Slots

**Available Slots:**

= 2 ~ 3,  = 3 ~ 5,  = 1 ~ 2

**Strategic Implications**

This is a fairly well-rounded ship; it leans slightly towards defense modules rather than attack. It's basically identical to the United Empire version but with one of the attack modules traded for defense. Only 2 potential engine slots.

## Protector

  Slots

**Available Slots:**

= 1,  = 3 ~ 5,  = 2 ~ 4

**Strategic Implications**

This ship can equip a lot of defense modules, and only one weapon. All the protector ships in a flotilla have to die before enemy attacker ships will start shooting at your attackers, so these guys can actually take advantage of that mechanic by genuinely being tanky. 4 potential engine slots, two of which require the upgrade. Much like the United Empire, your Protector could potentially have 4 engines, but the Attacker can only have 2.

## Coordinator

  Slots
  Slots

**Available Slots:**

 = 1,  0 ~ 3,  = 0 ~ 3,  = 4 ~ 5,  = 3 ~ 4

**Strategic Implications**

Somewhat light on the attack until you get the upgrade. Can equip 4 engines, none of which require the upgrade.

## Hunter

  Slots

**Available Slots:**

 = 1, = 3 ~ 4,  = 5 ~ 6,  = 1 ~ 2

**Strategic Implications**

Starts off considerably biased towards durability with only limited firepower. Ends up reasonably balanced. Quite slow, due to only being able to equip two engines.

## Carrier

  Slots

**Available Slots:**

 = 2, = 0 ~ 4,  = 0 ~ 4,  = 5 ~ 9,  = 2 ~ 4

**Strategic Implications**

Has a lot of defensive modules, potentially 8. Can field up to 4 squadrons, though 2 require the upgrade. Can have up to four engines, though 2 require the upgrade.