Sublight Ships Guide: Hull Tradeoffs, Hardpoints, and Handling
How to compare Sublight ships without an unreliable tier list: health, move speed, turn speed, hardpoints, class-locked mounts, and integrated playstyle changes.
Do not rank Sublight ships on health alone. Compare the hull as a package: hardpoints, firing arcs, move speed, turn speed, integrated systems, and the category restrictions on special mounts. The Early Access launch has 9 playable ships, but the complete verified stat table is not public yet, so this guide focuses on durable comparison rules instead of inventing a tier list.



What is verified at launch
The official Early Access description states that launch includes 9 playable ships. It also says ships have distinct loadouts and strategic possibilities. The exact named stat sheet for all nine is not published in the source set used here.
The hull tradeoff seen in gameplay
One recorded comparison shows a lighter hull offering more movement and turn speed but fewer hardpoints and significantly less health. That is the right mental model: a hull is not “better” because one number is higher. It changes how safely you can keep weapons on target.
Class-locked hardpoints
Patch 0.18 changed ship-unique weapons into class-locked hardpoints. Those slots can provide a buff but usually lock the mount to a weapon category. This makes ship choice part of build planning before the first cache opens.
Choose by the weakness you can manage
Fast hulls ask you to dodge and manage fewer hardpoints. Heavier hulls can absorb mistakes but may need turn-speed investment to maintain good arcs. Choose the weakness you are comfortable solving with upgrades.