
The stats are pretty simple, and I will describe them to you now:
- Anti-Air is the ship's firepower against enemy fighters. Those won't come into play for quite some time, so this stat is essentially useless at the moment.
- Anti-Ship measures a ship's firepower against other ships. Possibly the most important stats for most ships, as most of their time will be spent shooting holes in things.
- Cruise Spd is the ship's movement while flying from planet to planet. The faster, the better, unless you like long slow voyages.
- Battle Spd is, obviously, speed during combat. Faster ships can more easily get to grips with the enemy. We should have enough speed now to catch that bloody transport from before.
- Mobility affects how likely enemy shots are to miss.
- Armor is armor; damage reduction.
- Durability is simply "hit points". This ship has 460, which is more than double what the DAISY had.
- Atk Range is important, as it measures the range at which your sensors can lock onto enemy ships. If a weapon has a longer range than this and fires from outside that range, it's chance to hit is severely reduced.
- Livability determines how long you can travel before your crew reaches crippling exhaustion levels.
- For fighters, a ship needs a catapult (built into certain models) and hanger space. As previously mentioned, those won't come into play until later.
- Wpn Slots is the number of available hard points on a ship's hull. Weapons range from Small to Extra Large, and each ship has it's own loadout. For instance, the LOTUS here has one Medium and one Small weapon.
- Each ship requires a certain number of crew. You can go above that, which can be useful for melee battles and such, but I usually have better uses for limited hull space.
Now, The LOTUS as is will probably be enough to beat Panfilov, but we want it to be better, right? Every ship, when bought, comes with the bare minimum needed to fight and fly: Default weapons, a basic bridge and engine room, and just enough crew quarters to make the bare minimum. This is where ship modification comes into play. Ship modding is a huge part of this game, and we'll need to find and install better mods as you progress. Let's look at what we can do with the LOTUS:

Like I said, pretty bare-bones. It's also much more simple than it appears at first glance: Bridge modules go in the bridge section, engine rooms go in the engine section, and everything else can go into the other spaces. Each module is in a tetris-like shape, which cannot be rotated. You simply drag and drop modules wherever they can fit.
You need to buy the blueprints for most modules, much like ship blueprints. However, Yuri (or more likely Nia) starts with a few handy:
- A fire control room increases the accuracy of both AA and AS weapons, a must-have.
- A radar room increases attack range by a small amount. Not a must-have, but it's nice and we have space and money to spare.
- Holds are handy. Whenever you dock at a port, you earn a small amount of credits for each hold in your fleet. Higher-level holds earn more money.
- Finally, crew cabins. Each one provides living space for 10 additional crew members, and provides a small livability boost. I'll go ahead and add a couple to keep them happy.

Here's the LOTUS now. I added both a fire control and radar room, as well as two extra crew quarters and two holds. It'll be a little pricy at 750G, but we're ready to fight Panfilov whenever now.
On to weapons! At this stage in the game there are only two alternative weapons available to us, both of them a gamble. Currently, our two weapon systems are single-shot lasers with decent stats in everything (power, range, accuracy). We can replace either size laser with a dual-shot laser: Each shot does slightly less damage, and range and accuracy are slightly reduced. However, they have the potential to do much more damage than the single-shot guns. I'm leaving the default lasers for now, but I can trade them in before the next update should anyone request it.