| Species | Bonus | Weakness | Strategy |
|---|---|---|---|
| Human | No bonus/penalty, fast skill gain. | None. | Versatile, good for any role. |
| Engi | Double repair speed. | Half combat damage. | Excellent engineers, pilots, or drone operators. Avoid combat. |
| Zoltan | Provides 1 power to system. | Low health, slow movement. | Ideal for Shields, Engines, or Weapons. Keep out of combat. |
| Mantis | Double combat damage, fast movement. | Half repair speed. | Superior boarders, excellent for Teleporter strategies. |
| Rockman | Immune to fire, high health. | Slow movement. | Great for fighting fires, boarding, or manning critical systems under fire. |
| Slug | Mind control immunity, sensor bypass. | No bonus/penalty. | Good for piloting in nebula, or as a backup crew. |
| Lanius | Drains oxygen from room. | None. | Excellent boarders, especially against organic crew. Can suffocate your own crew if not careful. |
Each species brings unique advantages and disadvantages. Plan your crew assignments carefully to maximize their potential and mitigate their weaknesses. For example, Mantis are terrible at repairs but devastating in combat, while Engi excel at repairs but are weak fighters.
