Gaia

Gaia Story:
As the war with the Rebels goes on the Federation is getting desperate. They need to recruit civil ships that werent build with fighting in mind at all.
The Gaia is a multi-generational colonyship which once was send to a fare away edge of the Galaxy to found a new civilization there. The FTL wasnt invented as the Gaia launched. And so it happened that only 11 years after it had reached its destination after a 125 year long journey that a Federation scout jumped into the planets orbit. The Scout brought new technology as well as bad news: The Federation was about to get destroyed by Rebels if the scout could not deliver the Information it was carrying. Sadly the scout was to badly damaged to travel back to Earth on its own.
So the only option left was the outdated colonyship Gaia. They installed an functioning FTL drive into it and loaded its huge storage rooms with all the missiles they could find. Since time was on the essence they couldnt install lasers or any other advanced weaponry on the ship.
And so the Gaia went on the way back it came from... but this time much faster than light.
Ship Gaia: Replaces Stealth A
->crew: 3 Human
->weapons(4 slots): 2 Leto
->Drones (2 slots): --
->Augments: none
Strategy:
This ship is designed to be weak. It has no augments and only leto missile launchers, but hey it is just a colonyship so what do you expect. Your main problem with this ship will be your missile count. You maybe start with 45, but you need between 6-8 per ship... so you need to accept any high missile surrender and also look for better weapons. Rather use 50 scrap to buy a weak laser then to upgrade your shields.
The only thing the Gaia is superior at would be fighting of boarders. You have a 8 person med bay... any more words.
New Weapons:
N/A
New Drones:
N/A
Caligula

Caligula Story:
The Caligula is a Freighter. Maybe not the best name for a freighter ship, but the captain Mike Maxwell always had a favor for roman history. The other two crewmembers were Sam, an engi, and Josh, a Rock. The three made a living by transporting stuff which most of the time was barely legal. The people they were it transporting for were not any more legal.
Which brought them into some serious trouble with the godfather of this sector. In order to repay their debts, they had to accept a job for the Federation: Delivering data of some sort.
Ship Caligula: Replaces Stealth B
->crew: 1 Human, 1 Engi, 1 Rock
->weapons(4 slots): 1 basic laser, 1 mini beam
->Drones (2 slots): --
->Augments: scrap recovery.
-> 8 Men Teleport buyable
Strategy:
The Caligula starts with a custom event at the start. Complete the quest if you feel like it. Your weaponry sucks, but because of the scrap recovery arm you should be easily be able to buy some better weapons.
New Weapons:
N/A
New Drones:
N/A
Bronan Warship

Bronan Stroy:
The Bronan are a stealthy species. They avoid open combat and rather hit you if you dont expect it. Their ships are one hit wonders: Literally all weapons, the ship has, are combined in a huge phalanx at the front. This phalanx can diverge power to the different types of weapons installed and change their effectiveness (for example their main weapon the plasma sphere can be released as one giant ball of pain or as dozens of small dots). The Bronans also posses the best cloaking technology known in this side of the galaxy. Nothing can detect a cloaked Bronan ship.
Ofc they have weaknesses... many as it stands. Since all weapons are pointed in front of the ship, it cant defend itself if they get ambushed themselves. Bronan shields are attached directly onto the hull making them barely better than a normal hull armor. And lastly the Bronans physiology is rather weak. They wont withstand a boarding party for long.
Generally the Bronans keep peace with their neighbors... since you cant proof that those missing freighters were destroyed by Bronan ships.
Ship Bronan Warship: Replaces Mantis A
->crew: 1 Human, 1 zoltan, 1 engi
->weapons(4 slots): 2 Phalanxes, 1 HE Beam, 1 Shield drone
->Drones (2 slots): --
->cloak
->no shields
->Augments: stealth weapons
Strategy:
I suggest going for 5 weapons and lvl 3 cloak first and then upgrade shields... or even play a shield less run.
You cant use both phalanxes at the same time... use them at the right time.
Dont try to hit 2 rooms with the High Energy Beam; it doesnt work. It will only hit one room.
New Weapons:
-> Phalanx (multishot): 1 dmg, 6 shots, 5 power, 22 sec
-> Phalanx (singleshot): 6 dmg, 1 shots, 5 power, 10 sec
-> High Energy Beam: 3 dmg, 3 power, 15 sec, only one room
-> Anti Shield Drone: 0 dmg, 4 ion, 1 shot, 3 power, 18 sec, 1 missile needed
New Drones:
N/A
Celiak Guradian

Celiak Stroy:
The Celiak are a species that was extinct long ago... but they are still around. Celiak are dead, literally. Their bodies dont show any lifesigns. They dont eat, drink or even breathe. They are only still on their feet, because technical implants keep them going. Since they cant reproduce themselves anymore they take the bodies of their fallen enemies and use them as new workers.
The Celiak are called "zombies" by other species who had the misfortune to meet them. And really they are quite hard to kill, since they are technically already dead.
On board of a Celiak ship you can be lucky to get oxygen or heat or both. Because Celiak no longer need any lifesupport, they use the power for more important systems.
Ship Celiak Guradian: Replaces Mantis B
->crew: 3 Rock
->weapons(6 slots): 2 CE Bombs, 2 CE Beams
->CANT Buy Drones!
->CANT Buy Cloak
->artillery Beam
->Only one starting power
->Augments: shield booster, ion armor
Strategy:
This ship is really hard since you never can buy anything to defend against missiles. But for a compensation you have 6 weaponslots + the art beam. You just have to get the enemy down before you yourself go down. Keep every 1 power weapon you find... could be usefull later on.
At the start just upgrade your reactor. Should be obvious.
*Note: There is a bug with the 0 power weapons. They will not fire if the weapons system is unpowered. Instead all the shots fired will queue up and release once you powered up another weapon. And yes the Art beam is in the wrong place, but it is hard coded that the 5th weapon must be the art beam always...*
New Weapons:
-> CE Beam: 1 dmg. 0 power. 15 sec.
-> CE Bomb: 1 dmg (actual hull damage). 1 power. 12 sec.