Missile Pods - 1 supply ships which are single-shot missile launchers. Have no attacks and only a single auto-cast special ability, which kills them and launches a volley of missiles at up to 5 targets. Low health; use a mass of them to break into heavily defended systems. Should not be able to damage fighters.
Flak Pods - Just like the Missile pods, but have a single-shot detonation of our classic capital ship Flak ability, allowing them to rapidly clear out fighters if 2-3 are deployed. If possible, damages other pods to prevent spamming.
Torpedo Ships - Ships which have little-no attack dmg, but can spawn 'torpedoes'; suicide bombing mini-frigates that can be shot down en route to a target but are tough and deal significant damage; incapable of hyperspace.
Dissassembler - Ship which can kill itself and spawns two+ smaller ships in the process. These ships have an ability which, if it targets another of the same class of ship, kills both self and target but spawns one of the original ship types. Conversion big to small consumes alot of antimatter(I.E: Can't be done right after other transform), but both new selves have full health. Conversion small to big is free antimatter-wise, but the new ship appears damaged.
Boarding frigate - Attempts to take over a target ship; dies in the attempt. Point-blank range frigate mind control.
Guardian frigate - Provides "Point Defense/ECM"; -% to-hit to non-fighter enemies inside a radius passively. Can research a 'targeting drone' that lets it spawn siege/missile platform type things which give a damage% bonus in a similar area. Has low-dmg anti-fighter weapons with a radius the same as its 'point defense' radius.
Gateway - Acts as a phase stabilizer. Allied ships near it recharge antimatter faster and ignore phase disruption, able to travel to any allied phase stabilizer. If destroyed, leaves behind an invulnerable drone that lingers for a few minutes, still acting as a phase stabilizer.