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Glitch Mk I

Designed for nefarious tasks, the Glitch has an integrated hacking module and a set of high speed engines. This allows the ship to quickly slip in, get done what it needs to get done and disappear again.

Availability: Carbon, The Killeney Imperium, N30N EMPIRE

Tier: 3

Shield: 500 ZWs (100)

Hull: 500 GPa (500)

Power: 3.6 ZWs (8.3)

Speed: 0.30 LY/m (0.10)

FTL Range: 10 LYs (15)

FTL Charge Time: 5 minutes (30)

Maximum Fuel: 80.0 LYs (400.0)

Hold: 300 Mgs (500)

Customisable Rooms: 0 (3)

Bays: 0 (0)

Can Land: No (No)

Ship Docking: No (No)

Length: 223 m

Width: 145 m

Decks: 3

Cost: 130,333 credits (1,534,536)

Skill Requirement: Defence Craft 21 (Mining Craft 1).

Crew Requirement: 0 (0)

Guild Requirement: None (None).

Passive Perk: Integral Hacking Module
Provides the ship with hacking benefits normally only received with a hacking module, but is undetectable.

Defence Role

Defence role ships start combat with a 75% incoming damage modifier.

Starter Cards

Flight Time Units

As you use a ship for its intended purpose you will accumulate flight time units (FTUs) which can viewed in the tactical window. Once the FTUs reach 100% you will be awarded an upgraded version of the ship (if one is available), parked at a specified location.

The progression path for this ship is: Glitch Mk I

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