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Apex

As a specialist attack role ship, the Apex has enough power for a complete armanda of weaponry with a strong set of shields and high armour rating. It is quick for a ship of its size but features little in the way of creature comforts such as room expansion.

Availability: Family Na'laar

Tier: 3

Shield: 2,000 ZWs

Hull: 2,000 GPa

Power: 33.4 ZWs

Speed: 0.20 LY/m

FTL Range: 10 LYs

FTL Charge Time: 1 minutes

Maximum Fuel: 110.0 LYs

Hold: 10 Mgs

Customisable Rooms: 1

Bays: 2

Can Land: Yes

Ship Docking: No

Length: 317 m

Width: 68 m

Decks: 3

Cost: 1,500,000 credits

Skill Requirement: Attack Craft 88.

Crew Requirement: 1

Guild Requirement: None.

Passive Perk: Damage Dealer
Increases the damage of all ports added to the ship by 25%.

Attack Role

Attack role ships start combat with a 125% outgoing damage modifier.

Starter Cards

[REACTIVE] Instant Repair: Nullifies any attacks of any damage type targeted at [SELF] 1 time for 1 turn.

[DEFENCE] Nano Repair: Modifies the following statistics instantly for [SELF]: Hull: +100 GPa. Internal Systems: +5%. Engines: +5%. Light Drive: +5%. Defences: +5%.

[SPECIAL] Instant Armour: Instant nanotechnology armour which can nullify 10 attacks in one turn.

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: Apex

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