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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