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Capital

A favourite amongst TransGov, the Capital class ship is one of the biggest ships money can buy. With a whooping 45 ZWs of available power and heavy armour - five times that of a Destroyer class ship - it is a ship to be feared. A total of eight docking bays for carrying friendlies and a massive hold available, the Capital ship can serve any role and survive even a fleet of hostiles. Truly a centre piece to any engagement, the Capital acts as operational support increasing friendly effectiveness and overcharging their shields when entering combat.

Availability: TransGov

Tier: 6

Shield: 1,000 ZWs

Hull: 5,000 GPa

Power: 45.0 ZWs

Speed: 0.02 LY/m

FTL Range: 25 LYs

FTL Charge Time: 60 minutes

Maximum Fuel: 850.0 LYs

Hold: 1,000 Mgs

Customisable Rooms: 8

Bays: 8

Can Land: No

Ship Docking: No

Length: 1,414 m

Width: 387 m

Decks: 34

Cost: 8,000,000 credits

Skill Requirement: Operations Craft 30.

Crew Requirement: 8

Passive Perk: Operations
The operations perk provide buffs to all combat statistics of other faction ships and allows faction ships to enter combat with overcharged shields.

Operations Role

Operations role ships increase the critical chance of all friendlies that join in progress combat by 25%.

Starter Cards

[REACTIVE] Flak Screen: Nullifies torpedo attacks of any damage type targeted at [SELF] 3 times for 1 turn.

[DEFENCE] Operational Authority: Modifies the following statistics instantly for [FRIENDLY TEAM]: Critical Chance: +5%.

[SPECIAL] Predictable: Decrease the outgoing damage of a random target by 10%.

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