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Cruiser

With a decent power plant and augmented armour, the Cruiser class of ship is essentially an upgrade on the Frigate. It has a good set of engines and two docking bays for transporting friendlies. The Cruiser is best used for support, able to lay down covering fire while transporting two other ships into battle. With the ability to disable enemy ships and nullify enemy cannon fire, it is able to give its allies a fighting chance even against stronger opposition.

Availability: TransGov

Tier: 3

Shield: 300 ZWs

Hull: 400 GPa

Power: 12.2 ZWs

Speed: 0.20 LY/m

FTL Range: 15 LYs

FTL Charge Time: 10 minutes

Maximum Fuel: 700.0 LYs

Hold: 200 Mgs

Customisable Rooms: 3

Bays: 2

Can Land: No

Ship Docking: No

Length: 414 m

Width: 108 m

Decks: 12

Cost: 80,000 credits

Skill Requirement: Support Craft 1.

Crew Requirement: 1

Guild Requirement: None.

Passive Perk: Cyber-Warfare
Allows the ship to play the cyber-warfare card in combat, disabling an enemy ship for one turn.

Support Role

Support role ships increase the shields of all friendlies that join in progress combat by 10 ZWs.

Starter Cards

[REACTIVE] Guard: Nullifies cannon attacks of any damage type targeted at [FRIENDLY] 1 time for 1 turn.

[DEFENCE] Reroute Internals: Modifies the following statistics instantly for [SELF]: Internal Systems: +2%.

[SPECIAL] Cyber-warfare: Disable a random enemy ship for 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: Cruiser Enhanced Cruiser Cruiser G2

Compare

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