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Glitch Mk II

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: Ambleside, ELITE

Tier: 3

Shield: 500 ZWs

Hull: 500 GPa

Power: 3.7 ZWs

Speed: 0.32 LY/m

FTL Range: 10 LYs

FTL Charge Time: 5 minutes

Maximum Fuel: 80.0 LYs

Hold: 300 Mgs

Customisable Rooms: 0

Bays: 0

Can Land: No

Ship Docking: No

Length: 223 m

Width: 145 m

Decks: 3

Cost: 125,500 credits

Skill Requirement: Defence Craft 23.

Crew Requirement: 0

Guild Requirement: 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 II

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