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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