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Interceptor

The Interceptor is a fast-moving and highly shielded vessel designed to be a great option for quick responses to trouble. True to its name, its design sacrifices hold space and bays for raw engine power. With only 9 ZWs, it cannot pack as much of a punch as the Corvette but it has specialist equipment allowing it to discharge all enemy light drives in the system - making retreat difficult.

Availability: TransGov

Tier: 3

Shield: 500 ZWs

Hull: 300 GPa

Power: 9.1 ZWs

Speed: 0.30 LY/m

FTL Range: 20 LYs

FTL Charge Time: 1 minutes

Maximum Fuel: 260.0 LYs

Hold: 50 Mgs

Customisable Rooms: 0

Bays: 0

Can Land: No

Ship Docking: No

Length: 249 m

Width: 76 m

Decks: 6

Cost: 300,000 credits

Skill Requirement: Defence Craft 2.

Crew Requirement: 1

Guild Requirement: None.

Passive Perk: Light Drive Cascade
Allows the captain to perform a light drive cascade, discharging all light drives of ships in the same system - excluding its own.

Defence Role

Defence role ships start combat with a 75% incoming damage modifier.

Starter Cards

[REACTIVE] Kraken Fire: Nullifies missile attacks of any damage type targeted at [SELF] 5 times for 1 turn.

[DEFENCE] Wake Tow: Modifies the following statistics for a total of 1 turn for [FRIENDLY TEAM]: Speed: +1%.

[SPECIAL] Light Drive Cascade: Remove all retreat cards from all hands.

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: Interceptor Enhanced Interceptor

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