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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