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Like all ships used by the Jingoist, the Intrepid is a medium-sized vessel carved from a complete block of Revlium making it immune to shock damage and arc saturation. The carved shape of the Intrepid is T-shaped with the engines mounted on the descending part of the hull. The main purpose of the Intrepid is to deliver troops to frontline locations or to seize control of other worlds. It can excel at this task due to its exceptional 0.8 LYs/m speed and dozens of biostasis chambers.

Availability: Jingoist

Tier: 1

Shield: 0 ZWs

Hull: 1,000 GPa

Power: 0.8 ZWs

Speed: 0.80 LY/m

FTL Range: 20 LYs

FTL Charge Time: 1 minutes

Maximum Fuel: 250.0 LYs

Hold: 50 Mgs

Customisable Rooms: 0

Bays: 0

Can Land: Yes

Ship Docking: No

Length: 485 m

Width: 142 m

Decks: 8

Cost: 3,255,000 credits

Skill Requirement: Jingoist Proficiency 10.

Crew Requirement: 0

Guild Requirement: None.

Passive Perk: Mass Biostasis
The ship features mass biostasis allowing for colonists to be placed in stasis for long journeys and awoken in a new colony.

Recon Role

Recon role ships can double the performance of afterburners for sublight travel.

Starter Cards

[REACTIVE] Revlium Flak: Nullifies any attacks of any damage type targeted at [SELF] 10 times for 2 turns.

[ATTACK] Support Turret: Deals: S: 20, H: 20.

[DEFENCE] Armour Repair: Modifies the following statistics instantly for [SELF]: Hull: +100 GPa. Internal Systems: +5%. Engines: +5%. Light Drive: +5%. Defences: +5%.

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: Intrepid


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