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Missile Boat

Designed specifically by the Transitional Government to counter Juggernauts, but more broadly any high defence target - the Missile Boat can overwhelm a targets defences. It does this thanks to accelerated missile ports that deplete the targets countermeasures and other reactions. The accelerated missile ports also help any missiles equipped deal 25% more damage, making the Missile Boat into a confident attacker. Despite this, TransGov still classes the Missile Boat as a defender and will often fit missiles that are designed to knock out shields and internal systems to disable the target rather than destroy it. With a sublight speed similar to a fighter and fast charge rate, the Missile Boat can also serve the role as a short range first responder.

Availability: TransGov

Tier: 2

Shield: 600 ZWs

Hull: 200 GPa

Power: 4.6 ZWs

Speed: 0.30 LY/m

FTL Range: 6 LYs

FTL Charge Time: 2 minutes

Maximum Fuel: 120.0 LYs

Hold: 50 Mgs

Customisable Rooms: 0

Bays: 0

Can Land: No

Ship Docking: No

Length: 374 m

Width: 82 m

Decks: 6

Cost: 650,000 credits

Skill Requirement: Defence Craft 10.

Crew Requirement: 0

Passive Perk: Missile Master
All missiles equipped deal 25% more damage.

Defence Role

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

Starter Cards

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

[DEFENCE] Lined Up: Modifies the following statistics instantly for [SELF]: Speed: -5%. Outgoing Damage: +10%.

[SPECIAL] Missile Command: Any missiles from friendly ships that miss in one turn will hit random opposing targets instead.


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