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Like all ships used by the Jingoist, the Patriot is a large vessel carved from a complete block of Revlium making it immune to shock damage and arc saturation. The entire ship is built to house large bore artillery with a main tube running the full length of the ship at its centre with secondary barrels at its rear section. The focus of the ship is to destroy structures which it can effectively due thanks to its heavy armour and artillery mastery.

Availability: Jingoist

Tier: 1

Shield: 0 ZWs

Hull: 3,000 GPa

Power: 1.2 ZWs

Speed: 0.20 LY/m

FTL Range: 4 LYs

FTL Charge Time: 1 minutes

Maximum Fuel: 50.0 LYs

Hold: 5 Mgs

Customisable Rooms: 0

Bays: 0

Can Land: Yes

Ship Docking: No

Length: 1,480 m

Width: 198 m

Decks: 7

Cost: 5,050,000 credits

Skill Requirement: Jingoist Proficiency 60.

Crew Requirement: 0

Guild Requirement: None.

Passive Perk: Artillery Master
All artillery equipped deal 25% more damage.

Attack Role

Attack role ships start combat with a 125% outgoing damage modifier.

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: Patriot


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