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Sentinel

Like all ships used by the Jingoist, the Sentinel is a large vessel carved from a complete block of Revlium making it immune to shock damage and arc saturation. It is long and angular in shape featuring multiple transmitters and receivers for commercing cyber-warfare attacks. It's main role is operational support in combat by disabling targets.

Availability: Jingoist

Tier: 1

Shield: 0 ZWs

Hull: 8,000 GPa

Power: 1.5 ZWs

Speed: 0.10 LY/m

FTL Range: 10 LYs

FTL Charge Time: 1 minutes

Maximum Fuel: 200.0 LYs

Hold: 100 Mgs

Customisable Rooms: 0

Bays: 0

Can Land: Yes

Ship Docking: No

Length: 1,990 m

Width: 201 m

Decks: 15

Cost: 7,580,000 credits

Skill Requirement: Jingoist Proficiency 90.

Crew Requirement: 0

Guild Requirement: None.

Passive Perk: Cyber-Warfare
Allows the ship to play the cyber-warfare card in combat, disabling an enemy ship for one turn.

Operations Role

Operations role ships increase the critical chance of all friendlies that join in progress combat by 25%.

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: Sentinel

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