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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