The Zephyr is a small recon class ship used mainly for short range patrols. It's light frame and armour, as well as foldable wings, allows it to land and dock but it is not a capable fighter. Instead in battle, it can intercept attacks by scarifying itself thanks to its powerful engines and high manoeuvrability.
Availability: Family Samsan
Tier: 1
Shield: 100 ZWs
Hull: 100 GPa
Power: 1.3 ZWs
Speed: 0.30 LY/m
FTL Range: 2 LYs
FTL Charge Time: 2 minutes
Maximum Fuel: 120.0 LYs
Hold: 200 Mgs
Customisable Rooms: 0
Bays: 0
Can Land: Yes
Ship Docking: Yes
Length: 62 m
Width: 86 m
Decks: 1
Cost: 8,000 credits
Skill Requirement: No Skill Requirement.
Crew Requirement: 0
Guild Requirement: None.
Passive Perk: Escape System
Allows the ship to escape from combat regardless of its light drive status.
Recon Role
Recon role ships can double the performance of afterburners for sublight travel.
Starter Cards
[REACTIVE] Pivot: Nullifies missile attacks of any damage type targeted at [SELF] 5 times for 1 turn.
[DEFENCE] Ion Trail: Modifies the following statistics instantly for [SELF]: Speed: +1%.
[SPECIAL] Murmuration: Every Zephyr in the friendly team gains 0.05 speed.
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: Zephyr
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