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Zephyr

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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