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The ships in TextSpaced all have specific roles, it's best to understand these roles so you can find a ship that matches your play style.

A new ship can be purchased at any Shipwright and you can only Captain one ship at any one time with your other ships being kept in storage at a Shipwright - you do not need to return to the same structure.

Some ships also have bays, meaning you can transport smaller faction ships to keep them safe or deliver them into battle as well as perks that compliment their role.

Attack

Attack role ships are designed for the purpose of attacking, be it structures or ships.

Ships that have this role include:

Construction

Construction ships are ships specialised in working on the infrastructure, with them being capable of dismantling and deconstructing structures and carrying large amounts of commodities.

Ships that have this role include:

Defence

Defence ships, in contrast to attack ships, are designed with defending assets in mind. Due to this many of them are small and agile to be able to move out and respond to an attack.

Ships that have this role include:

Mining

Mining ships have in common the larger than average cargo hold to carry commodities that may be mined and may feature other beneficial facilities to make the ventures more profitable.

Ships that have this role include:

Operations

Operations ships serve for the betterment of the faction and taking on the command roles within the faction.

Ships that have this role include:

Recon

Fulfilling the role of exploring the unknown and revealing valuable intelligence.

Ships that have this role include:

Support

Ships that have this role include:

Transport

Ships that have this role include:

Comparison

Key Faction
T Transitional Government
D Descendants
C Civilian Guild
P Player factions
Overview
Class Role Ports Bays Range (LYs) Charge rate (LY/min) Hold (Mgs) Cost (Cred) Shipwright availability Can land Can dock to bays Perks
Artillery Boat Attack 2 0 100 5 10 750,000 T No No Integral Artillery
Barge Mining 4 (6) 0 150 30 (10) 500 (750) 100,000 T, C, P No No Lucrative Mining
Battleship Attack 4 (6) 0 250 60 (30) 1,000 (1,500) 10,000,000 D No No Immune to shock damage
Capital Operations 8 (10) 8 250 60 (30) 1,000 (1,500) 5,000,000 T No No Upgrade Structures
Carrier Transport 4 8 100 (250) 30 100 (200) 400,000 T, D, C, P No No Energy Transfer
Colony Operations 4 1 100 (250) 10 (5) 5,000 1,000,000 T, D, C, P Yes No Mass Quarters
Corvette Defence 4 (6) 4 75 (150) 2 150 (200) 200,000 D No No Engine Overload
Cruiser Support 6 (8) 2 150 10 200 (300) 80,000 T, D No No Cyber-Warfare
Destroyer Attack 8 (10) 6 100 (200) 30 500 (1,000) 1,000,000 D No No Immune to arc damage
Dreadnought Attack 8 4 150 (200) 5 200 (500) 2,500,000 D No No Immune to arc and biogenic damage
Engineer Construction 2 (4) 0 100 (150) 60 (30) 5,000 800,000 T, D, C, P No No Engineering
Explorer Recon 6 1 200 (250) 2 100 (200) 100,000 T, D Yes No Scan Pulse
Fighter Attack 2 (3) 0 50 (75) 2 50 (100) 20,000 T, D Yes Yes Damage Dealer
Frigate Defence 6 (8) 2 100 (150) 10 200 (300) 50,000 T, D No No Platform Disable
Gunboat Attack 6 (8) 0 50 (75) 5 50 100,000 D Yes Yes Cannon Master
Hammerhead Attack 2 0 50 5 50 700,000 D Yes No Integral Repair Droids
Interceptor Defence 2 (3) 0 200 (250) 1 50 300,000 T No No Light Drive Cascade
Juggernaut Defence 4 (6) 0 150 (200) 5 200 1,250,000 D Yes No Integral Cloak
Missile Boat Defence 8 0 60 (100) 2 (1) 50 650,000 T No No Missile Master
Scout Recon 2 0 20 (30) 1 50 (100) 15,000 T, C, P Yes Yes Cloak Scan
Shuttle Transport 1 (2) 0 20 (30) 5 10 (40) 500 T, C, P Yes Yes Escape System
Tanker Mining 2 (4) 0 100 (200) 5 (2) 10,000 (20,000) 200,000 C No No
Terraformer Construction 4 0 100 (150) 30 (10) 5,000 1,000,000 T, D, C, P No No Terraformer

 Combat Comparison

Combat statistics
Class Role Ports Bays Shields (ZWs) Hull (Gpa) Sublight speed (Mm/h) Cost (Credits) Shipwright availability Perks
Artillery Boat Attack 2 0 400 300 100 750,000 T

Integral Artillery

Barge Mining 4 (6) 0 100 (300) 500 50 100,000 T, C, P Lucrative Mining
Battleship Attack 4 (6) 0 5,000 (10,000) 5,000 25 10,000,000 D Immune to shock damage
Capital Operations 8 (10) 8 1,000 (4,000) 5,000 25 5,000,000 T Upgrade Structures
Carrier Transport 4 8 1,000 (2,000) 400 (500) 100 400,000 T, D, C, P Energy Transfer
Colony Operations 4 1 500 200 (500) 100 1,000,000 T, D, C, P Mass Quarters
Corvette Defence 4 (6) 4 500 500 200 200,000 D Engine Overload
Cruiser Support 6 (8) 2 300 400 100 80,000 T, D Cyber-Warfare
Destroyer Attack 8 (10) 6 1,000 (2,000) 1,000 (2,000) 100 1,000,000 D Immune to arc damage
Dreadnought Attack 8 4 1,000 (2,000) 2,000 150 2,500,000 D Immune to arc and biogenic damage
Engineer Construction 2 (4) 0 200 (500) 500 50 800,000 T, D, C, P Engineering
Explorer Recon 6 1 200 100 (300) 200 100,000 T, D Scan Pulse
Fighter Attack 2 (3) 0 200 (300) 100 (200) 200 20,000 T, D Damage Dealer
Frigate Defence 6 (8) 1 300 300 100 50,000 T, D Platform Disable
Gunboat Attack 6 (8) 0 200 (400) 200 (400) 150 100,000 D Cannon Master
Hammerhead Attack 2 0 100 600 200 700,000 D Integral Repair Droids
Interceptor Defence 2 (3) 0 500 300 (500) 300 300,000 T Light Drive Cascade
Juggernaut Defence 4 (6) 0 500 (800) 4,000 (5,000) 50 (75) 1,250,000 D Integral Cloak
Missile Boat Defence 8 0 400 (800) 200 (500) 200 650,000 T Missile Master
Scout Recon 2 (3) 0 100 (150) 100 (150) 300 15,000 T, C Cloak Reveal
Shuttle Transport 1 (2) 0 100 (150) 100 100 (150) 500 T, D, C Escape System
Tanker Mining 2 (4) 0 200 (400) 800 (1000) 25 (50) 200,000 C
Terraformer Construction 4 0 300 (500) 300 (500) 50 1,000,000 T, D, C, P Terraformer