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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 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.

Attack

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

Artillery Boat

Artillery Boat

As a new design from the Transitional Government, the Artillery Boat has been specifically designed to take on structures. It features integral artillery that helps keep its frame compact, so can still be manoeuvrable, and these weapons don't count towards port space. Borrowing from structures themselves, the Artillery Boat features Bone Shaker and Shield Buster artillery from the fortress and Charged Shot artillery and Bore Shell artillery from the Cannon Platform. With two ports, this allows the captain to use these ports for targeting ships or additional equipment.

Perk: Integral Artillery: Artillery built into the ship that does not count towards port space.

Prerequisite: Demolitions skill 1.800 or higher.

Battleship

Battleship

A new addition to the battlefield, the Battleship is an obscenely powerful ship created solely for the destruction of Capital ships. Specialising in broadside combat the Battleship has four ports, two on each of its sides, that can hold extremely powerful weapons for taking down large ships. It has shielding fives times greater than the Capital ship which causes passive EM damage to any smaller ships in its vicinity and creates an EM wake in its trail. With armour matching the Capital ship and the same hold configuration, the Battleship is the ultimate fleet companion.

Prerequisite: Fighter skill 2.000 or higher.

Destroyer

Destroyer

The Destroyer is true to its name and has the same shielding as a Capital class ship, and ten times the armour of a Fighter. With eight ports it's one of the most well-armed ships available and with six docking bays, it's a ship to be feared.

Passive Ability: Immune to arc damage.

Prerequisite: Fighter skill 1.500 or higher.

Dreadnought

Dreadnought

Essentially an upgrade to the Destroyer, the Dreadnought has an additional outer armour layer and improved engines sacrificing hold space and bays to achieve this. With eight ports, powerful shields and extreme armour the Dreadnought is a ship to be feared. Unlike both the Destroyer and Capital the Dreadnought has specialist weapons for taking down smaller ships that can prove pests.

Passive Ability: Immune to arc and biogenic damage.

Prerequisite: Fighter skill 1.800 or higher.

Fighter

Fighter

The only ship faster than the Fighter is the Scout class ship, this class of ship is good both at attacking and evading. Its faster FTL speed also means that it's often a first ship to respond to trouble. Its main role is the pursuit and destruction of targets with weapons and specialists that compliment this.

Perk: Damage Dealer: Increases the damage of all ports added to the ship.

Gunboat

Gunboat

Sacrificing hold space for ports, the Gunboat class of ship is a small yet deadly craft able to hold six weapons and travel at speeds not far behind a Fighter class ship. It is also the largest ship that can land on planets.

Perk:  Cannon Master: All cannons equipped deal 25% more damage.

Prerequisite: Fighter skill 1.200 or higher.

Hammerhead

Hammerhead

A new addition to the battlefield designed by The Descendants, the Hammerhead is true to its name and is specifically designed to ram other ships. Featuring Rhino class thruster engines on the hammerhead and high powered sub-light engines, it can keep up with most other ships. An engineered structure allows the Hammerhead to absorb blows while taking little damage.

PerkIntegral Repair Droids: Repair droids that are replicated onboard so that hull damage can be self-repaired quickly outside of battle.

Prerequisite: Demolitions skill 1.500 or higher.

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.

Engineer

Engineer

The Engineer class of ship is designed for construction and deconstruction purposes. Although the ship is massive with a large hold, the bulk of its space is comprised of engineering equipment that allows it to deconstruct faction owned structures to recover commodities, dismantle minefields as well as ferry massive amounts of commodities. With only two ports, however, it does need support.

Perk: Engineering: Allows the ship to deconstruct wreckages and other debris to recover commodities or parts with the right master skills. This perk also allows the ship to dismantle faction owned structures recovering some of the commodities used to build it and repair them.

Prerequisite: Engineer skill 1.500 or higher.

Terraformer

Terraformer

The Terraformer is the same design as the Colony ship but replaces some shield grids, armour and engines with specialist terraforming equipment. The equipment allows the Terraformer to terraform planets and reignite dead, dying or low power stars. The Terraformer can be a vital part of any faction especially later on in the game as it can help expand and reverse the effects of over-mining. With four ports and a slow speed, the ship does often need an escort.

Active Ability: Can create seeds to terraform planets.

Prerequisite: Terraformer skill required.

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.

Corvette

Corvette

The Corvette class of ship is a fast-moving juggernaut, able to match speeds with Fighter craft. Additional engines to achieve this speed have resulted in the ship only having four ports, however through clever engineering, the ship has four docking bays. The Corvette is mostly used as a strike craft able to rapidly insert into battle delivering four friendlies before getting to work itself.

Perk: Engine overload: Allows the captain to overload the engines to travel further at the expense of damaging them.

Frigate

Frigate

The Frigate is a slow-moving defensive class ship with a strong set of shields and high armour rating. With six ports the Frigate can serve many different roles and its versatility is its main appeal. Combining this with a single docking bay means the Frigate can also transport high-value friendlies.

Perk: Platform Disable: Allows the ship to play the platform disable card in combat, disabling a cannon or beam platform for one turn.

Interceptor

Interceptor

The Interceptor is a fast-moving and highly shielded vessel designed for quick responses to trouble. True to its name, its design scarifies hold space and bays for raw engine power. With only two ports, it cannot pack as much of a punch as the Corvette but with specialist weapons designed for slowing and disabling targets, it's a great first responder.

Perk: Light Drive Cascade: Allows the captain to perform a light drive cascade, discharging all light drives of ships in the same sector - including its own.

Prerequisite: Marksman skill 1.500 or higher

Missile Boat

Missile Boat

Designed specifically by the Transitional Government to counter Juggernauts, but more broadly any high defence target - the Missile Boat can overwhelm a targets defences. It does this thanks to 8 accelerated missile ports that deplete the targets countermeasures and other reactions. The accelerated missile ports also help any missiles equipped deal 25% more damage, making the Missile Boat into a confident attacker. Despite this, TransGov still classes the Missile Boat as a defender and will often fit missiles that designed to knock out shields and internal systems to disable the target rather than destroy it. With a sublight speed similar to a fighter and fast charge rate, the Missile Boat can also serve the role as a short range first responder.

Perk: Missile Master: All equipped missiles deal 25% more damage.

Prerequisite: Marksman skill 2.000 or higher.

Juggernaut

Juggernaut

The Juggernaut is a heavily armoured vessel designed by The Descendants, it's hull strength is only bested by the Capital ship and Battleship, a marvel of engineering given its size. It's one of the largest ships that can land and with 4 ports it can deal good damage in a battle. Its clever tech doesn't stop there, however, as the Juggernaut also features an integral cloak, allowing this tank of a ship to appear where needed to soak up damage.

Perk: Integral Cloak: Allows the ship to cloak without needing a cloaking module. To cloak, simply type 'cloak' in the main menu, to decloak simply type 'decloak' in the main menu.

Prerequisite: Engineer skill 2.000 or higher.

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.

Barge

Barge

The Barge class ship is slow, but its large hold makes it perfect for mining. The Barge should not be underestimated however as its hull can take a beating. Four ports covering each axis of the ship also provide good defensive capabilities.

Perks: Lucrative Mining: Lucrative Mining gives a higher chance of discovering exotic materials when selling commodities that have been mined.

Tanker

Tanker

Almost entirely comprised of hold space, the tanker is the ultimate workhorse able to deliver the highest amount of commodities of any ship. Engineered for mining, the ship has minimal defences, dreadful manoeuvrability and little shielding but nonetheless is the keystone to any mining operation due to its size and surprisingly good charge rate.

Prerequisite: Miner skill 1.200 or higher.

Operations

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

Capital

Capital

A favourite amongst TransGov, the Capital class ship is the biggest ship money can buy. It features eight ports and the most armour ever applied to a ship - five times more than a Destroyer class ship. With eight bays for carrying friendlies and the second largest hold available the Capital ship can serve any role and survive even a fleet of hostiles.

Perk: Upgrade Structures: Allows the ship to spend credits to coordinate the upgrade of a structure. Upgraded structures will improve based on their category, defence structures will gain more defence points, storage structures will gain more hold space and attacking structures will gain more powerful cards. Other structures will receive small improvements across the board.

Prerequisite: Commander skill 1.500 or higher.

Colony

Colony

Matching the size of the Engineer, the Colony ship is designed to move massive amounts of people and commodities to set up new colonies. With four ports (two more than the engineer), better shielding and a bay for one spacecraft the Colony ship is effectively an upgrade to the Engineer.

Active Ability: Can found settlements and ferry colonists.

Prerequisite: Colonist skill required.

Recon

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

Explorer

Explorer

With a focus on speed and carrying lots of equipment, the Explorer class of ship is for those that prefer to discover new sectors and load their ships with equipment rather than engage in combat. Six ports cover this lightly shielded vessel with specialist equipment focused around scanning. That being said, with a speed matching a Fighter and having a decent hold size, the Explorer also excels at quick, high-value cargo exchange.

Perk: Scan pulse: Allows the ship to perform a scan pulse, discovering three sectors either side of the current location.

Prerequisite: Explorer skill 1.500 or higher.

Scout

Scout

Scouts are the fastest ship class available making it perfect for reconnaissance. Up to three times faster FTL speeds than most other ships and extreme manoeuvrability in combat make it superior at evasion rather than offence. Due to this, it's common for both ports to be filled with equipment rather than weapons.

Perk: Can detect cloaked ships in sector scans.

Support

Cruiser

Cruiser

With six ports and augmented armour, the Cruiser class of ship is essentially an upgrade on the Frigate. It has a good set of engines and two docking bays for transporting friendlies. The Cruiser is best used for support, able to lay down covering fire while transporting two other ships into battle.

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

Transport

Carrier

Carrier

Designed for the purpose of transporting friendlies, the Carrier class of ship features exceptional shielding which protects eight docking bays and four ports for weapons or equipment.

Passive Ability: Fast charges faction ship light drive engines in the same sector. (An extra 1 LY per minute up to 50 LYs)

Prerequisite: Strategist skill 1.200 or higher.

Shuttle

Shuttle

The most basic ship available, the Shuttle is designed for short-term use, mainly ferrying passengers to nearby sectors. However, it's often found used for purposes well outside of its role but having only one port and a limited hold makes it difficult to use for anything other than transport.

Comparison

Key Faction
T Transitional Government
D Descendants
C Civilian Guild
P Player factions
Type Role Ports Shields (ZWs) Hull (GPa) Range (LYs)  Charge Rate (m/LY) Sublight speed (Mm/h) Hold (Mgs) Cost (Credits) Shipwright availability Bays Can Land Can Dock
Shuttle Transport 1 100 100 20  5 100 10 500 T, C and P 0 Yes Yes
Scout Recon 2 100 100 20 1 300 50 15,000 T, C and P 0 Yes Yes
Fighter Attack 2 200 100 50 2 200 50 20,000 T and D 0 Yes Yes
Frigate Defence 6 300 300 100 10 50 200 50,000 T and D 1 No No
Cruiser Support 6 300 400 150 10 100 200 80,000 T and D 2 No No
Barge Mining 4 100 500 150 30 50 500 100,000 T, C and P 0 No No
Explorer Recon 6 200 100 200 2 200 100 100,000 T And D 1 Yes No
Gunboat Attack 6 200 200 50 5 150 50 100,000 D 0 Yes Yes
Tanker Mining 2 200 800 100 5 25 10,000 200,000 C 0 No No
Corvette Defence 4 500 500 75  2 200 150 200,000 D 4 No No
Interceptor Defence 2 500 300 200 1 300 50 300,000 T 0 No No
Carrier Transport 4 1,000 400 250 30 100 100 400,000 T, D, C and P 8 No No
Missile Boat Defence 8 400 200 60 2 200 50 650,000 T 0 No No
Hammerhead Attack 2 100 600 50 5 200 50 700,000 D 0 Yes No
Artillery Boat Attack 2 400 300 100 5 100 10 750,000 T 0 No No
Engineer Construction 2 200 500 100 60 50 5,000 800,000 T, D, C and P 0 No No
Colony Construction 4 500 200 100 10 100 5,000 1,000,000 T, D, C and P 1 Yes No
Terraformer Construction 4 300 300 100 30 50 5,000 1,000,000 T, D, C and P 0 No No
Destroyer Attack 8 1,000 1,000 100 30 100 500 1,000,000 D 6

No

No

Juggernaut Defence 4 500 4,000 150 5 50 200 1,250,000 D 0

Yes

No

Dreadnought Attack 8 1,000 2,000 150 5 150 200 2,500,000 D 4

No

No

Capital Operations 8 1,000 5,000 250 60 25 1,000 5,000,000 T 8

No

No

Battleship Attack 4 5,000 5,000 250 60 25 1,000 10,000,000 D 0

No

No

Enhanced Ships 

Enhanced ships are awarded under special circumstance and cannot be purchased.

Type Role Ports Shields (ZWs) Hull (GPa) Range (LYs)  Charge Rate (m/LY) Hold (Mgs) Bays
Shuttle Transport 2 150 100 30  5 40 0
Scout Recon 3 150 150 50 1 100 0
Fighter Attack 3 300 200 75 2 100 0
Frigate Defence 8 400 400 150 10 300 1
Cruiser Support 8 400 500 150 10 300 2
Barge Mining 6 300 500 150 10 750 0
Explorer Recon 6 200 300 250 2 200 1
Gunboat Attack 8 400 400 75 5 50 0
Tanker Mining 4 400 1,000 200 2 20,000 0
Corvette Defence 6 500 500 150  2 200 4
Interceptor Defence 3 500 500 250 1 50 0
Carrier Transport 4 2,000 500 250 30 200 8
Missile Boat Defence 10 800 400 100 2 40 0
Hammerhead Attack 3 100 1,000 100 2 50 0
Artillery Boat Attack 2 500 500 150 2 10 0
Engineer Construction 4 500 500 150 30 5,000 0
Colony Construction 4 500 500 250 10 5,000 1
Terraformer Construction 4 500 500 150 10 5,000 0
Destroyer Attack 10 2,000 2,000 200 30 1,000 6
Juggernaught Defence 6 1,000 4,000 150 5 200 0
Dreadnought Attack 8 2,000 2,000 200 5 500 4
Capital Operations 10 4,000 5,000 250 30 1,500 8
Battleship Attack 6 10,000 5,000 250 30 1,500 0