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 role ships are designed for the purpose of attacking, be it structures or ships.
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.
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.
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.
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.
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.
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.
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.
Perk: Integral 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 ships are ships specialised in working on the infrastructure, with them being capable of dismantling and deconstructing structures and carrying large amounts of commodities.
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.
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 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.
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.
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.
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
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.
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 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.
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.
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 ships serve for the betterment of the faction and taking on the command roles within the faction.
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.
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.
Fulfilling the role of exploring the unknown and revealing valuable intelligence.
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.
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.
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.
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.
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.
|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|
|Carrier||Transport||4||1,000||400||250||30||100||100||400,000||T, D, C and P||8||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|
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|