Afterlife

Cost

-

Mass

11000

Tech Level

10

Duranium

-

Tritanium

-

Molybdenum

-

Large Weapons 20
Max Large Size 2000 kt
Small Weapons 30
Point Defense 10
Super Weapon Nemesis Torpedo
Max Fuel

-

Max Ord

7300

Max Repair

0

Max Cargo

0

Engines 30
Generators 5
Power Bank 10000
Armor Limit 11000
Shield Limit 3000
Pod Bays 0
Crew Size 1,232,100
Passengers 0
Fighter Bays 1
Fighter Bay Size 666
Construction Bay Size 0
Max Speed 175
Max Hyp Jump 350
Evasive Bonus 100
Attack Bonus 50
Warp Drag Factor 0
Warp Signature 450
Scan Range 900
Tractor Beam 5000
Cloak Fuel Burn ( No Cloak )
Jump Point Generator
Vulnerability To Weapons Fire
Parts / Hull 35
Control Systems 17
Engines 37
Hyperdrive 11
Lifesupport 0
Critical (Soft Spot) 0

Weaponry:

Energy: 1600
Energy Drain: 2041

Engines / Generators:

Finally! If you have brought it so far you are either crazy or you have planned this moment for weeks. What ever happens - it's only a matter of time now.
The Universe trembles at your power. Everybody feels the change. A Gate has emerged. Darkness fills the souls of all living creatures. Some might not know. Soon they will learn.
Afterlifes can only exist as long as you have an active Gate. But you can have three of them per open Gate and all Afterlifes repair all damage at the beginning of each turn. Afterlifes are immune to all kinds of mines - even to detonating mines, such as detonating web mines. They just ignore them. Grav wells still disable their Jump Point Generator. Against Crystals an Afterlife is your only way to attack at all.
Afterlifes are quite fast at 175LY per turn, very visible and scan a 900LY radius - not much can hide from an Afterlife, nor does an Afterlife hide.
The hull mass might imply that this ship is hard to maneuver, but actually it can evade blows you had never thought a ship of a fraction of  its size could. At the same time the Afterlife can hit even very evasive targets.
This is the only ship you never have to fear to loose to boarding.

The Afterlife - You dreamt of joining your fleets and attacking together, you dreamt of a defense against fighters and Photon Torpedoes. Here it is - your Nightmare, your Flagship.
The Jump Point Generator joins your fleets and the Dices make you immune to Photon Torpedoes. Molochs can even be towed and thus lay mines deep within the enemy empires.
No matter what stands against you. It will be shattered. The Nemesis Torpedo rips fighters and small ships apart, the 20 LTLAs explode on enemies in endless bursts. And then there is The Number Of The Beast. This is the Elite. 666 fighters at first glace, 666 Beasts at the second, no less no more - never. No need to describe these Dark Prophets. You wouldn't understand - if you did you were dead. Just so much: It's hard to say whether the Afterlife is more powerful or its Beasts.
To loose an Afterlife is dangerous as it could really encourage The Elders to appear. A lone Afterlife is no match for The Elders and even two or more don't stand much of a chance. However, The Elders need support of other races to find some protection against your Beasts.

Hull ID: xx
Ship Pack Name: xxx
Pack Version: xxx
Pack ID: xxx