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 | |
|
| 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:
- 1 Nemesis Torpedo
- 20 Large Turbo Laser Arrays
- 30 Xenon Beams
- 10 Intercepts
- T3 Fighters
Energy: 1600
Energy Drain: 2041
Engines / Generators:
- 30 Transwarp Drives
- 5 GF Tokamak 8080
- 11000 armor
- GS-BFS 3000
- Warhop 2020
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