Never Dawn

Cost

-

Mass

7000

Tech Level

9

Duranium

-

Tritanium

-

Molybdenum

-

Large Weapons 20
Max Large Size 50 kt
Small Weapons 30
Point Defense 10
Super Weapon World Crusher
Max Fuel

-

Max Ord

4500

Max Repair

0

Max Cargo

0

Engines 27
Generators 4
Power Bank 3773
Armor Limit 5500
Shield Limit 3000
Pod Bays 0
Crew Size 77111
Passengers 0
Fighter Bays 5
Fighter Bay Size 700
Construction Bay Size 0
Max Speed 190
Max Hyp Jump 850
Evasive Bonus 10
Attack Bonus 10
Warp Drag Factor 0
Warp Signature 103
Scan Range 120
Tractor Beam 4000
Cloak Fuel Burn ( No Cloak )
Self Destruct
Vulnerability To Weapons Fire
Parts / Hull 77
Control Systems 66
Engines 231
Hyperdrive 314
Lifesupport 0
Critical (Soft Spot) 0

Weaponry:

Energy: 1360
Energy Drain: 661

Engines / Generators:

Perhaps I used the word 'monster' a bit too often so far. Look what we have here:
Speed 190, 850 hyper jump, a World Crusher. Clear?
Since The Shadow cannot buy Exotic Techs the World Crusher on the Never-Dawn is not able to fire through base shields.
But a Hull Mass 7000, no soft spot, plenty of shields and armor speak for themselves. A few T1 fighters to draw some fire.
This is your first ship that can jump between your clusters. Use it where it is needed. Use it to tow Dices and sweep mines. This might not be the most powerful ship you have, but it is the fastest and you need no Gate to have it!
One last advise: You cannot repair your ships and one single point of damage to the hyper drive will disable it. It might be smart to use this one just to blow up bases and to fight battles you know you win.
Oh - one very last thing. A destroyed Never-Dawn might encourage some ominous Elders to appear. This doesn't happen often, but don't you think the Never-Dawn stood a chance against these guys.

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