The Elders

Cost

-

Mass

9000

Tech Level

10

Duranium

-

Tritanium

-

Molybdenum

-

Large Weapons 20
Max Large Size 2000 kt
Small Weapons 30
Point Defense 10
Super Weapon Proto Matter Cannon
Max Fuel

60000

Max Ord

24000

Max Repair

-

Max Cargo

4000

Engines 30
Generators 5
Power Bank 6000
Armor Limit 14500
Shield Limit 15000
Pod Bays 20
Crew Size 12442
Passengers 5000000
Fighter Bays 0
Fighter Bay Size 0
Construction Bay Size 0
Max Speed 190
Max Hyp Jump 0
Evasive Bonus 0
Attack Bonus 240
Warp Drag Factor 20
Warp Signature 800
Scan Range 1200
Tractor Beam 20000
Cloak Fuel Burn ( No Cloak )
Grav Well Generator
Scalar Wave Damper
Organic Armor
Vulnerability To Weapons Fire
Parts / Hull 80
Control Systems 105
Engines 40
Hyperdrive 100
Lifesupport 10
Critical (Soft Spot) 0

Weaponry:

Energy: 1600 + 800 (generators produce triple amount of energy) = 2400
Energy Drain: 2311

Engines / Generators:

There are too many dimensions ruled by The Shadow. Only a few bravely stood against you. These are fearsome Warriors. Wise and strong. They have defeated you once and now send help to anybody who looks like a promising ally. Your ships are no match for their flagship. Fortunately you have your Beasts. The Elders desperately need defense against these fighters. If they get some, you have a problem.
The Elders cannot repair their systems once they are outside of their home dimension - you might use this weakness.
They do not hide. You will see them if they are there. At the same time there is no hiding from the 1200LY scanner range and the attack bonus is just unbelievable. This ship, as massive as it is, is able to shoot a fly at 10km.
Should you have created a Gate on an Asteroid The Elders might be the only weapon that can hurt you. Their Proto-Matter Cannon recreates planets you ripped apart - this is *your* doom.

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