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Necrophyte Armada

The Necrophyte fleet is universally known across the stars as the beacon of power to The Necrophyte Dynasty. Comprised of hundreds of thousands of ships that bring incomparable firepower to bare on what ever stands in the way of complete conquest. Giant ion weaponry is the name of the game for the Necrophyte armada. Their empire's mastery of such disabling weaponry means they often don't even need to destroy their opponents to achieve total victory, though, where would the glory be in that?

Structure

Greatest and most prominent of the Dynasty's organizations is the Navy, during their rule of the galaxy their technological advancements focussed very heavily on the ships they used to keep their iron grip on the stars. Due to having almost no time to adapt to modern technology after a massive hibernation, their ships are basic and ancient in technological design yet regardless of this flaw the extreme firepower their ships bring to bear is legendary in the galaxy.  

Dreadfleet High-Command

Known as the highest council within the navy, this consists of the Supreme Archon and all High Archons and regular Archons beneath them. The High-Command exists to ensure orders are properly delegated and no one individual can act brashly to endanger the navy.  

Supreme Archon: Zasex

Standing as the grand strategist behind all naval movements, the Supreme Archon stands as the right hand to the Minister of War, working together closely to ensure all fleets on schedule and working to the greater plan of the War Council.  

High Archon:

A role handed out only to the 20 most competent and brilliant Archons within the Dynastic Navy, these are the highest ranks a Necrophyte can achieve, they have proven themselves through vicious selection processes and military victories, the most recent High Archons consist of fleet commanders who all excelled during the extinction war.  

Archon:

Fleet commanders and tactical overlords of the naval defense in any one sub-sector. These men and women have proven themselves to be the quickest and most efficient thinkers in ship to ship combat. They often serve aboard a command ship and direct their subordinates across a fleet of their own. The Dreadfleet  

Dreadlord: controls 60 Ships

The Highest rank in the Dreadfleet itself before being appointed to High-Command. The Dreadlords have control over their own ships and a selection of ships in their fleets, they are great strategists and have numerous campaigns under their belts. Each of these individuals can single handedly lead the defense against foreign invaders in an entire sub-sector.  

High Lord: controls 40 Ships

Having command of their own ship, High Lords are experts at their own class of vessel, they often serve beneath admirals in the formation of a fleet however often act alone when their vessel is designated as a command-ship for land based combat. They are more than capable of overseeing missions and do so gladly to prove their merit. They often study as right hand to a Dreadlord in hopes of succeeding or aiding them.  

Dusk General: controls 20 Ships

Commanding support vessels or carriers more often than destroyers or front-line ships, this role is often filled with tactical analyzers and or officers who are learning the ropes of fleet combat. By this point they are advanced in most Dynasty ships and can easily take lead of one if need be.  

Onyx Commander: controls 2-4 Fighter Squadrons of 3-5 Wings each

Far more often seen in charge of air divisions than space divisions, Commanders do however lead fighter squadrons into battle from a Tomb Spider gunship. They are far greater in their ability to micromanage quicker, giving them the edge over their higher ups in commanding several sets of small craft at once.  

Tempest Captain: controls 3-5 Wings of 10 fighters each

Head of individual fighter wings and respected fighters among their fleets, the Captains stand as beacons of morale amongst their fellow soldiers and ensure all behave as expected so the navy can run as a well oiled machine.  

Bone Lieutenant: controls 25 Privates

Capable privates hope to become Bone Lieutenants, soldiers who excel at their job in both the field and in their knowledge of war. From here on they can hope to become many different supporting roles within the Dynasty however more commonly it is a simple bump in pay and the expetancy to enforce the Captain's will in the field.  

Private:

The main line soldier of the Fleet, these men run the guns, fly the fighters, repair the ships and analyze the enemy. They guard the inner workings of a ship or go outside it to repair the hull after combat. They are the bread upon which the fleet spreads its butter.

Assets

Necrophyte ships are unparalleled in terms of raw firepower and combat prowess. They are large, bulky and incredibly high mass. Ditching the stream lined appearance in favour of effectiveness. Necrophyte ships are less for their aesthetically pleasing or intimidating appearance, rather their large, cumbersome silhouettes that dominate the battlefield. Necrophyte ships are feared and respected despite this for their powerful weapon arrays and dense shielding.   

Ship Design

Necrophyte ships follow the same design principals; sturdy, high fire power and effectiveness. If a ship does not meet either of these requirements it is not part of the Necrophyte fleet. Appearance wise, Necrophyte ships are bulky and un-apologetic. They often have a very mis-matched surface texture but with a rounded, smoother silhouette. They tend look more like traditional boats, with the top part of the ship being flatter with the bottom bowing out. The topside of the ship is bristling with heavy turret batteries, with as many as possible being fitted in. Commonly the bridge is positioned on an observant tower on the aft of the ship, some ships having twin observation decks. However this isn't a strict design president, as some ships do away with tall observation decks all together.    Turrets on Necrophyte ships usually comprise a multi-barrelled design with two to four barrels. The reason being if one gun in the turret fails from the overcharged energies it fires the other barrels keep functioning and maintain the necessary amount of fire power. Also that Necrophyte weapons are not known for their accuracy, and there for the primary tactic is to fire as many shots as possible so at least some end up hitting the intended target. All turrets on Necrophyte ships are charged with ion batteries, meaning effectively every shot fired is an ion shot as well as a devastating plasma bolt.    Fixed weapons are also common on Necrophyte ships. While a Sirasion vessel will only have one 'mega cannon', Necrophyte ships are commonly armed with three upwards. These weapons, similar to the turrets, having powerful ion conduits that channel ion energy into the immense plasma bolts. These weapons are commonly used for orbital bombardments and are capable of dishing out a shot, on full power, of several megatons.   

Power Management 

The diverting and management of the power systems aboard necrophyte vessels is a task for a dedicated crew in of itself. Necrophyte ships are known for having incredibly dense shield generators that can resist a tremendous amount of fire power before going down. However the Necrophytes have a trick up their sleeve in the form of Electrolyte plating. These plates are highly effective conductors of electricity and energy that exists in certain types of plasma bolts. These plates rout their captured energy through a system of transformers and conductors and funnel it straight into the ships central power system. This allows Necrophyte ships that have had their shields compromised store up extra power that can be used to increase weapon strength or put the shields back up much faster.  Sometimes in a Necrophyte fleet when one ship loses its shields other ships fill fire ion shots into their comrade at the Electrolyte plating points to help them charge their shields back up faster.    This extra power routing can also bring a great increase to weapon power. This is essentially why Necrophyte ships have so many big weapons. Many of their large guns are only designed to be operated at a fraction of their power most of the time, or in some cases not at all, that is until their shields go down in a fight and enemy fire forces more power into their systems to strike back like a cornered animal. Because of this, many captains have fallen fowl of a Necrophyte ship only returning minimal firepower and luring them into getting close, only to let their shields go down and unleash all of their main weapons at full power. This is also why turrets have multiple barrels most of the time, as they regularly need replacing with new ones after the old ones have been scorched with the cocktail of white hot energy.

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