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- Cost of Ships Hulls (includes Think Tank/Pilot cost)
- Small Craft: Non-FTL ships typically used in large numbers as support to larger ships or within a system. They are incapable of FTL travel and rely on a base or carrier ship to support and transport them.
- Nail Fighter: 50B 50M
- Size: 10 meters
- 1 Missile Pod
- 1 Fixed
- 1 Turret
- Fast and nimble single Pilot fighters used as long range strike craft.
- Coffin Dropship: 50B 100M
- Size: 25 meters
- Capacity: 50
- 1 Missile Pods
- 1 Turret
- 2 Auxiliary
- An armored shuttle dedicated to transporting troops to and from battlefields.
- Gunship: 90B 250M
- Size: 25 Meters
- Capacity: 8
- 2 Missile Pods
- 1 Fixed
- 2 Turrets
- 2 Auxiliary
- A Dropship chassis modified by sacrificing storage space to field an impressive amount of weaponry.
- Sub-Capitols:
- Bloat Carrier 600B 1600M
- Size: 200 meters
- Capacity: 1000
- 6 Auxiliary
- The Bloat Troop Carrier is a round and somewhat uniform ship with heavy armor. Most of its bulk is dedicated to holding large numbers of troops or vehicles. Docking ports on its hull allow up to ten small craft or a single sub-capitol to dock and travel with the craft during FTL
- Corvette: 400B 700M
- Size: 100 meters
- Capacity: 200
- 2 Missile Pods
- 1 Hull
- 3 Fixed
- 6 Turret
- 8 Auxiliary
- The Corvette is a small, general purpose vessel that often accompanies larger ships. It tends to excel at point defense and its small size makes them highly maneuverable and versatile.
- Frigate: 800B 1500M
- Size: 150 meters
- Capacity: 150
- 4 Missile Pods
- 3 Hull
- 6 Fixed
- 8 Turret
- 4 Auxiliary
- The Frigate is a general purpose warship capable of holding its own in most combat situations. It is fast and maneuverable while capable of a decent amount of firepower, making it excellent at both assault and patrol duties.
- Light Cruiser: 950B 1800M
- Size: 200 meters
- Capacity: 300
- 4 Missile Pods
- 2 Hull
- 8 Fixed
- 10 Turret
- 6 Auxiliary
- A Cruiser tends to be at the core of most fleets, with its main guns being an indispensable offensive asset, but its lack of smaller weaponry makes it vulnerable to smaller craft.
- Heavy Cruiser: 1100B 2200M
- Size: 250 meters
- Capacity: 200
- 6 Missile Pods
- 3 Hull
- 12 Fixed
- 14 Turret
- 6 Auxiliary
- Half-way between a sub-capitol and a capitol ship in size the Heavy Cruiser is slower than the other sub-capitols. Yet brings with it a formidable array of weaponry for taking out both capitols and sub-capitols.
- Terrordrome: 700B 1200M
- Size: 80 meter diameter
- Capacity: 20
- 4 Missile pods
- 6 Turrets
- 8 Auxiliary
- A half-dome sub-capitol ship that is focused on defensive measures and guarding an area. These half-dome ships can land on a planet or asteroid to provide anti-air support. In space two of them can combine to form a sphere to provide all around cover. Lacking FTL engines it must be transported by hitching a ride with capitol or larger ships. When combined the redundant shields are given a boost in their strength. Their increased surface area means that shields and stealth fields cost twice as much. Due to their range of motion the weapon mounts have an increased range and accuracy beyond their normal settings offering a trade-off for their price.
- Capitols:
- Battlecruiser: 1500B 2500M
- Size: 300 meters
- Capacity: 300
- 8 Missile Pods
- 3 Hull
- 14 Fixed
- 10 Turret
- 8 Auxiliary
- The Battlecruiser is the smallest of the capitol ships, and balances the raw power of a battleship with the relative speed of its cousin the cruiser. While large and powerful, they are relatively frail and as such typically require an escort. They are the fastest and most maneuverable of the capitol ships, making them rather effective at placing themselves in advantageous positions and taking advantage of brief vulnerabilities. Their relatively frail hull and heavy weapon load out makes them naturally predisposed to harrying or raiding as opposed to serving as a front line combatant.
- Destroyer: 2200B 6000M
- Size: 500 meters
- Capacity: 500
- 10 Missile Pods
- 4 Hull
- 10 Fixed
- 16 Turret
- 6 Auxiliary
- Destroyers live up to their name, bringing to bear a staggering amount of firepower that commonly forms the backbone of invasion fleets. Dedicated capitol and sub-capitol killers Destroyers are commonly protected my large amounts of smaller craft to guard against smaller strike craft and sub-capitols. While sluggish compared to most other ships their heavy armor and firepower deters foolhardy attacks against it.
- Battleship: 4000B 10,000M
- Size: 1500 meters
- Capacity: 800
- 10 Missile Pods
- 6 Hull
- 16 Fixed
- 14 Turret
- 8 Auxiliary
- The Battleship is a massive hulk of weapons and armor, designed to slam into the enemy position and keep hammering away until nothing is left; a simple and often costly strategy. They are incredibly slow, as far as space craft go, and once they get moving few things are capable of stopping them. The massive amount of heat and energy they produce in their operation makes concealing a battleship a pipedream.
- Flagship
- Cost: 150,000B 770,000M, takes 10 Days to finish
- Size: 3300 Meters
- Capacity: 3500
- 14 Missile Pods
- 7 Hull
- 18 Fixed
- 20 Turrets
- 22 Auxiliary
- A colossal ship to serve as a Flagship for the New Necrotic Armada. These ships are more like an FTL capable fortress than a proper spaceship. Flagships contain everything a Necrotic General or Lich-Lord would need in their conquests, holding legions of soldiers, vast hangars for fighter and shuttle craft, a staggering array of weaponry, not to mention Cauldrons and even room for a Catoblepas farm. Construction is a colossal undertaking requiring a heavy drain on resources and needing the attention of Jadyk to complete the Flagship. Despite its impressive array of weapons and vast size, it is agonizingly slow to maneuver, meaning it often requires an escort to defend against smaller and faster craft. The great value and logistical importance of the Flagship means it is often at the core of the Necrotic Armada's invading fleets, often serving as Jadyk's personal ship. The presence of a Flagship in a system is as much a political statement as it is a military one, showing the interest the Armada has taken in the region.
- Weapon classes
- Weapons are divided into several classifications based on their mountings, which change their behavior and overall performance. Some weapons can only be equipped on a specific mount, while others can are limited in their function to the scale a mount provides.
- Hull Mounts - Hull weapon mounts run the length of a ships structural "spine". The longer the ship’s hull, the more powerful the weapon, but the hull mount cannot be aimed without turning the ship, making them inaccurate against mobile targets. They are the most powerful weapons available to a ship, and make for excellent siege or bombardment weapons.
- Turrets – Large turreted mounts capable of firing in any direction. They are slow to turn, however, and often serve as a ship’s primary weapon. They offer a good balance of accuracy and power and are most effective in medium ranged combat against similar sized ships.
- Fixed – Fixed guns are forward facing weapon mounts capable of gimbaling in a limited angle. They do more damage than turrets but are more difficult to aim with because of their poor coverage. Good for strafing attack runs against larger and slower craft.
- Auxiliary – Small turrets placed along the hull capable of quickly facing any target but lack the damage to effectively harm large targets. They are used primarily as point defense as they are capable of tracking fast, small targets with relative ease.
- Weapon Types:
- Necroflenser: Twin-linked necroflensers provide a well balanced weapon
- (All Mounts)
- Dmg: Med Thermal-Necrotic
- RoF: Med
- Rng: Med
- Acc: Med
- Special: Focus Fire - Continuous fire does increased damage against shields and lowering the effectiveness of armor. Effect stacks with multiple flensers
- Necrotic Flayer: Firing a continuous beam of channeled Necrotic energy that is highly effective at damaging armor and ship systems but slow to charge up
- (Hull, Fixed, and Turret Only)
- Dmg: High Necrotic
- RoF: Low
- Rng: Med
- Acc: High
- Special: Sunder Armor - Continuous fire causes the destruction of physical armor and decaying of ship systems. Bypasses a shield to do low damage.
- Chain-Flenser: Charging a blast of electric-necrotic energy that does increased damage against shields.
- (Fixed and Turret only)
- Dmg: Med Electric-Necrotic
- RoF: Low-High
- Rng: Long
- Acc: Med
- Special: Spin-up - While slow to fire initially the chain-flenser's charge rate decreases with each shot until it reaching a high rate of continuous fire. Does increased damage against shields prolonging their recharge rate.
- Repeater Cannon: Excelling as point-defense weapons repeater cannons fill the space around the craft with a hail of bone and metal flechettes and shrapnel.
- (Turret and Auxiliary Only)
- Dmg: Low Kinetic (+Elemental)
- RoF: High
- Rng: Med
- Acc: High
- Special: Bone Hail – When using this weapon your ship receives an accuracy bonus against targets smaller than itself including missiles
- Spine Cannon: Fires a single slug of densely layered bone and metal at high velocity.
- (Hull and Fixed only)
- Dmg: Very High Kinetic (+Elemental)
- RoF: Low
- Rng: Long
- Acc: Med
- Special: Energy Charged - Can fire a round charged with elemental energy (Void, Necrotic, Thermal, etc.) at the Think Tank or commanders discretion. Takes time to charge but highly damaging.
- Void Screamer: Firing pulses of Void energy with increasing speed per shot
- (Hull, Fixed, and Turret Only)
- Dmg: High Void
- RoF: Low-High
- Rng: Long
- Acc: Med
- Special: Void Burn - While slow to fire initially the void screamers' charge rate decreases with each shot until it reaching a high rate of continuous fire. Prolonged fire causes the creation of multiple miniature void singularities, greatly damaging armor and systems
- Lightning Cannon: A slow to charge but powerful blast of electric energy with a small chance of arcing to nearby targets
- (Hull and Fixed Only)
- Dmg: High Electric
- Rof: Low
- Rng: Med
- Acc: High
- Special: Short Circuit - The high energy of the weapons blasts have a small percentage to randomly disable a single system on an unshielded ship.
- Ion Cannon: A blast of non-lethal ionized energy meant to disrupt shields and disable systems temporarily
- (All Mounts)
- Dmg: N/A Ion
- Rof: Med
- Rng: Long
- Acc: Med
- Special: EMP - Repeated shots to the same system, shield, or weapon mount can lead to it being fried for the duration of combat.
- Plasma Wave: A devastating weapon firing a highly concentrated blast of Necrotic energy in a short-range cone
- (All Mounts)
- Dmg: Very High Necrotic
- Rof: Med
- Rng: Short
- Acc: High
- Special: Flash Boil - A single close range blast can overload a shield, detonate incoming missiles, or severely weaken/melt through a ships armor.
- Voidflenser: A weapon that fires spheres of condensed void energy that detonate once within range of a target.
- (Turret and Auxiliary only)
- Dmg: Med Void
- RoF: Med
- Rng: Med
- Acc: High
- Special: Swatter - Gains a bonus against incoming missiles and fighter craft.
- Void-Wave: A powerful wave of turbulent Void energy is unleashed in a cone, using violent gravity fluctuations as a weapon.
- (Fixed and Hull Only)
- Dmg: Very High Void
- Rof: Slow
- Rng: Med
- Acc: High
- Special: Gravity Flux - The significant Void energies cause damaging disturbances in local gravity effectively tearing apart targets from the inside out.
- Void Flayer: Unleashes a beam of devastatingly powerful Voidflame that melts and tears apart ship hulls with ease.
- (Fixed and Hull Only)
- Dmg: High Void
- RoF: Slow
- Rng: Long
- Acc: Med
- Special: Overcharge - Instead of a continuous beam the weapon can build up its charge into a single destructive blast of energy with limited homing capabilities. Repeated use without cooldown can lead to destruction of weapon mount.
- Molten Scrapgun: Super-heating a collection of scrap metal suspended and launched by a magnetic field.
- (Turret and Auxiliary Only)
- Dmg: Low Thermal
- RoF: High
- Rng: Med
- Acc: High
- Special: Field of Fire - Filling the space around the ship with molten metal provides a bonus against shooting down small craft and missiles.
- Shard launcher: A scaled up shardspitter that launches airburst canisters filled to the brim with flechettes. While practically useless in space combat between ships beyond defensive purposes, in orbit they are a potent anti-infantry weapon against soft targets.
- (Auxiliary Only)
- Dmg: Low Kinetic (+Elemental/Caustic damage)
- RoF: Fast
- Rng: Med
- Acc: High
- Special: Chaff Cloud - While in space the flechettes do not have the penetrative power to disrupt shields or damage armored hulls on their own but the clouds of metallic flechettes cause havoc on missiles and small strikecraft targeting systems.
- Searing Wave: A powerful weapon that uses a reserve of molten metal to target the integrity of a ships hull and armor. Very weak against shields.
- (Turrent, Fixed, and Spinal Mount)
- Dmg: High Thermal+Kinetic
- RoF: Slow
- Rng: Med
- Acc: High
- Special: Molten Wave - The closer the ship is to a target when attacking the greater the damage to the targets armor and potentially outright destroying strikecraft.
- Searing Spear: A specially made railgun utilizing Obsidianborn geokinetic capabilities to launch an obsidian slug surrounded by a large mass of molten metal. Weak against shields.
- (Spinal Mount Only)
- Dmg: Very High Thermal+Kinetic
- RoF: Slow
- Rng: Long
- Acc: Med
- Special: Molten Burst - Shots that manage to pierce a ships hull will then erupt into a blast of molten metal that then rapidly cools in place, ravaging the internal systems of a ship.
- Spitefire: Dual linked spirefire cannons fire bolts of condensed solar energy
- (Aux and Turret only)
- Dmg: Med Thermal-Solar
- RoF: Med
- Rng: Med
- Acc: Med
- Special: Composite Flames - multiple hits will create a stacking damage over time as more Solar energy clings to the target vessel
- Solar Flayer: A powerful beam of concentrated Solar energy capable of melting through most hulls
- (Fixed and Spinal only)
- Dmg: High Thermal-Solar
- RoF: Low (Med)
- Rng: Med (Short)
- Acc: High
- Special: Variable Spread - alternate fire allowing for a faster charge rate with a close-range cone rather than the long-range beam
- Missiles Pods:
- Needle Missile Pod: Needle missiles are small cluster rockets that do little damage individually but damage can add up when there are dozens launched in a single volley. Cost: 8M
- Dmg: Low Explosive
- RoF: High
- Rng: Medium
- Acc: Medium
- Special: Swarm - Needle Missiles do increased damage against small craft and damaging larger ships shields
- Pin Missile Pod: Pin Missiles are larger sized rockets capable of downing dropship, fighter, and shuttle sized ships while doing moderate damage to larger ships. Cost: 14M
- Dmg: Medium Explosive
- RoF: Low
- Rng: Long
- Acc: Medium
- Special: Trackers - Pin Missiles come equipped with sophisticated tracking and maneuvering capabilities allowing them to track and trail targets in combat for a medium duration
- Acid-Drops: A missile similar in size to the Pin Missile, the Acid-Drops are multi-chambered warhead containing necrotically charged chemicals that when mixed react violently spewing a caustic mixture across a target. This mixture is highly potent and very sticky, burning through and weakening bulkheads. Cost: 10B 10M
- Dmg: Medium Caustic-Necrotic
- Rof: Low
- Rng: Long
- Acc: Medium
- Special: Armor Eating - The payload of the warhead burns hot and for quite some time, reducing the effectiveness of ship and building armor for the duration of combat. Effect stacks. Useless against shields but with a small chance to melt weapon mounts.
- Pike Missile Bay: Longer than the average fighter craft these missiles pack an impressive warhead with the intention of damaging and destroying Sub-capitols and causing significant damage to Capitol ships. To make up for it's large target profile it relies on dense armor to keep it intact long enough to strike its target. Cost: 60M and takes 2 Missile Pod slots
- Dmg: High Explosive
- Rof: Very Low
- Rng: Very Long
- Acc: High
- Special: Bunker Buster - Pike Missiles can be used to break all but the most sturdy of reinforced bunkers on a planet.
- Ship Adaptations and Modules:
- Defensive:
- Shields: A barrier of refracted energy that protects against both energy and physical attacks. Sustaining prolonged fire will lead to eventual overheating and disabling of a shield system. Cost: 10B 10M per 10 meters of ship length rounded down
- Reinforced Shielding: An enhanced form of shields adds a second layer of shields meaning they can sustain twice as much damage before failing. When both shields are up it offers a slight defense against electrical and ion attacks. Cost: 20B 20M per 10 meters of ship length rounded down
- Lightning Rod: An inspired mix of the Conductive Armor and Arc Weaponry technology has lead to a mod for ships. Several large highly conductive metal rods jut from the hull of the ship with the intent to attract electrical and lightning based attacks. The rods are struck by the attack and channel it to the base, dispersing the charge along the conductive armor of the ships hull. Absorbed strikes can be stored instead to increase the firing speed of Lightning Cannon weapons. Cost: 30B 40M
- Thermal Masking: Ships can eliminate the majority of their heat signature when at rest by radiating it through the hull sparsely. Cost: 10B per 10 meters of ship length rounded down
- Signal Masker: This allows a ship to randomly generate a new Confederate Ship Identification Code upon exiting or entering FTL travel. This allows ships wanting to be discreet to pass through Confederate space as long as security is moderately lax. Visual identification still reveals the deception but it can be used to avoid raising alarms. Cost: 5M
- Ship Stealth: An array of projectors placed throughout the hull of the ship allows the ships to disappear from sight and most conventional sensors. Gravity sensors work unhindered but other sensors fail to detect the craft reliably. Damage and environmental effects can cause the stealth to fail as well. A ship cannot fire weapons or enter FTL without breaking stealth although an FTL engine can be charged prior to breaking stealth. Most effective on small craft and sub-capitols. Cost: 10B 10M per 10 meters of ship length rounded down. Can not be equipped on shielded ships.
- Hardlight Plating: Acting as a second line of defense should shields fail or if a stealth ship is exposed, the hardlight plating acts as reactive armor against missiles and incoming attacks. Cost: 20B 20M per 30meters of ship length
- Displacement Field: By utilizing bioluminescent chromatophores and modified hardlight projectors situated across a strikecrafts hull, those equipped with this adaptation can duplicate the Blur Arc ability for a limited time. Disrupting their visual and electromagnetic silhouette the Displacement grants a bonus to avoiding incoming weaponsfire while also confusing most targeting systems that improves the greater the distance. Visually this gives the unit the appearance of their form flickering and wavering indistinctly, particularly while in motion. While it is not as effective as a true stealth cloak the unit can still fire its weapons without compromising the displacement field. Cannot be equipped with a stealth cloak. Cost: 10B 10M per 10meters of ship length rounded down
- Quasiphasic Plating: The ideal way to avoid sustaining lasting damage is to simply not be hit. Sometimes avoidance is not possible and as such the Think Tanks have devised a way to upscale the quasiphasic effect of the Specter Armor for starship plating. By adding segments of specialized plating to a starships hull a microscopic quasiphasic, or spectral, field will be generated over the starship instantly reducing incoming objects temporarily incorporeal, allowing the object to pass through (almost) harmlessly. Due to the delicate nature of the plating malfunctions can be common, especially after sustaining combat damage reducing the effectiveness or outright failure of the spectral field. This also means that the generators quickly deteriorate and require repairs or replacement after one or two uses. Cost: 150B 120M per 50meters
- Offensive:
- Boarding Pod Launcher: Replaces a fixed gun placement with tubes that launches pods packed with troops at an enemy ship. Designed with moderate thrusters to allow it to track and aim for a ship in it's path it also has a series of claws that latch down onto a hull. A thermal drillbit at the front of the boarding pod pierces the hull before a shaped charge ejects the bit allowing reconstructed to board. Can carry 10 troops. Replaces 1 Fixed Weapon placement on a sub-capitol or capitol ship Cost: 50M per pod fired
- Sabotage Pod: A smaller and more precise form of the Boarding Pod the Sabotage Pod resembles a metal drill-spike. Drilling into targeted sections of a ship it can release groups of units designed for sabotage or deploying gas and chemical warfare attacks. Capable of holding either 1 Devouring Swarm, 10 Flatbody Gargoyles, 10 Crit Crawls, or 5 Looms. Cost: 20M per pod fired.
- Boarding Claws: An adaptation for Small Craft adds four powerful crustacean-like limbs that unfold from the bottom of a craft to latch onto an enemy ship or large enough structure. Each limb ends with a powerful pincer that allows it to cling to a hull or even possibly tear open a breach. This allows the craft to vent of atmosphere or allowing a ring of durable muscle that can seal itself against a breach to allow the ship to unload its payload of boarding Reconstructed. Cost: 20B
- Advanced Ship Grapnel: Similar in function to your Sting Whip but on a much larger scale, the Advanced Ship Grapnel launches a specialized barb at an enemy ship. This barb is a combination of dense metal and smart-materials that once puncturing a ships hull spreads out much like a root system into the ships hull and skeletal support structure itself to prevent shearing and tearing free. Replacing turret mounts a ship gains a bonus for each grapnel attached to an enemy ship. Attached ships can get an automatic hit with boarding pods or other weaponry. Can be used to haul object much like the Tractor Beam but the object must be held firmly against the ship and cannot direct the object like the tractor beam can. Cost: 15B 20M
- Weaponized Tractor Beam: This modified tractor beam has been modified for combat. The beam latches onto its target and instead of pulling or pushing its target it begins to fluctuate between the two causing significant gravitational distress. Mounted onto smaller craft the tractor beam can cause impressive damage to sections of an enemies hull and weapons mounts. While on larger capitol ships it has the potential to literally shake an enemy ship to pieces. Unable to lock onto missiles. Because of its modifications the Weaponized Tractor Beam can not be used for extended periods of time meaning it loses its function as a utility module. Cost: 60B 60M
- Fighter Grapnel: A scaled down version of the Advanced Ship Grapnel allows Small Craft to latch onto enemy craft allowing for an automatic successful attack. The Grapnel has a relatively short range compared to those typically used in aerial or space combat meaning the wielder must get within range, exposing themselves to retaliatory fire. Grapnels allow small craft such as Coffins to secure themselves to larger ships for a better chance at boarding the enemy craft. Cost: 10M
- Jammer Missile Pod: Launched in small groups these spike shaped missiles carry no explosive charge. Instead their intent is to be embedded into the hulls of enemy ships where they detect the crafts communication systems then broadcast a counter-signal to disrupt and jam their communications effectively rendering them mute. Cost: 20M
- Void-Overcharge: Void-Terrors and other Void power craft can now have their systems "overcharged" by a Void wielding pilot. This improves the crafts performance in speed, weapons systems, and maneuverability. The effect is temporary and runs the risk of causing the ship to go into a cooldown mode at the end of the overcharge.
- Bomb Bay: A series of armored openings in the underbelly of a strikecraft, from which a multitude of destructive devises or reconstructed may be dropped into a battlefield below. Such possibilities include Reconstructed soldiers, explosives, bundles of flechettes, chitin choir statues, or dreamstone obelisks. Only small craft such as Coffins or Killcrabs can equip them and lose the ability to transport normal cargo or passengers while narrowing their target profile and providing denser armor. Can carry up to 16 Medium Reconstructed troops. Cost: 60B 60M
- Ramming Keel - Formed from densely woven bone and metal the Ramming Keel provides heavy defense to attacks taken against it. This same durability allows for a starship or bioship to ram an enemy ship or target, typically causing vast kinetic damage due to the speeds at which most starships travel. There is a chance of the attacking ship to be damaged but the gamble can be worth it. Ships equipped with grapnel harpoons that managed to score a hit against a target can gain a free ramming strike against their target for increased damage, often disabling or destroying the target upon a successful hit. Replaces 2 Hull weaponmounts. Cost: 750B 750M
- Utility:
- Tractor Beam: A beam of invisible energy using Void and Magnetic properties capable of pulling objects floating in the void of space towards the ship. Useful for construction, salvage and mining operations its power does not have the strength to cause harm to a ship or stop one in motion. The Tractor Beams power increases with the ships size and multiple ships can combine their beams to move a significantly larger object. Cost: 50B 60M
- Harvester Beam: Similar to the Necrotic Flayer this weapon fires a powerful thermal beam that shatters stone and melts metal ores then using Void energy to draw the molten ore into containment vats for refinement later. Beams can be used without the thermal energy in order to harvest gas from gas giants or even take soil and liquid samples on a planet. Can only be equipped to non-combat craft.
- Smugglers Hold: Ship Passive Upgrade - Your replicated Mimic Ships can now smuggle contraband and other cargo with a significantly reduced chance of being successfully scanned by another ship or system.
- Solar Reactor - Replacing the regular rector cores of a Capitol Ship this reactor grants the ship a resistance to Ion, Electrical and Necrotic attacks it is nonetheless vulnerable to Void powered attacks that manage to penetrate the outer hull. The reactor can be "flared" to grant a boost to speed and shield strength for a limited time but the effect is temporary and require time to charge. Cost: 85B 65M
- Reality Anchor Beacon: Scaled up from the terrestrial anchor towers to project the signal across the void of space these colossal crystals replace a Hull weapon mount and four module slots. Each additional Beacon increases the area of effect and effectiveness of the signals field. When not deployed the delicate crystals are guarded by armored plates but when in use they are exposed and the ship considered unshielded. Cost: 300B 150M
- Hard-Light Barriers: This allows a ship to project hard-light barriers within its hallways and passages either to cordon off damaged areas of the ship or to hinder boarders. Cost: 5B 5M per 10meters of ship length
- Null-Grav Generator: Equipable only by Destroyer or Battleship class warships the Null-Grav Generator produces an interdiction field roughly a quarter of a lightsecond in diameter. This greatly hampers, if not outright disabling, the FTL engines of all but the largest and hardiest of starships. This is commonly used to prevent escape because, while theoretically possible, the mathematics and sheer luck required to pull a starship traveling at FTL speeds is astronomical. Requires the replacement of 4 Spinal Weaponmounts to accommodate the machinery. Cost: 2,000B 4,000M
- Modules
- Modules are compartments built within the outer hull designed to maximize the space of the ship. Modules include hangars for shuttles or fighters, or missile launchers of various types. The total number of modules a ship can have is equal to 1 per 50 meters in size.
- Drop Pods: Similar to the boarding pods Drop Pods are instead fired from orbit to deploy troops or cargo to the surface rapidly. Faster than using a dropship the drop pods are intended to be used where a ship or shuttle would be shot down or damaged. Drop pods are fired from a ship, thick armor shielding it from weapons fire and the heat of reentry until just before hitting the surface it activates it's Anti-Grav dampeners to drastically slow its descent meters from the ground to prevent injury to those inside. Each module can launch either 4 regular sized Drop Pods, 2 Brute Pods, or 1 Heavy Drop Pod. Cost: 150B 150M
- Swarm hangar (50 fighters) – A hangar filled to the brim with dormant Swarmer Reconstructed, which are awoken and released when needed for combat. They are linked directly to the parent ship, and cannot function away from it. The swarmers themselves are each a cheap and disposable craft designed to pose a threat with sheer numbers, and can each be equipped with a single auxiliary weapon chosen when a ship is designed. Together, they can form complex maneuvers to intercept attacks with themselves, attack hostile targets, ram into targets and perform patrols in close proximity to the ship. When not in use they are kept in hibernation. Cost represents the cost of a single hangar bay and its associated swarm. Cost: 300B 150M
- Arc Swarm hangar (1 Arc fighter, 45 fighters) - Functioning just as a regular Swarm module the addition of a larger drone equipped with powerful Arc Condensers provides it a new array of abilities such as drastically increasing its range to attack far off enemy vessels. Additionally the parent ship is able to send the Swarm to provide a defensive bonus to a friendly starship, in effect transferring the Swarm temporarily. Cost: 300B 200M
- Docking bay (room for 1 Coffin and 3 Nails, shuttle and fighters not included) - A hangar designed to hold and service shuttles and other small craft such as fighters and Eyegores within the safety of the ship's hull. The shuttle is granted space for the loading and unloading of cargo and drones, while the fighters are secured together and held by a set of armatures to save space. Cost: 100B 50M
- Fighter Hangar (room for 6 Nail fighters or two Gunships, fighters and gunships not included) - A hangar designed to hold and service strike craft. Dedicated to repairing and supplying strike craft they are held in place by armatures until they are ready to launch. Docking with a hangar instantly resupplies missiles and ammo and repair armatures can repair most damage after a day. Cost: 100B 100M
- FTL Engines:
- Skip Drive: An FTL-Engine that surfs along large gravity wells allowed for near-instantaneous travel between star systems. Stars, black holes, and any sufficiently dense gravity well like large enough planets are viable targets for the Skip Drive but leaving it hard to aim. Arrival after a Skip is signaled by a large flash of light and a burst of radiation.
- Advanced Skip Drive: Functioning as a standard Skip Drive for FTL travel this advanced version has increased accuracy capable of choosing which gravity well in a system they skip to. Within a system a ship with an Advance Skip Drive is also able to perform short range skips varying from light seconds to light minutes. These skips are much less predictable than a typical Skip into a system and place the ship randomly in the general direction they are aimed at. In certain situations this can make a ship appear to be in two places at once as the light from its previous location persists even as it skipped closer. This can cause a bonus to evading fire as the enemy ships targeting systems adjust to tracking the real target.
- Void Drive: An FTL-Engine powered by Void-infused bone powder the Void Drive creates a condensed bubble of space-time around a ship, allowing it to travel vast interstellar distances. While not as fast as the nearly immediate Skip Drive, the Void Drive is much more accurate, allowing the for more precise arrival in a system. Exiting FTL produces a flare of radiation and distorted light that is proportionate to a ships size, small craft and sub-capitols easily missed in the background radiation while capitol ships and larger appear in a miniature nova of energy.
- Storm Gate: This FTL Drive requires an Arc powered individual to generate a Storm field by focusing and channeling streams of Arc energy across friendly ships. Appearing as billowing stormclouds the Storm field charges friendly ships and attunes them to the Arc users energy allowing them to follow the main craft as it teleports into a new system. Capable of transporting large amounts of ships in one trip but the larger the fleet the more straining it is on the Arc-user.
- Warp FTL: The Warp Engine creates a rip through space-time into what is known as Sub-Space to allow rapid FTL travel. Somewhat faster than the Void Drive but without previous knowledge of a systems coordinates accuracy can vary otherwise it is extremely accurate allowing a ship to appear within light-seconds of its target.
- Combidrive: By using a modified Void Drive reactor to create a miniature gravity well and a modified Skip Drive this new FTL engine "surfs" along the gravity waves produced. This FTL drive is faster than the standard Void Drive while still maintaining the ability to "skip" to large gravity wells similar to the Skip Drive. When paired with Gravity Sensors the Combidrive is able to detect gravity wells as it travels, potentially leading to the discovery of new star systems or even extrastellar objects in the void between systems.
- Arc Drive: Using a powerful Arc reactor a starship is able to energize it's hull with a build-up of Arc energy. This allows the craft to accelerate past the lightspeed barrier only if they manage to find phantasmal leylines of ambient Arc energy that connects star systems. A capital ship or larger is able to energize smaller ships to follow in its wake allowing sub-light or slower starships to match their speed.
- Necrotic Drive: By saturating the area of space around the hull of a ship with intense Necrotic energies the engine "decays" space-time around it, allowing the starship to travel at FTL speeds within this bubble of space-time that forces reality to bend around it. Ships emerging from FTL produce surprisingly little visual light that is easily mistaken for distant novas but do give off a Necrotic signature. Materials not protected against Necrotic energies will decay faster than usual but Reconstructed and other Necrotic powered starships do not suffer this drawback.
- Solar Engine: Functionally similar to the Warp Drive the Solar powered engines generate a sphere of flame superficially resembling a sun just large enough for the ship to pass through before fading and reappearing as a similar sphere manifests in their exit destination. This allows the ship to travel along the Solar winds and currents that each star gives off and distorts. To observers within the ship it would appear as if the ship is engulfed in flames during transit. The closer to a star the ship emerges the more accurate they can control their destination.
- Sub-Light Engines: Engines and thrusters equippable by small craft.
- Chemical Thrusters: The standard sub-light engine reliant on high energy fuel to propel craft through space. While comparatively slow with a range limited to the size of their fuel tanks they excel in maneuverability, only outshone by the grav-thrusters when affected by a powerful gravity well.
- Ion thrusters - Highly efficient and compact thrusters that offer immense efficiency at the cost of lower pure propulsion strength. Despite its decrease in thrust, the ion thrusters require far less mass and far less fuel, allowing ships to cut down on mass otherwise taken up by heavy tanks of reaction mass, leading to a net gain in maneuverability over chemical thrusters. Capitol ships use them typically to keep aimed at a target, to help flip it over or counter the force of enemy hits. [Replaces chemical thrusters]
- Grav-Thrusters: These sub-light engines, shaped like wings or fins, allow a craft to "surf" along existing gravity waves granting an extremely high rate of acceleration and maneuverability the closer to a significant gravity well the craft is. Working best within the orbit of a planet or moon the thrusters will work anywhere but lose performance if out in open space. Grav-thruster equipped craft can also utilize the gravity well generated by large enough sources of Void power, such as capital or larger ships powered with Void Reactors.
- Special:
- Ship Mimicry: The ability to make ships that superficially pass as another factions
- Osjiic: Small Craft, Sub-Capitols, Capitols
- Ahkam: Small Craft, Sub-Capitols, Capitols
- Dagger: Small Craft, Sub-Capitols
- Confederate: Small Craft, Sub-Capitols, Civilian Corvette
- Specialized Ships: Jadyk or his generals can personally oversee the designing and construction of their own personal spacecraft. These craft will cost more but have increased combat capabilities when piloted by their designer. Each Hero unit gives their own unique bonuses to the crafting of their ships.
- Void Terror
- Size: 30M
- Capacity: 4 Troll Bodyguards
- 2 Acid-Drop Missile Pods
- 3 Fixed Void Screamers
- 6 Chain-Flenser Turrets
- 2 Voidflenser Auxiliary
- Shields
- Void Drive
- The signature ship of the Reborn Voidknights and their Disciples the Void Terror is a fast small craft slightly larger than a dropship. Focused around raw destructive power based on the devastating Void-Screamer weapons supported by powerful secondary weapons the craft can possibly stand up to sub-capitols or even prove a danger to capitol ships with is incredible speed and small size. The craft holds enough space to house four troll bodyguards should the pilot need to make land-fall or board a larger ship.
- Pyroclastic Destroyer
- Size: 550 meters
- Capacity: 600
- 10 Pin Missile Pods
- 2 Hull Spine Cannons
- 10 Fixed Void Screamers
- 12 Chain Flenser Turrets
- 10 Molten Scrapgun Auxiliary
- Reinforced Shielding
- 6 Swarm Hangars
- Designed by Agona and Obsidianborn engineers these ships function at the center of defensive blockades. Dedicated to preventing enemy ships and fleets from approaching without heavy losses.
- Pre-made Ship Templates:
- Small Craft:
- Common Coffin: 50B 100M
- Size: 25 meters
- Capacity: 50
- 20 Drop Crew
- 1 Pin Missile Pods
- 1 Turret Necroflenser
- 2 Auxiliary Repeater Cannon
- Ion Engines
- Used commonly in support and infrastructure roles the Common Coffin sports a moderate arsenal. Able to ferry ships to and from orbit the Coffin is commonly used to ferry supplies and passengers throughout a system between ships and bases.
- Support Coffin: 70B 100M
- Size: 25 meters
- Capacity: 50
- 20 Drop Crew
- 1 Needle Missile Pod
- 1 Turret Repeater Cannon
- 2 Auxiliary Repeater Cannon
- Boarding Claws
- Ion Engines
- Sacrificing firepower for defensive measures the Support Coffin is focused mainly on getting the troops to their destination in one piece.
- Intruder Coffin: 100B 150M
- Size: 25 meters
- Capacity: 50
- 1 Needle Pod
- 1 Turret Ion Cannon
- 2 Auxiliary Bone repeaters
- Boarding Claws:
- Fighter Grapnel
- Stealth Cloak
- Meant as a boarding ship the Intruder Coffin's goal is to safely deposit it's cargo of soldiers onto an enemy ship or into contested landing zones. It is commonly used as a recon vessel or discreet insertion of troops.
- Common Nail Fighter: 50B 50M
- Size: 10 meters
- 1 Needle Missile Pod
- 1 Fixed Necrotic Flayer
- 1 Turret Necroflenser
- Ion Engines
- The standard fighter fielded by the Armada with moderate firepower and nimble engines. Intended to attack en masse assisting and protecting larger ships.
- Piercing Nail Fighter: 60B 50M
- Size: 10 meters
- 1 Acid-Drop Missile Pod
- 1 Fixed Spine Cannon
- 1 Turret Chain-Flenser
- Thermal Masking
- Ion Engines
- Designed for long range, stealthy harassing attacks on an enemy force. Capable of approaching a enemy ship unseen and tearing its shields and armor apart from afar.
- Gunship: 90B 250M
- Size: 25 Meters
- Crew: 8
- 2 Pin Missile Pods
- 1 Fixed Lightning Cannon
- 2 Necrotic Flayer Turrets
- 2 Auxiliary Repeater Cannons
- Ion Engines
- Largest of your small craft the Gunship focuses on cramming as much fire-power into a small ship as possible.
- Stealth Gunship: 110B 270M
- Size: 25 meters
- Crew: 8
- 2 Pin Missile Pods
- 1 Fixed Void-Screamer
- 2 Turret Necrotic Flayers
- 2 Auxiliary Necroflensers
- Stealth cloak
- Ion Engines
- A stealth cloak allows this gunship to sneak up close to larger unsuspecting ships to unleash their powerful barrage of weaponry.
- Sub-Capitols:
- Terrordrome: 1020B 1520M
- Size: 80 meter diameter
- Capacity: 20
- 4 Pin Missile pods
- 6 Turret Necrotic Flayers
- 8 Auxiliary Necroflensers
- Reinforced Shields
- A half-dome sub-capitol ship that is focused on defensive measures and guarding an area. These half-dome ships can land on a planet or asteroid to provide anti-air support. In space two of them can combine to form a sphere to provide all around cover. Lacking FTL engines it must be transported by hitching a ride with capitol or larger ships. When combined the redundant shields are given a boost in their strength. Their increased surface area means that shields and stealth fields cost twice as much. Due to their range of motion the weapon mounts have an increased range and accuracy beyond their normal settings offering a trade-off for their price.
- Standard Corvette: 500B 800M
- Size: 100 meters
- Capacity: 200
- 2 Pin Missile Pods
- 1 Hull Necrotic Flayer
- 3 Fixed Spine Cannons
- 6 Turret Necroflensers
- 8 Auxiliary Repeater Cannons
- Shields
- Stealth Corvette: 500B 800M
- Size: 100 meters
- Capacity: 200
- 2 Pin Missile Pods
- 1 Hull Lightning Cannon
- 3 Fixed Plasma Waves
- 6 Turret Necroflensers
- 8 Auxiliary Repeater Cannons
- Stealth Cloak
- A general purpose stealth ambush attacker
- Sower Corvette: 625B 980M
- Size: 100 meters
- Capacity: 200
- 2 Needle Missile Pods
- 3 Fixed Necrotic Flayers
- 6 Turret Plasma waves
- 8 Auxiliary Repeater Cannons
- Stealth Cloak
- Drop Pod Launcher (x2)
- Hardlight Plating
- Designed to allow stealthy insertion of reconstructed onto a planet's surface, or just ferry them down in relative safety.
- Support Corvette: 600B 900M
- Size: 100 meters
- Capacity: 200
- 2 Needle Missile Pods
- 1 Hull Lightning Cannon
- 3 Fixed Void Waves
- 6 Turret Scrapguns
- 8 Auxiliary Repeater Cannons
- Reinforced Shielding
- A small and agile craft designed with one singular purpose; defending larger ships.
- Stake Crusier: 1450B 2150M
- Size: 200 meters
- 4 Pin Missile Pods
- 8 Fixed Void Flayers
- 10 Turret Necrotic Flayers
- 6 Auxiliary Plasma Waves
- 1 Reality Anchor Beacon
- Shields
- Advanced Skip Drive
- Designed as the Necrotic Armada's first response to wraith incursions, this ship is the smallest and fastest ship capable of bearing reality beacons. It also comes equipped with an advanced skip drive to ensure it can reach a battle with the wraiths before it ends prematurely
- Boarding Frigate: 1160B 1880M
- Size: 150 meters
- Capacity: 150
- 4 Acid-Drop Missile Pods
- 3 Hull Ion Cannon
- 2 Fixed Necroflensers
- 4 Turret Chain Flensers
- 4 Auxiliary Necroflensers
- 4 Boarding pod launchers
- 4 Advanced Grapnels
- Reinforced Shielding
- Designed to tear enemy shields to pieces and rapidly deploy large numbers of troops.
- Common Frigate: 950B 1650M
- Size: 150 meters
- Capacity: 150
- 4 Pin Missile Pods
- 3 Hull Spinal Cannons
- 6 Fixed Necrotic Flayers
- 8 Turret Necroflensers
- 4 Auxiliary Repeater Cannons
- Shields
- Their versatility means these ships consistently make up a large portion of a fleets numbers.
- Light Cruiser: 1350B 2200M
- Size: 200 meters
- Capacity: 300
- 4 Pin Missile Pods
- 2 Hull Spinal Cannons
- 8 Fixed Necrotic Flayers
- 10 Turret Chain Flensers
- 6 Auxiliary Repeater Cannons
- Reinforced Shielding
- Boarding Cruiser: 1400B 2300M
- Size: 200 meters
- Capacity: 300
- 4 Acid-Drop Missile Pods
- 2 Hull Ion Cannons
- 4 Fixed Necroflensers
- 6 Turret Chain Flensers
- 6 Auxiliary Necroflensers
- 4 Boarding Pod Launchers
- 4 Advanced Grapnels
- Reinforced Shielding
- Heavy Cruiser: 1100B 2200M
- Size: 250 meters
- Capacity: 200
- 3 Pike Missile Pods
- 3 Hull Spinal Cannons
- 12 Fixed Necrotic Flayers
- 14 Turret Chain Flensers
- 6 Auxiliary Repeater Cannons
- Reinforced Shielding
- Plasma Weaver Heavy Cruiser: 1100B 2200M
- Size: 250 meters
- Capacity: 200
- 3 Pike Missile Pods
- 3 Hull Plasma Waves
- 12 Fixed Plasma Waves
- 14 Turret Chain Flensers
- 6 Auxiliary Repeater Cannons
- Reinforced Shielding
- The Plasma Weaver Heavy Cruiser was designed for close combat with the enemies of the Armada. Boasting three hull mounted and twelve fixed Plasma Waves as the main armament, this Heavy Cruiser can melt away enemy ships given the chance.
- Void Weaver Heavy Cruiser: 1100B 2200M
- Size: 250 meters
- Capacity: 200
- 3 Pike Missile Pods
- 3 Hull Void Waves
- 12 Fixed Void Waves
- 14 Turret Voidscreamers
- 6 Auxiliary Voidflensers
- Reinforced Shielding
- Void Core
- Battlecruiser: 2100B 3100M
- Size: 300 meters
- Capacity: 300
- 4 Pike Missile Pods
- 3 Hull Spinal Cannons
- 14 Fixed Necrotic Flayers
- 10 Turret Chain Flensers
- 8 Auxiliary Necroflensers
- Reinforced Shielding
- Voidspear Battlecruiser: 2100B 3100M
- Size: 300 meters
- Capacity: 300
- 4 Pike Missile Pods
- 3 Hull Void Flayers
- 14 Fixed Void Flayers
- 10 Turret Voidscreamers
- 8 Auxiliary Voidflensers
- Reinforced Shielding
- A long-ranged harrying ship that alternates between overcharging their Void Flayer weapons and sniping from stellar distances.
- Torpedo Battlecruiser: 2100B 3500M
- Size: 300 meters
- Capacity: 300
- 4 Pike Missile Bays
- 6 Jammer Missile Pods
- 3 Hull Spine Cannons
- 10 Fixed Necroflensers
- 10 Turret Chain Flensers
- 8 Auxiliary Molten Scrapguns
- Reinforced Shielding
- 4 Boarding Pod launchers
- Weaponized Tractor Beam
- A harrying ship that uses it's speed to get in close enough to launch it's missile payloads to help ensure their delivery in hit-and-run attacks
- Hangar Battlecruiser: 2900B 3900M
- Size: 300 meters
- Capacity: 300
- 8 Pin Missile Pods
- 3 Hull Necrotic Flayers
- 14 Fixed Necrotic Flayers
- 10 Turret Repeater Cannons
- 8 Auxiliary Repeater Cannons
- Reinforced Shielding
- 6 Fighter Hangars
- Hardlight Plating
- Advanced Skip Drive
- A battlecruiser with heavier than normal armor used to deploy strikecraft closer to the enemy lines.
- Swarm Battlecruiser: 4100B 4200M
- Size: 300 meters
- Capacity: 300
- 8 Pin Missile Pods
- 3 Hull Necrotic Flayers
- 14 Fixed Necrotic Flayers
- 10 Turret Repeater Cannons
- 8 Auxiliary Repeater Cannons
- Reinforced Shielding
- 6 Swarm Hangars
- Hardlight Plating
- A ship hunter this Battlecruiser uses its speed to close the distance between itself and its target to unleash its Swarms
- Destroyer: 4300B 7900M
- Size: 500 meters
- Capacity: 500
- 5 Pike Missile Bays
- 4 Hull Spinal Cannons
- 10 Fixed Necrotic Flayers
- 16 Turret Necroflensers
- 6 Auxiliary Repeater Cannons
- Reinforced Shielding
- Hardlight Plating
- 4 Docking Bays
- 6 Fighter Hangars
- Void Destroyer: 4300B 7900M
- Size: 500 meters
- Capacity: 500
- 5 Pike Missile Bays
- 4 Hull Voidflayers
- 10 Fixed Void Screamers
- 16 Turret Voidflensers
- 6 Auxiliary Voidflensers
- Reinforced Shielding
- Hardlight Plating
- 4 Docking Bays
- 6 Fighter Hangars
- A heavy hitting Destroyer bringing a large arsenal of destructive void weaponry. Commonly used as the command ship of a Voidknight Disciple in fleet engagements.
- Battleship: 10,800B 15,700M
- Size: 1500 meters
- Capacity: 800
- 5 Pike Missile Bays
- 6 Hull Spinal Cannons
- 16 Fixed Necrotic Flayers
- 14 Turret Chain Flensers
- 8 Auxiliary Repeater Cannons
- Reinforced Shielding
- Hardlight Plating
- 6 Swarm Hangars
- 4 Docking Bays
- 6 Fighter Hangars
- Mirrorsoul Battleship (Vuan'Ropki): 11,500B 15,800M
- Size: 1500 meters
- Capacity: 800
- 10 Needle Missile Pods
- 16 Fixed Necrotic Flayers
- 14 Turret Void Screamers
- 8 Auxiliary Repeater Cannons
- 6 Reality Anchor Beacons
- Reinforced Shields
- Hardlight Plating
- 6 Swarm Hangars
- Combidrive
- Given how the effects of multiple reality beacons stack, this mammoth ship is equipped with the absolute maximum number of beacons we can put in a single ship hull. For when you absolutely, positively got to kill every wraith in the room, accept no substitutes.
- Unique Starships: Powerful testaments to the Armada's military might, these warships are one-of-a-kind and seen as heralds of the Jadyk's intent
- The Fury of the Wormstar
- Size 1600 Meters
- 150 Crew
- 4 Pike Missile Bays
- 4 Hull Void Flayers
- 18 Fixed Necrotic Flayers
- 20 Chain Flenser Turrets
- 14 Auxiliary Voidflensers
- Reinforced Shielding
- Thermal Masking
- Combi-Drive
- 1 Hangar Bay (10 Squids)
- The Fury of the Wormstar is a massive Bioship made from the converted corpse of the Beast of Rukor. This leviathan is a formidable attack craft, it's many armored limbs giving it nearly total coverage in all directions with their fixed Necrotic Flayers. Sections of it's hull have been hollowed out with room to transport ten Squid Bioships its defensive guard. Room for crew is sparse, the only crew required being anti-boarding guards and technicians consisting of non-combat Talons, Flatbody Gargoyles, Looms and Demi-Think Tanks
- Charnel Vault Flagship
- Size 3300 Meters
- Capacity 3500
- 7 Pike Missile Bays
- 7 Hull Necrotic Flayers
- 18 Fixed Chain Flensers
- 20 Turrets Necroflensers
- 22 Auxiliary Repeater Cannons
- Reinforced Shielding
- Hardlight Plating
- 16 Swarm Hangars
- 10 Docking Bays
- 20 Fighter Hangars
- The Charnel Vault is Jadyks personal Flagship, serving as his mobile center of operations when he is not within Iti'a'Ropku. Staffed with thousands of Reconstructed that serve as both crew and defenders the Charnel Vault possesses a small fleets worth of strikecraft dedicated to its defense as well. Filled with an array of chambers that change based on Jadyks whims the vessel also contains its own Cauldrons, Solar biofarms, large prisons, infirmaries, massive cargo holds, vehicle bays, quarters for the living, and other chambers dedicated to assisting in conquest.
- The Ravager
- Size: 360M
- Crew: 100
- 6 Pin missile pods
- 3 Spinal Mounts (Arc weaponry to be installed)
- 8 Fixed Spinal Cannons
- 8 Turrets Lightning Cannons
- 10 Auxiliary Repeater Cannons
- Stealth Cloak
- Hardlight Plating
- Ramming Keel
- Arc Swarm Hangars
- The Behemoth has become the Ravager, focused on fast strikes and ambushes in which to inflict as much damage as possible before disappearing once more. Nekris has claimed the Ravager as the Flagship of the Predator Order, stating that a flagship of the Charnel Vaults magnitude would be counter-intuitive to their strategies and fighting style.
- Non-Combat Ships:
- These craft fill a multitude of non-combat roles from construction to scouting to mining to resource transport.
- Eyegore Scoutcraft: 30B 25M
- Size: 10 Meters
- Unarmored and unarmed
- Void Drive
- Advanced Sensor system
- Thermal Masking
- A craft slightly smaller than a Coffin the Eyegore is a long-range scouting craft, it's bulk mainly comprised of it's Void Engine and the large lens at one end that protects a cluster of twitching highly sensitive eyes and sensory organs. Deploying a host of miniature remote satellites a well hidden Eyegore can provide intel on a system concerning the planetary bodies and large ships or structures. Capable of listening in on most frequencies it is an invaluable spying tool for combat and exploration.
- Harvester Craft
- 1 Harvester Beam
- 1 Tractor Beam
- 1 Auxiliary Repeater Cannon
- Equipped with powerful Harvester and Tractor Beam the Harvester Craft is meant to mine resources from asteroid fields or collect salvage from wreckage. Somewhat larger than a Coffin the Harvester dedicates most of it's bulk to it's cargo hold.
- Reaper Harvester
- 5 Harvester Beams
- 1 Tractor Beam
- 2 Auxiliary Repeater Cannons
- 1 Hangar
- An upgraded form of the Harvester craft the Reaper is larger than a cruiser but with most of it's bulk dedicated to it's massive hold and the on board demi-Cauldron used to process ore. It's Tractor Beam is capable of moving ship wrecks and asteroids for easier mining. Includes a Hangar to transport the smaller Harvester craft.
- Omega Class Harvester
- 10 Harvester Beams
- 1 Tractor Beam
- 4 Auxiliary Repeater Cannons
- 3 Hangars
- Standard Shields
- This super heavy version of the harvester ship is designed for long range, longer term treks into space. Specialized for breaking down huge objects such hollowing out small moons and sections of asteroid fields. Without the usual on-ship weaponry and lacking any kind of armor the Omega is a dangerous ship to send out on its own for fear of pirates and raiders. Lacking an FTL drive the ships depends on piggy-backing on a capitol ship and is typically left behind with an escort to begin it's mining operations.
- Bioships: Space-faring craft that are formed mainly of biomass instead of metal, inspired by the great beasts of the galaxy. More compact and unable to hold as many crew members as the other ships, Bioships are more like ship sized Reconstructed than a mechanized ship.
- Small Craft:
- Squid: Cost 100B 50M
- Size: Body Length- 10 Meters, Arm length- 25 meters
- Crew: None
- 1 Missile Pod
- 3 Turrets
- 1 Auxiliary
- Tentacle Arms
- Slightly bigger than regular fighter craft Squid bioships are intended to fight in large swarms to overwhelm ships or to engage in dogfights with fighters and other small craft. Able to function in an atmosphere or vacuum. Can be stored in any hangar that can hold a fightercraft
- Killcrab: Cost 30B 10M
- Size: 10 Meters
- 1 Missile Pod
- 1 Fixed
- 1 Turret
- 1 Auxiliary
- Boarding Claws 10B
- Fighter Grapnel 10M
- A bulky armored bioship that fills a role similar to dropships. Can be stored in any hangar that can hold a drop or gunship
- Sub-Capitol
- Crit Crasher: 280B 120M
- Size: 130 Meters
- 1 Fixed
- 2 Turrets
- 4 Auxiliary
- Boarding Claws
- 4 Honeypots
- Resembling a sleek crustacean creature this bioship is mainly focused on point defenses while transporting and deploying Crit Crawls in a battlefield.
- Kraken: Cost 250B 100M
- Size: Body length- 85 Meters, Arm length- 120 Meters
- Crew: 10
- 3 Missile Pods
- 1 Hull
- 4 Fixed
- 6 Turrets
- 4 Auxiliary
- Shields
- Crushing Beak
- Tentacle Arms
- A smaller version of the Fury of the Wormstar and inspired by the cephalopods of Rukor the Kraken is an anti-ship attacker. Getting close to a target and latching on with six powerful armored limbs to grasp and crush the target.
- Nephrean
- Size: 280M
- Crew: 250
- 4 Missile Pods
- 2 Spinal Mounts
- 6 Fixed
- 6 Turrets
- 8 Auxiliary
- Ramming Keel
- Named after the Esat word for the ancient myths of the Zaeen that used to frequent their system and feature heavily in their culture due to ancient astronomers detecting them during their migration routes through the Esat system. Fast and nimble the Nephrean are intended to be fast striking hitters, relying on their speed and maneuverability, typically with a stealth cloak, to close the distance and unleash their attacks. The Ramming Keel gained from study of the Zaeen provides a powerful tool for damaging or disabling enemy craft
- Bioship Mods:
- Crushing Beak: A powerful beak of dense metal that can crack open even the most durable hulls if given adequate time. Cost: 40M
- Tentacle Arms: Long tentacle limbs covered in segmented armor. Each tentacle replaces a single Turret mount, the weapon installed at the tip of the limb offering increased tracking and accuracy.
- Honeypot: An expandable organic sac that safely carries Reconstructed until they are deployed. Can hold up to 20 Crit Crawls, Gargoyles, Looms or Stalkers, and 10 regular troops. Cannot carry large Reconstructed. Cost: 30B
- Premade Bioship Templates:
- Grapple Crab: 100B 50M
- Killcrab: 80B 60M
- Size: 10 Meters
- 1 Acid-Drop Missile Pod 10B 10M
- 1 Fixed Lightning Cannon
- 1 Turret Necrotic Flayer
- 2 Auxiliary Necroflensers
- Boarding Claws 10B
- Fighter Grapnel 10M
- Meant to attack in large swarms with the intent of overwhelming enemy large craft or tearing apart fighters in dogfights.
- Craw-bomber: 140B 80M
- Killcrab: 80B 60M
- Size: 20 Meters
- 1 Needle Missile Pod
- 1 Fixed Necrotic Flayer
- 1 Turret Chain Flenser
- 2 Auxiliary Shard Launchers
- Thermal Masking: 20B
- Bomb bay: 40B 20M
- A sleek and aerodynamic bioship strikecraft with the purpose of bombardment. Typically deployed from motherships in orbit the Craw-bombers can enter the atmosphere for their bombing runs. Thermal masking is included to help confuse incoming missiles or fighters. Their Shard Launchers are devastating anti-infantry weapons, raining down a hail of metal against its targets.
- Drop Pod Templates:
- Drop Pod Template:
- Cost: 70B 90M upon launching
- Capacity: 30 Medium sized troops
- Automated Weapon Mounts:
- 1 Heavy
- 3 Medium
- 2 Hardlight Barriers (semi-circle)
- Terror Pod - Used for deploying berserker troops behind enemy lines
- Capacity: 30
- Automated Weapons:
- 1 Javelin Thrower
- 3 Bone Repeaters
- 2 Hardlight Barriers
- Troop Pod - Used for common soldier deployment
- Capacity: 30
- Automated Weapons:
- 1 Necrotic Flayer
- 3 Thumpers (Smoke or gas grenades)
- 2 Hardlight Barriers
- Brute Pod - Used to rapidly deploy Brute Reconstructed or Heavy Exoarmors onto the battlefield through enemy fire, detonating open before landing to allow passengers to land utilizing their own abilities.
- Cost: 50B 50M
- Capacity: 2 Brutes/Heavy Exoarmors
- Heavy Drop Pod
- Cost: 150B 150M per deployment
- Capacity: 2 Battletombs/Crawlers + 3 Hearses (60 Troops)
- Automated Weapons:
- 4 Necrotic Flayers
- Hard-Light Plating
- Domination Spire: Designed by Dominator Valresko this massive construct is less of a Drop Pod and more of a symbol of the Armada's intent with a planet. With a height of over 150meters the Spires must be transported individually by Bloat Carrier or a Battleship may carry two if modified with the proper modules. Made of reinforced metal, chitin, and bone the Spire is dropped from orbit, it's inertia dampeners firing only enough to prevent the spire from completely embedding itself too deep in the planets surface. Armored plates then fall away to unleash it's compliment of aerial Reconstructed while built in Chitin Choir statues sing the battle-hymns of the Wormstar. Capable of transporting 40 Large Reconstructed such as Devils, Drakes, or Manglers along with 100 Scourges and 100 Gargoyles. At the crown of the Spire are large visages of Reconstructed skulls designed by the Necromancers of the Armada. A Domination Spire can be equipped with a Reality Anchor Beacon at extra cost. Cost: 300B 300M per deployment
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