Off Topic: The Flood
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1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2500 Warriors
1250 Immortals
400 Pariahs
400 Flayed Ones
200 Wraiths
200 Tomb Spyders
200 Destroyers
100 Heavy Destroyers
60000 Scarabs in swarm
250 Obelisks
125 Pylons
125 Monoliths
25 Abattoirs
3 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

WMD Parts: (need 2 parts, 1 research, resource gathering)
Aeonic Orb Containment Arms
Aenoic Orb Support Base

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (1 turns)
Re-engineering, Reprogramming, and Debugging Cylons (4 turns)

Construction:
9 Necron Lord (3 turns)
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
1 Tomb Stalker Titan (2 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 5:10 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
7 Heavy Attack Galley
50 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
8 Planetary Defense Carrier

Ground Units:
180 Brown Goblins
36 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 155

Research
Rift technology 2

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Galactic Empire: We wish to ally with you.

Can be attacked

[Edited on 07.22.2008 5:34 PM PDT]

  • 07.22.2008 5:13 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
3412 TIE Fighters
1681 TIE Interceptors
878 TIE Bombers
138 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
87 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
61 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
28 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
25 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
6 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,200 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2450 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
150 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5900 Sabre-Class Repulsor Tanks
5900 AT-STs
230 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Executor Jump Drives (Instant Travel)

Research:
Adjustable Power Superlaser-30 turns
Quadanium Steel Armor- 3 turns
PROJECT RANCOR- 13 turns
Reverse Engineering Jump Drives for all ships- 4 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 13 turns
Missile Silo- 7 turns
20 Nuclear Fission Missiles, 12 turns
20 Nuclear Fusion Missiles, 20 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
20 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
4 Executors , 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Rebel Aliens: An Alliance would not be in our interests at this time.


ATTACKABLE

  • 07.22.2008 5:14 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
230 Warriors (The average Xenomorph, the height of a Spartan)
410 Runners (Weaker, but much faster aliens)
415 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Research/Construction
The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

The Alien Hierarch has entered a phase of metamorphosis and will become a Queen in 1 turn, increasing the growth rate of the Hive, and adding up to 100 more facehuggers to their numbers.

Other Research:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:

Hardened Carapace (1) turns - The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Viscous Entrapment (2) turns - The passageways and hive-territory began to ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. It will reduce troop speed by 25%, and motorized movement by 30%.

Facehugger Carrier (3) turns - The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

\


(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.

[Edited on 07.22.2008 5:15 PM PDT]

  • 07.22.2008 5:14 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2500 Warriors
1250 Immortals
400 Pariahs
400 Flayed Ones
200 Wraiths
200 Tomb Spyders
200 Destroyers
100 Heavy Destroyers
62000 Scarabs in swarm
300 Obelisks
150 Pylons
150 Monoliths
30 Abattoirs
5 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

WMD Parts: (need 2 parts, 1 research, resource gathering)
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Re-engineering, Reprogramming, and Debugging Cylons (3 turns)

Construction:
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 turns)
1 Necron Star Dreadnought (1 turns)
10 Cairn-Class Tombships (1 turns)
20 Scythe-Class Harvest ships (1 turns)
30 Shroud-Class Cruisers (1 turns)
100 Jackal-Class Raiders (1 turns)
250 Dirge-Class Raiders (1 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (15 turns)

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

[Edited on 07.22.2008 5:27 PM PDT]

  • 07.22.2008 5:26 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk IIs
100 Viper Mk VIIs
50 Combat Raptors
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, maximum nuclear armament)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)

Ground units:
5000 Stormtroopers
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander

Research:
Project: NOVA- 1 turn
Project: Equus- 3 turns
Project: Star Hunter- 5 turns
Project: Leviathan Dock- 7 turns
Project: Cobol- 5 turns
Project: Cronus- 1 turn
Project: Colonial Fleet Carrier- 5 turns
Project: Bellerophron- 3 turns

Construction:
10,000 Ground-To-Air launchers to protect from space assault- 6 turns
9,000 Marines- 3 turns
900 R.A.Z.E.R.S.- 3 turns
400 Viper Mk IIs, 250 Viper Mk VIIs- 3 turns
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 7 turns
1 Trinity-Class Battlestar- 9 turns

Ground Movement: Colonials begin to delve up the old archives and take out the blueprints for old BattleStars. Work progresses in getting the schematics into the computers and preparing construction of more varied fleet.

Space movement: The Index has been pried from Beta Halo! The Viper IIs, Viper VIIs, and Combat Raptors that have pried it free are returning to the Colonial Fleet. They will arrive back in 5 turns.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

  • 07.22.2008 5:27 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
8 Heavy Attack Galley
55 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
9 Planetary Defense Carrier

Ground Units:
185 Brown Goblins
37 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 160

Research
Rift technology 1

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Galactic Empire: We wish to ally with you.
Message to TimeSplitters: We wish to ally with you.

Can be attacked

  • 07.22.2008 5:35 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
280 Warriors (The average Xenomorph, the height of a Spartan)
475 Runners (Weaker, but much faster aliens)
480 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
300 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Completed Research/Construction

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

The Alien Hierarch has become a new Queen, adding 100 Facehuggers to the Hive, and having direct control over the Hive extension at LV-385.

Hardened Carapace
(completed) - The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Research/Construction



Other Research pending:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:

Population Increase (3) turns - More facehuggers means more breeding, and the Xenomorphs continue to hunt and infest the various creatures found within the depths and surfaces of the asteroid, as well as the occasional straggler from LV-385.

Viscous Entrapment (1) turns - The passageways and hive-territory began to ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. It will reduce troop speed by 25%, and motorized movement by 30%.

Facehugger Carrier (1) turns - The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.


(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.

  • 07.22.2008 5:36 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
9 Heavy Attack Galley
60 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
10 Planetary Defense Carrier

Ground Units:
190 Brown Goblins
38 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 165

Research
Rift technology Done

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination
Rift Technology

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Galactic Empire: We wish to ally with you.
Message to TimeSplitters: We wish to ally with you.

Can be attacked

  • 07.22.2008 5:37 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2500 Warriors
1250 Immortals
400 Pariahs
400 Flayed Ones
200 Wraiths
200 Tomb Spyders
200 Destroyers
100 Heavy Destroyers
64000 Scarabs in swarm
300 Obelisks
150 Pylons
150 Monoliths
30 Abattoirs
5 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

WMD Parts: (need 2 parts, 1 research, resource gathering)
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Re-engineering, Reprogramming, and Debugging Cylons (2 turns)

Construction:
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (14 turns)

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 5:40 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
3612 TIE Fighters
1781 TIE Interceptors
928 TIE Bombers
138 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
87 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
61 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
28 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
25 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
10 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,300 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2500 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
160 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5950 Sabre-Class Repulsor Tanks
5950 AT-STs
250 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Executor Jump Drives (Instant Travel)

Research:
Quadanium Steel Armor- 2 turns
PROJECT RANCOR- 12 turns
Reverse Engineering Jump Drives for all ships- 3 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 12 turns
Missile Silo- 6 turns
20 Nuclear Fission Missiles, 11 turns
20 Nuclear Fusion Missiles, 19 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
20 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
10 Imperators, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

  • 07.22.2008 5:55 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
3000 Warriors
1500 Immortals
500 Pariahs
500 Flayed Ones
250 Wraiths
250 Tomb Spyders
250 Destroyers
125 Heavy Destroyers
66000 Scarabs in swarm
300 Obelisks
150 Pylons
150 Monoliths
30 Abattoirs
5 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

WMD Parts: (need 2 parts, 1 research, resource gathering)
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Re-engineering, Reprogramming, and Debugging Cylons (1 turns)

Construction:
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (13 turns)

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 5:55 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Resources:100 ore
500 wood
9000 workers (they build and determine how fast buildings are completed)

Buildings
Alpha Compound (landing and fleet control)
landing pad
Delta Compound (military and defense control)
1 barracks (it is here cause i built fare and square) produces battle drones 1000 (or soldiers 500) each turn CHOSEN: Battle drones (lesser soldiers but greater in numbers) (non biologic)
Beta Compound (economic and research)

SPACE Base:
(none)
Research:
turrets LVL2 2
Anti Air 1
missiles 1
Space station 16
(only what i need is being researched)

Construction:
40 houses 6 turns
Upgrade:Barracks lvl2 4turns
missile factory 9 turns
HQ 2turns
Resource gather (unit) factory 5 turns
Walling to defend compounds 26 turns

Space movement: they arrived and are found a small army attacking (about 80 soldiers of an unnamed enemy)

Ground Movement: building and gathering resources

Allies: All who help my people

Enemies: All who attack me



Distress signals:
Race roles:Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
Other races (assorted abilities) There is some research being done to fuse the races together [attempts:2 success:0 deaths:0 (traits are not there but the creature do live and are quite smart)

ATTACKBLE

  • 07.22.2008 6:08 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much deadlier, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first
movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
330 Warriors (The average Xenomorph, the height of a Spartan)
540 Runners (Weaker, but much faster aliens)
545 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
300 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners
10 Carriers

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Completed Research/Construction

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

The Alien Hierarch has become a new Queen, adding 100 Facehuggers to the Hive, and having direct control over the Hive extension at LV-385.

Hardened Carapace
(completed) - The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Facehugger Carrier - The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.


Research/Construction

Facehugger Pod (4) turns - a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).


Other Research pending:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:

Population Increase (2) turns - More facehuggers means more breeding, and the Xenomorphs continue to hunt and infest the various creatures found within the depths and surfaces of the asteroid, as well as the occasional straggler from LV-385.

Acid Spit (3) turns - Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.

Shell of Steel (6) turns - The Empress' immense size and strength are supported by an exoskeleton which is immensely stronger and more dense than a typical Xenomorph. Evolving further, the Empress will be invulnerable to normal munitions, and only anti-tank, high-energy laser, or other extremely potent munitions will be able to damage her in the slightest.



(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.

[Edited on 07.22.2008 6:10 PM PDT]

  • 07.22.2008 6:10 PM PDT

1 P17Y 7H3 F00L

KOTOR

I just want to make an announcement to everybody that the Non-Aggression Agreement for the Necrons with everybody else will officially expire on Page 20. It doesn't mean there will be a huge necron invasion, just that I am no longer restricted, and can fight as I please

  • 07.22.2008 6:11 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
3000 Warriors
1500 Immortals
500 Pariahs
500 Flayed Ones
250 Wraiths
250 Tomb Spyders
250 Destroyers
125 Heavy Destroyers
68000 Scarabs in swarm
300 Obelisks
150 Pylons
150 Monoliths
30 Abattoirs
5 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

WMD Parts: (need 2 parts, 1 research, resource gathering)
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:

Construction:
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Tomb Stalker Titan (2 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (12 turns)

Returning Augmented Cylon Technology to Colonials (2 turns)

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 6:13 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:
Star Trek: Voyager Era (Borg Influence Special Ability: 2 Things May be researched and constructed at once)
(Planet 1's Inhabitable Moon)

Ships:
-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft

Ground units:
-150 StarFleet Personnel.

Buildings:
-Unidentified Space Station

Finished Research:
- Ship-Based Lasers (Low Yield)
- Hand-Held Lasers (Low Yield)
- Spatial Torpedoes

Research:
- Ship-Based Phasers (2 Turns)
- Phase Pistols (2 Turns)

Construction:
-

Ground Movement:
-

Space movement:
- Voyager Glides through the Temporal anomaly, just as the halos explode, and reappears... right where they left. But the Halos are restored.

Allies:
-

Enemies:-

Message to all:
- INTER-SHIP CHATTER: “Janeway to engineering, what the hell just happened? I thought we got out of this system!” “B’llana here, It appears that the temporal anomaly, was really a portal to an alternate universe. And, there’s no way that I can see of getting back to the previous one, Captain.” “Well then, we will attempt to get resources and make allies in THIS reality then. Hopefully, they will be a little more receptive this time...” “Yeah, I know what you mean. Being Boiled alive and nearly suffocating on that damned planet is not something I’d Like to relive.”

- Captains Orders to Navigation: “Paris, take us in range of that un-identified space station. It looks sort of like the care-taker array. Maybe we can use it.” “Aye, Sir.”

- Captains orders to Astrometrics: “Seven, start synthesizing the technology plans for improved phasers, shipbased and handheld. We may need the additional Firepower...” “Yes Captain.”

- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

  • 07.22.2008 6:23 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:

FIGHTER DESIGNATIONS
100 Viper Mk IIs
100 Viper Mk VIIs
50 Combat Raptors

CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)

NukeShip DESIGNATIONS

5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, maximum nuclear armament)

WARSHIP DESIGNATIONS

5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)

CAPITAL SHIPS

5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)

Ground units:
5000 Stormtroopers
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus

Research:
Project: Equus- 2 turns
Project: Star Hunter- 4 turns
Project: Leviathan Dock- 6 turns
Project: Cobol- 4 turns
Project: Colonial Fleet Carrier- 4 turns
Project: Bellerophron- 2 turns

Construction:
10,000 Ground-To-Air launchers to protect from space assault- 5 turns
9,000 Marines- 2 turns
900 R.A.Z.E.R.S.- 2 turns
400 Viper Mk IIs, 250 Viper Mk VIIs- 2 turns
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 6 turns
1 Trinity-Class Battlestar- 8 turns

Ground Movement: Colonials begin to delve up the old archives and take out the blueprints for old BattleStars. Work progresses in getting the schematics into the computers and preparing construction of more varied fleet.

Space movement: The Index has been pried from Beta Halo! The Viper IIs, Viper VIIs, and Combat Raptors that have pried it free are returning to the Colonial Fleet. They will arrive back in 4 turns.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

"VOYAGER" STARSHIP: We are the Colonial Fleet, representing the interests of the Vasari, Empire, and Necrons. We will not attack you, but we cannot support you either, just to maintain our neutrality. Colonial Fleet out.

[Edited on 07.22.2008 6:25 PM PDT]

  • 07.22.2008 6:23 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.

The Covenant Union is devoted to "reclaiming" their former military prowess and holds no affiliation or contest with any other faction. A fanatical sect, they place more importance on relics than combat but can hold their own with their re-purposed Forerunner technology powering their ships and ground forces.

Unlike their predecessor, the original Covenant, this hegemony has no interest in the destruction of other sentients. Rather, they are brought together by their interest in advancing technology and, having picked up the signatures of additional relics on their luminaries have moved into the system to begin excavating uncolonized planets when they have a formidable defense fleet.

You may find it curious that many Covenant Loyalists exist within their ranks. Don't be alarmed. Many sentients have been drawn to the Covenant Union's purpose and joined of their own will rather than having their planets held at gun-point by the fleet. They will remain in-system for the excavation of Forerunner Artifacts, but will not attack unless provoked.

Ships:
500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
2 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
10 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
5 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
10 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
2 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)

Ground units:
1000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
100 Sangheili (Shielded, intelligent, commanding officers of various ranks)
20 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
50 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
4 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)

Buildings:
1-Bay Space Station
Basic Base- 1 turn

Finished Research:
Basic Settlement Procedures- 1 turn
Landing Field schematics- 1 turn (Will allow the Covenant Union to deploy additional forces in this system)
Research (To-do List):

Advanced Settlement Procedures- 1 turn
Complete Settlement Procedures- 4 turns
mining Protocols- 1 turn
Improved Mining Protocols- 3 turn
Energy Application study- 1 turn
Ice Suits- 2 turns
Basic Armour Integrated Shielding- 2 turns
Advanced Armour-Integrated Shielding- 3 turns
Point-Defense Shield-gauntlet- 1 turn
Advanced Plasma shaping- 4 turns (Covenant already uses Basic Plasma shaping)
Active Camouflage- 2 turns
Shield Doors- 3 turns
Atomic research- 2 turns
Covenant Anti-matter bomb-9 turns
Antimatter study- 3 turns
Antimatter collector-4 turns
Antimatter storage- 4 turns



Construction:

Advanced Base- 1 turn
7 Landing Field (One for each type of unit)- 2 turns
Basic Mines- 1 turns
Improved mines- 4 turns
2-bay Space station- 2 turns
3 Covenant Factories- 6 turns
Covenant Shipyards- 6 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 4 turns
Antimatter Collector-4 turns
Antimatter storage- 4 turns
6 Covenant Anti-Air Batteries- 4 turns
*500 Covenant Ghosts per turn
*200 Covenant Wraiths per turn
*100 Covenant banshees per turn
*50 Covenant Phantoms per turn
**100 Additional Sangheili each turn
**500 additional Unggoy each turn
**250 additional Kig-Yar each turn
**10 Lekgolo pairs each turn
**500 Yanme'e each turn
**50 Huragok each turn
**1 Scarab- 2 turns

*On standby until the Shipyards are complete
** On standbye until landing field is created

Ground Movement: Troops have been deployed via a Gravity Lift from one of our Assault Carriers as well as two Scarabs. Additional troops are beginning construction of a base.

Space movement: In orbit around Planet 4.
-Plans are being made to mobilize a portion of the fleet to Planet 5 (Uninhabited by any) for further colonization. Awaiting admission from the Council...

Allies:none at the moment

Enemies:Xenomorphs are not to be engaged in a surface attack. They are to be left to their own devices, but the moment they gain access to a starship, we shall attack in full force. Like the Flood, they cannot escape quarantine!

Message to all:

When complete, the Shipyards will be operational for all allies to use.
We will not be attempting to usurp the Colonials. If they want the index, they may take it. Our forces here are too smal for naval combat anyways...


Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available.

For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing

-In-atmosphere Slipspace jump

-Boarding This section will be detailed in a future tactical Update. Stay tuned.

---No new Updates at the moment.

Turns until I can be attacked: 4

[Edited on 07.22.2008 6:25 PM PDT]

  • 07.22.2008 6:23 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much deadlier, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first
movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) now fully grown. See below for more details.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
380 Warriors (The average Xenomorph, the height of a Spartan)
605 Runners (Weaker, but much faster aliens)
610 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
10 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
300 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners
10 Carriers

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Completed Research/Construction

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

The Alien Hierarch has become a new Queen, adding 100 Facehuggers to the Hive, and having direct control over the Hive extension at LV-385.

Hardened Carapace
(completed) - The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Facehugger Carrier - The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.


Research/Construction

Facehugger Pod (4) turns - a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).


Other Research pending:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:

Population Increase (1) turns - More facehuggers means more breeding, and the Xenomorphs continue to hunt and infest the various creatures found within the depths and surfaces of the asteroid, as well as the occasional straggler from LV-385.

Acid Spit (2) turns - Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.

Shell of Steel (5) turns - The Empress' immense size and strength are supported by an exoskeleton which is immensely stronger and more dense than a typical Xenomorph. Evolving further, the Empress will be invulnerable to normal munitions, and only anti-tank, high-energy laser, or other extremely potent munitions will be able to damage her in the slightest.



(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.

  • 07.22.2008 6:23 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
3812 TIE Fighters
1881 TIE Interceptors
978 TIE Bombers
138 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
87 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
61 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
28 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
35 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
10 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2550 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
170 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6000 Sabre-Class Repulsor Tanks
6000 AT-STs
270 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a light Frigate)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Nuclear Fusion Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Executor Jump Drives (Instant Travel)

Research:
Quadanium Steel Armor- 1 turns
PROJECT RANCOR- 11 turns
Reverse Engineering Jump Drives for all ships- 2 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 11 turns
Missile Silo- 5 turns
20 Nuclear Fission Missiles, 10 turns
20 Nuclear Fusion Missiles, 18 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
15 Victorys, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions.

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

OFFLINE

[Edited on 07.22.2008 9:10 PM PDT]

  • 07.22.2008 6:24 PM PDT