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1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
5 Necron Star Dreadnoughts
50 Cairn-class Tombships (Battleships)
100 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
500 Jackal-Class Raiders (Aggressive Heavy Fighter)
1250 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
70000 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 (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 (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (11 turns)

Returning Augmented Cylon Technology to Colonials (1 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 6:28 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Colonials Offline- I have games I want to mod.

  • 07.22.2008 6:35 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

nvm

[Edited on 07.22.2008 6:47 PM PDT]

  • 07.22.2008 6:35 PM PDT
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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
2000 drones (battle)
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 1
Anti Air DONE
missiles DONE
Space station 15
turret add on wall version 3 turns
orbiter class battle cruiser 3 turns
Soldier upgrades Blueprint 6 turns
Battle Mechs 2 turns
Better researching tools 3 turns
Now at maximum research capacity
Construction:
40 houses 5 turns
Upgrade:Barracks lvl2 3turns
missile factory 8 turns
HQ 1 turns
Resource gather (unit) factory 4 turns
Walling to defend compounds 25 turns
Fort 6 turns
orbital cannon 6 turns

Space movement: Bringing 380 survivors back to base 2 turns

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)

ATTACKABLE

  • 07.22.2008 6:36 PM PDT
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just a tip for every one

the ori faction would kick every ones ass big time

  • 07.22.2008 6:36 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.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

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/Advanced Base
Basic Mines

Finished Research:
Basic Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
Advanced Settlement Procedures
mining Protocols
Energy Application study
Point-Defense Shield-gauntlet
Basic Armour Integrated Shielding

Research (To-do List):

Unknown Forerunner Artifact (Research will uncover its true purpose, bolstering our technology as well)
Complete Settlement Procedures- 3 turns
Improved Mining Protocols- 2 turns
Ice Suits- 1 turn
Advanced Armour-Integrated Shielding- 1 turn
Advanced Plasma shaping- 3 turns (Covenant already uses Basic Plasma shaping)
Active Camouflage- 1 turn
Shield Doors- 2 turns
Atomic research- 1 turn
Covenant Anti-matter bomb-8 turns
Antimatter study- 2 turns
Antimatter collector-3 turns
Antimatter storage- 3 turns



Construction:

3 Covenant Union forward Outposts- 2 turns
7 Landing Fields (One for each type of unit)- 1 turn
Improved mines- 3 turns
2-bay Space station- 1 turn
3 Covenant Factories- 5 turns
Covenant Shipyards- 5 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 4 turns
Antimatter Collector-3 turns
Antimatter storage- 3 turns
6 Covenant Anti-Air Batteries- 3 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...

Artifact uncovered Success! With the first mining expedition, we have uncovered what appears to be a Forerunner Artifact buried below the surface. It is being taken back to base for analysis.


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.

---Shields The Covenant Union now has access to shield technology. Although only available for Sangheili, we hope to integrate them into even the lowliest of our military.

Turns until I can be attacked: 3

  • 07.22.2008 6:41 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
5 Necron Star Dreadnoughts
50 Cairn-class Tombships (Battleships)
100 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
500 Jackal-Class Raiders (Aggressive Heavy Fighter)
1250 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
72000 Scarabs in swarm
350 Obelisks
175 Pylons
175 Monoliths
35 Abattoirs
6 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 (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 (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 (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)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (10 turns)

Returning Augmented Cylon Technology to Colonials ARRIVED

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 6:41 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

rst7503, can I be your Ally?

  • 07.22.2008 6:42 PM PDT
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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) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Hand-Held Lasers (Low Yield) Weak, Hand-Held defence. Basic Issue. 2 settings, stun, and kill.
- Spatial Torpedoes (Low Yield) Weak, missile weapon. Excellent Against Hull, not so good against shields.

Research:
- Ship-Based Phasers (1 Turns) Upgraded Firepower
- Phase Pistols (1 Turns) Upgraded Firepower
- EMH (3 Turns) Medical Specialist. Decreases losses in battle significantly.
- Energy Shields (1 Turn) (Low-Grade Defence)
- Manuvering Thusters (1 Turn)
- Impulse Engines (2 Turns)
- Warp Drive (1 Turn) Warp 1 MAX.

Construction:
- Star Base Core (Undefended, except shielding extended from the Delta Flyer) (5 Turns)
- Ground Base (Small Encampment) (2 Turns)

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

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:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- 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 6:42 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.
3 Alien Queens
1 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)
430 Warriors (The average Xenomorph, the height of a Spartan)
670 Runners (Weaker, but much faster aliens)
685 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
20 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:
100 Warriors
125 Drones
125 Runners
20 Carriers
2 Stalkers
1 Hierarch

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 (completed)
- 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 (completed)
- 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%.

Population Increase (completed)
- 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.


Research/Construction

Facehugger Pod (3) 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:

Acid Spit (1) 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 (4) 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.

Hive Mind (8) turns - The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.



(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 6:42 PM PDT
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Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

**1 UNSC Frigate en route to LV-385
**5 Covenant Banshees en route to LV-385

Ground units:
3,000 Mercenaries
1,000 Engineers
700 Scientists
500 Bounty Hunters
500 Pilots
500 Medics
500 Miners

Buildings (Space Based):
3-Bay Space Station
Space Station Laser Towers
Shield Generators
Shipyard Bay (Space Station Addon)
4 Perimeter Laser Platforms

Finished Research:
Asteroid Mining Efficiency
Space Station Defense Grid
Space Station Laser Weaponry
Exterior Plating on Space Station
Space Station Shield Systems
Advanced Fleet Thrusters
Advanced Space Station Thrusters
Laser Defense Perimeters

Research:
Heavy Ship Cannons - 1 turn
Quad-Radar Defense Grid - 1 turn
Salvaged Ship Efficiency - 2 turns
Diplomatic Relations - 3 turns

Construction:
3-Bay Space Station - DONE
Recruiting Technical Team: ALL DONE
1,000 Engineers
700 Scientists
500 Medics
500 Miners
Constructing 500 Single-Manned Fighters - 1 turn
Constructing 500 Single-Manned Bombers - 1 turn
Recruiting 1,000 Pilots - 2 turns
Asteroid Mining Plant - 3 turns
Research Laboratory Bay (Space Station Addon) - 3 turns

Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
RETREATING SEARCH AND RESCUE TEAM DUE TO TECHNICAL DIFFICULTIES.

Allies:


Enemies:


Message to all:
[//BEGINNING LONG-RANGE TRANSMISSION]
This is Admiral Bruce Hanchex of the HSM. I am proposing an alliance between willing factions to protect and fight for each other. In this time of war, any independant factions need to rely on each other to survive. A pact, named the Hanchex Pact, will be written with the approval of leaders from other factions. I hope whoever receives this will comply.
[//END LONG-RANGE TRANSMISSION]

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.22.2008 6:43 PM PDT
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[//BEGINNING LONG-RANGE TRANSMISSION]
This is Admiral Bruce Hanchex of the HSM. I am proposing an alliance between willing factions to protect and fight for each other. In this time of war, any independant factions need to rely on each other to survive. A pact, named the Hanchex Pact, will be written with the approval of leaders from other factions. I hope whoever receives this will comply.
[//END LONG-RANGE TRANSMISSION]

  • 07.22.2008 6:44 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

BK Burger Boy, there's already a Covenant Seperatist Faction. Pick a new faction.

And do things like Alliance requests in your actual post under the "messages" section.

  • 07.22.2008 6:44 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: BK Burger Boy
rst7503, can I be your Ally?


Well, currently, I'm in an alliance (the Superpowers alliance) and we are really too strong, in my opinion, so maybe you can, but we have to get people to join the other alliances to balance the power.

  • 07.22.2008 6:46 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Posted by: Lord Snakie
BK Burger Boy, there's already a Covenant Seperatist Faction. Pick a new faction.

And do things like Alliance requests in your actual post under the "messages" section.

Damn.

  • 07.22.2008 6:47 PM PDT
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Nobody reads 'em there. I just put it here to see if people see it. Whatev.

  • 07.22.2008 6:47 PM PDT

1 P17Y 7H3 F00L

KOTOR

I read your story, but I'm not quite too sure what to do about them

  • 07.22.2008 6:48 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
5 Necron Star Dreadnoughts
50 Cairn-class Tombships (Battleships)
100 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
500 Jackal-Class Raiders (Aggressive Heavy Fighter)
1250 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
3500 Warriors
1750 Immortals
600 Pariahs
600 Flayed Ones
300 Wraiths
300 Tomb Spyders
300 Destroyers
150 Heavy Destroyers
74000 Scarabs in swarm
350 Obelisks
175 Pylons
175 Monoliths
35 Abattoirs
6 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 (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 (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 (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 (9 turns)

Returning Augmented Cylon Technology to Colonials ARRIVED

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 6:49 PM PDT
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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
3000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Resources:1000 ore
5000 wood
9900 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) HQ lvl1

SPACE Base:
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 14
turret add on wall version 2 turns
orbiter class battle cruiser 3 turns
Soldier upgrades Blueprint 6 turns
Battle Mechs 1 turns
Better researching tools 2 turns
Now at maximum research capacity
Construction:
40 houses 3 turns
Upgrade:Barracks lvl2 1turns
missile factory 7 turns
HQ DONE
Resource gather (unit) factory 2 turns
Walling to defend compounds 24 turns
Fort 5 turns
orbital cannon 5 turns

Space movement: Bringing 380 survivors back to base 2 turns

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)

ATTACKABLE

Messages:
Starting alliance
Elite Combat Group Delta
Allies in it 0

trade request:
1000 for 500 warriors (soldiers,fighter,infantry)
to anyone who wants to trade

[Edited on 07.22.2008 7:00 PM PDT]

  • 07.22.2008 6:51 PM PDT
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I'm just trying to create an alliance, using a story thingy. I'll see how the alliance-less factions deal with it.

  • 07.22.2008 6:51 PM PDT

1 P17Y 7H3 F00L

KOTOR

For Some Reason, no one's forming alliances, maybe they aren't reading other people's posts

  • 07.22.2008 6:52 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.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

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/2-bay Space station
Basic Base/Advanced Base
Basic Mines
7 Landing Fields (One for each type of unit)

Finished Research:
Basic Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
Advanced Settlement Procedures
mining Protocols
Energy Application study
Point-Defense Shield-gauntlet
Basic Armour Integrated Shielding
Atomic research
Active Camouflage
Advanced Armour-Integrated Shielding
Ice Suits
Unknown Forerunner Artifact Slipspace precision

Research (To-do List):


Complete Settlement Procedures- 2 turns
Improved Mining Protocols- 1 turn
Advanced Plasma shaping- 2 turns (Covenant already uses Basic Plasma shaping)
Shield Doors- 1 turn
Covenant Anti-matter bomb-7 turns
Antimatter study- 1 turn
Antimatter collector-2 turns
Antimatter storage- 2 turns



Construction:

3 Covenant Union forward Outposts- 2 turns
Improved mines- 3 turns
3 Covenant Factories- 4 turns
Covenant Shipyards- 4 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 4 turns
Antimatter Collector-3 turns
Antimatter storage- 3 turns
6 Covenant Anti-Air Batteries- 2 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: Base has been built. Units are continuing to move out and build outposts.

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...

Our first reinforcements are due to arrive with the construction of landing fields on the surface. Keep an eye to the stars.

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.

Seeking alliances with any other factions. When complete in two turns, our shipyards will be available, allowing a 1.5 multiplyer for starship construction for any allied faction.

Artifact uncovered


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

-Shields

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

---In-system Micro-jump The recently uncovered Forerunner Artifact holds secrets to the Forerunners and their superior Slipspace travel. Research has yielded the ability to make In-system micro-jumps allow ships to "jump from one side of the system to the other. The rules concerning In-atmosphere Slipspace jmups also apply here, meaning that dodging an attack will leave us vulnerable unless we are at a suitable distance.

Turns until I can be attacked: 2

[Edited on 07.22.2008 7:11 PM PDT]

  • 07.22.2008 6:56 PM PDT
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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:
Space Staion: One-Bay

Finished Research:
- Ship-Based Phasers (Low-Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Phase Pistols (Low-Medium Yield) Weak, Hand-Held defence. Advanced Issue. 3 settings, stun, kill, and vaporize.
- Spatial Torpedoes (Low Yield) Weak, missile weapon. Excellent Against Hull, not so good against shields.

Warp Drive- Warp 1 MAX (FTL Travel, ~186k mps)
-Manuvering Thusters (Manuvering Jets for minute adjustments)

- Energy Shields (Low-Grade Defence)


Research:
-Deflector Control (4 Turns) Allows more power to shields in a pinch. Also, stronger communications.
- EMH (2 Turns) Medical Specialist. Decreases losses in battle significantly.
- Impulse Engines (1 Turns)
- Warp Drive (2 Turns) Warp 2 MAX

Construction:
- Star Base Core (Undefended, except shielding extended from the Delta Flyer) (4 Turns)
- Ground Base (Small Encampment) (1 Turns) Will produce 10 Personnel a Turn
- Starfleet Academy (10 Turns) LVL 1: Training Ground. Produces 100 Starfleet Soldiers a Turn.

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
-

Allies:
-

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- 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.”

- Transmision To HSM Space. This is Janeway. We accept your offer of an alliance, provided you protect us, as we are only a very small group, for the moment. We would like to perhaps set up trading of technology with you. Janeway out.

  • 07.22.2008 6:57 PM PDT
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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
4000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Resources:1500 ore
7000 wood
10000 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 LVL 2 (it is here cause i built fare and square) produces battle drones 2000 (or soldiers 1000) each turn CHOSEN: Battle drones (lesser soldiers but greater in numbers) (non biologic)
Beta Compound (economic and research) HQ lvl1

SPACE Base:
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 13
turret add on wall version 1 turns
orbiter class battle cruiser 2 turns
Soldier upgrades Blueprint 5 turns
Battle Mechs DONE
Better researching tools 1 turns
shuttle link blueprint 2 turns (link hangar station together for orbital defense increment
Now at maximum research capacity
Construction:
40 houses 3 turns
Upgrade:Barracks lvl2 DONE
missile factory 6 turns
HQ DONE
Resource gather (unit) factory 1 turns
Walling to defend compounds 23 turns
Fort 4 turns
orbital cannon 4 turns
LVL 2 upgrade for turrets and wall turrets
Mech Factory (creates either 100 battle mechs 100 gather mechs or 5 prototype Space mechs (fighters almost)
Space movement: Bringing 380 survivors back to base 2 turns

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)

ATTACKABLE

Messages:
Starting alliance
Elite Combat Group Delta
Allies in it 0

trade request:
1000 for 500 warriors (soldiers,fighter,infantry)
to anyone who wants to trade

  • 07.22.2008 7:09 PM PDT
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  • 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:
-160 StarFleet Personnel.

Buildings:
Space Staion: One-Bay
- Ground Base (Small Encampment) Will produce 10 Personnel a Turn

Finished Research:
- Ship-Based Phasers (Low-Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Phase Pistols (Low-Medium Yield) Weak, Hand-Held defence. Advanced Issue. 3 settings, stun, kill, and vaporize.
- Spatial Torpedoes (Low Yield) Weak, missile weapon. Excellent Against Hull, not so good against shields.

Warp Drive- Warp 1 MAX (FTL Travel, ~186k mps)
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)


Research:
-Deflector Control (3 Turns) Allows more power to shields in a pinch. Also, stronger communications.
- EMH (1 Turns) Medical Specialist. Decreases losses in battle significantly.
- Warp Drive (1 Turns) Warp 2 MAX
- Handheld Phasers (3 Turns) Increased Firepower, range, and versatility.
- Photon Torpedoes (2 Turns)(Low-Medium Yield) Increased Firepower and range. Impact on an unshielded vessel will do moderate damage, and inflict radiation damage as well.
- Phaser Alignment Coils (4 Turns) Will be ‘invisible technology’ and will only up the yield of all phasers 1 ‘grade’ of yield. ie: Low-Medium would become Medium.
-Tractor Beam (6 Turns) Allows manipulation of external objects, and enemy ships.
- Transporters (7 Turns) Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.

Construction:
- Star Base Core (Undefended, except shielding extended from the Delta Flyer) (3 Turns)
- Starfleet Academy (9 Turns) LVL 1: Training Ground. Produces 100 Starfleet Soldiers a Turn.
- Research Lab (5 turns) LVL 1: Scientific Outpost. Reduces all current technology turns by 1 additional turn. ONCE.

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
-

Allies:
-

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- 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.”

- Transmision To HSM Space. This is Janeway. We accept your offer of an alliance, provided you protect us, as we are only a very small group, for the moment. We would like to perhaps set up trading of technology with you. Janeway out.

  • 07.22.2008 7:11 PM PDT