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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:
1500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
750 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
200 Sangheili (Shielded, intelligent, commanding officers of various ranks)
30 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)
700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
100 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
5 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

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/Advanced Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols/Improved 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
Antimatter study
Shield Doors

Research (To-do List):

Complete Settlement Procedures- 1 turn
Advanced Plasma shaping- 1 turn (Covenant already uses Basic Plasma shaping)
Covenant Anti-matter bomb-6 turns
Antimatter collector-1 turn
Antimatter storage- 1 turn


Construction:

3 Covenant Union forward Outposts- 1 turn
Improved mines- 2 turns
3 Covenant Factories- 3 turns
Covenant Shipyards- 3 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 4 turns
Antimatter Collector-1 turn
Antimatter storage- 1 turn
6 Covenant Anti-Air Batteries- 1 turn
*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


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...

-Covenant Reinforcements have arrived and deployed additional ground units. requesting more next turn.
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.

-USS Voyager, The Covenant Union would like to offer you an alliance. You would be wise to stay away from Planet 7, home to the Xenomorphs. We will be enacting a quarantine once enough ships are available in this system.

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

-In-system Micro-jump

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

---No new updates. Stay tuned

Turns until I can be attacked: 1

[Edited on 07.22.2008 7:30 PM PDT]

  • 07.22.2008 7:12 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
6 Necron Star Dreadnoughts
60 Cairn-class Tombships (Battleships)
120 Scythe-class Harvest Ships (Heavy Cruisers)
165 Shroud-Class Cruisers (Anti-Fighter Cruiser)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 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
76000 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 (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 (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 (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 (8 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 7:13 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:
Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

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

Ground units:
-170 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 2 MAX (FTL Travel, ~186k mps) x 10
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)

- EMH (Medical Specialist) Decreases losses in battle significantly.


Research:
-Deflector Control (2 Turns) Allows more power to shields in a pinch. Also, stronger communications.
- Warp Drive (3 Turns) Warp 3 MAX
- Handheld Phasers (2 Turns) Increased Firepower, range, and versatility.
- Photon Torpedoes (1 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 (3 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 (5 Turns) Allows manipulation of external objects, and enemy ships.
- Transporters (6 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) (2 Turns)
- Starfleet Academy (8 Turns) LVL 1: Training Ground. Produces 100 Starfleet Soldiers a Turn.
- Research Lab (4 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.

- Transmission to Covenant Union: Alliance Request Accepted. We are heeding your warning about planet 7. Deploying warning buoy to the planet, to prevent accidental exposure to contaminants. Catalogueing species behavior. Hailing planet from long range, attempting to establish diplomatic contact with Xenomorphs.
GOING OFFLINE.
ATTACKABLE IN 1 TURN

  • 07.22.2008 7:19 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.

Your faction: Transversal Union. A group of united species.

Ships: 1 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay.

10 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor.

10 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding.



Ground units: 500 NDF Troopers: These specialised Human infantry of the Unioun are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ FAMAS rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

100 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenaded. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

50 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships.Armed with Plasma Rifles and MA5K carbines.

600 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and M468 Rifles.

10 Stalkers: Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

20 Havok-class Banshee interceptor: Upgraded Sangheili glider with longer range and Sheilding capabilities.

Buildings: Space Station

Finished Research: Ballistic Weaponry (Bullets) Plasma (searing weaponry brought in by the Sangheili.) Slipspace drives. (Sangheili and Human craft are equiped with this efficient travel drives that can navigate the stars with precision and speed)

Research: (Current Research) Biomechanics (3 turns)

Construction: Ground factories (2 turns)
Orbital Shipyards (3 turns)

Ground Movement: Training Excercises on the Homeworld.

Space movement: Fleet orbiting homeworld.

Allies:

Enemies:

Message to all: Special operations and Parasitic disposal. Allies needed.

  • 07.22.2008 7:20 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:
1500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
750 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
200 Sangheili (Shielded, intelligent, commanding officers of various ranks)
30 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)
700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
100 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
1 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Buildings:
1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
3 Covenant Union forward Outposts
Basic Mines
7 Landing Fields (One for each type of unit)
Antimatter Collector
Antimatter storage
6 Covenant Anti-Air Batteries

Finished Research:
Basic Settlement Procedures/Advanced Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols/Improved 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
Antimatter study
Shield Doors
Antimatter collector
Antimatter storage
Complete Settlement Procedures
Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)

Research (To-do List):

Covenant Anti-matter bomb-5 turns
Unknown Forerunner Artifact
Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)- 2 turns

Construction:

6 Covenant Anti-Air Batteries- 3 turns
3 Covenant Union forward Outposts- 3 turns
Improved mines- 1 turn
3 Covenant Factories- 2 turns
Covenant Shipyards- 2 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 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


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...

-Covenant Reinforcements are expected to arrive in one more turn.

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.

-USS Voyager, The Covenant Union would like to offer you an alliance.

Artifact uncovered Yet another Artifact has been uncovered. Analysis is once again underway.

- Transversal Union, The Covenant Union would like to offer you an alliance.

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

-In-system Micro-jump

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

---

Turns until I can be attacked: 0

[Edited on 07.22.2008 7:26 PM PDT]

  • 07.22.2008 7:23 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
6 Necron Star Dreadnoughts
60 Cairn-class Tombships (Battleships)
120 Scythe-class Harvest Ships (Heavy Cruisers)
165 Shroud-Class Cruisers (Anti-Fighter Cruiser)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
4000 Warriors
2000 Immortals
700 Pariahs
700 Flayed Ones
350 Wraiths
350 Tomb Spyders
350 Destroyers
175 Heavy Destroyers
78000 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 (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 (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 (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 (7 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

The Necron Non-Aggression Promise Agreement extending to all factions will Expire at the Beginning of Page 20, you guys better be prepared. Don't worry, I won't attack anyone right away though

[Edited on 07.22.2008 7:37 PM PDT]

  • 07.22.2008 7:24 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.

Your faction: Transversal Union. A group of united species.

Ships: 1 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay.

10 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor.

10 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding.


Ground units: 500 NDF Troopers: These specialised Human infantry of the Unioun are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ FAMAS rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

100 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenaded. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

50 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships.Armed with Plasma Rifles and MA5K carbines.

600 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and M468 Rifles.

10 Stalkers: Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

20 Havok-class Banshee interceptor: Upgraded Sangheili glider with longer range and Sheilding capabilities.

Buildings: Space Station

Finished Research: Ballistic Weaponry (Bullets) Plasma (searing weaponry brought in by the Sangheili.) Slipspace drives. (Sangheili and Human craft are equiped with this efficient travel drives that can navigate the stars with precision and speed)

Research: (Current Research) Biomechanics (2 turns)

Construction: Ground factories (1 turns)
Orbital Shipyards (2 turns)

Ground Movement: Training Excercises on the Homeworld.

Space movement: Fleet orbiting homeworld.

Allies:

Enemies:

Message to all: Special operations and Parasitic disposal. Allies needed. I Would Like to request an Alliance with The Covenant Union to suppress the Xenomorphs.

  • 07.22.2008 7:28 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:
2000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
300 Sangheili (Shielded, intelligent, commanding officers of various ranks)
40 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)
1200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
150 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
6 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Buildings:
1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
3 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Antimatter Collector
Antimatter storage
6 Covenant Anti-Air Batteries

Finished Research:
Basic Settlement Procedures/Advanced Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols/Improved 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
Antimatter study
Shield Doors
Antimatter collector
Antimatter storage
Complete Settlement Procedures
Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)

Research (To-do List):

Covenant Anti-matter bomb-4 turns
Unknown Forerunner Artifact
Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)- 1 turn

Construction:

6 Covenant Anti-Air Batteries- 2 turns
3 Covenant Union forward Outposts- 2 turns
3 Covenant Factories- 1 turns
Covenant Shipyards- 1 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 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


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...

-Covenant Reinforcements have arrived. Updating garrison information now. The next reinforcing will be postponed several turns in favour of research and development.

Allies:Transversal Union

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.

-USS Voyager, The Covenant Union would like to offer you an alliance.

Artifact research in progress Analysis is still underway. The myriad information crashed a server earlier setting us back. It will be quite valuable once its purpose is revealed.

- Transversal Union, The Covenant Union accepts your alliance. Welcome.

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

-In-system Micro-jump

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

---

Turns until I can be attacked: 0

[Edited on 07.22.2008 7:34 PM PDT]

  • 07.22.2008 7:32 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
6000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
Survivers all races :
Resources:2500 ore
8000 wood
11000 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 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
Resource gather (unit) factory

SPACE Base:
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 12
turret add on wall version DONE
orbiter class battle cruiser 1 turns
Soldier upgrades Blueprint 4 turns
Battle Mechs DONE
Better researching tools turns
shuttle link blueprint 1 turns (link hangar station together for orbital defense increment
Now at maximum research capacity
Construction:
40 houses 2 turns
Upgrade:Barracks lvl2 DONE
missile factory 5 turns
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds 23 turns
Fort 4 turns
orbital cannon 3 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) 2
Space movement:

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:4 success:1 deaths:0 (traits are not there but the creature do live and are quite smart)
The creature is complete mahhahahahaha
ATTACKABLE

Messages:

Alliances:
Elite Combat Group Delta
trade request:
1000 for 500 warriors (soldiers,fighter,infantry)
to anyone who wants to trade

  • 07.22.2008 7:34 PM PDT

1 P17Y 7H3 F00L

KOTOR

guys, I know Xenomorphs are a threat to all, and are somewhat an "evil faction" in our mind, don't pwn them that much. They are already disadvantaged as being at war with every faction, and sometimes, not even their exponential breeding will save them, if everyone declares war on them.

I'm not putting war with Xenomorphs off-limit. I'm just saying be reasonable, and take your time. There's no hurry, and eliminating the Xenomorphs out of this game Should Not be anyone's first priority.

  • 07.22.2008 7:36 PM PDT
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Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
500 Single-Personnel Fighter
500 Single-Personnel Bomber
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
17 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
2,500 Mercenaries
1,000 Engineers
700 Scientists
500 Bounty Hunters
450 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
Quad Radar Defense Grid
Heavy Ship Cannons

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

Construction:
Constructing 500 Single-Manned Fighters - DONE
Constructing 500 Single-Manned Bombers - DONE
Recruiting 1,000 Pilots - 1 turn
Asteroid Mining Plant - 2 turns
Research Laboratory Bay (Space Station Addon) - 2 turns
4-Bay Space Station - 4 turns
Recruiting Assault Team: - 4 turns
2,500 Mercenaries
250 Bounty Hunters
150 Pilots
100 Shock Troopers (Heavy Ground)

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

Space movement:
Sending Peace Offering to Star Trek: VE - 3 turns
3 UNSC Destroyers
250 Mercenaries
50 Pilots

Allies:
Star Trek: VE

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]

Message to Covenant Union
I'm proposing a board of factions in an alliance, and I would like to recommend starting one with you. It would work out better than a single-led alliance, such as the Covenant Union. Please consider this.

Message to Star Trek: VE
I would appreciate beginning a trade with you. Protection is offered near my asteroids, and as a peace offering I will sent a few Destroyers to assist you.

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 7:37 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50). The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18). Combined, all the transport ships have the materials and tools needed to start a small, productive colony.

7 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships

Ground units: (NOTE: All of my ground units are still in space, these numbers are for reference)
140 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
75 Security Guards, Armed with MP-5s and light kevlar armor.
295 Colonists
64 Crew (15 aboard the Domain)
5 Soldiers, Armaments Vary, Light kevlar armor.

Buildings: 1-Bay Shipyard, 1 tug is being refitted, Crew members are the only ones aboard

Finished Research: None

Research: The Science team aboard the Domain has begun researching Dark Matter, hoping to learn enough about it to turn it into a tangible resource [7 turns].

Construction: Refitting a tug for offensive capabilities [2 turns]

Ground Movement: Aboard all transport vessels, Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. At most, only 150 colonists will become Soldiers. Soldier armaments can range from pistols to 7.62mm rifles until materials can be gathered to make consistent weaponry. 5 Soldiers trained.

Space movement: The CEC Fleet moves toward Planet 2, arrival in 4 turns.
1 Tug enters the shipyard to be refitted for offensive capabilites. Upgrades are 1 8 tube missle launcher on the top of the tug. It can no longer be used to move vessels. [2 turns]

Allies: Rebel Aliens

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

To the Human Space Mercenaries: The CEC will gladly sign the Hanchex Pact

2 Turns Until I can be Attacked


[Edited on 07.22.2008 7:40 PM PDT]

  • 07.22.2008 7:38 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
6 Necron Star Dreadnoughts
60 Cairn-class Tombships (Battleships)
120 Scythe-class Harvest Ships (Heavy Cruisers)
165 Shroud-Class Cruisers (Anti-Fighter Cruiser)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
4000 Warriors
2000 Immortals
700 Pariahs
700 Flayed Ones
350 Wraiths
350 Tomb Spyders
350 Destroyers
175 Heavy Destroyers
80000 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 (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 (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 (6 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

The Necron Non-Aggression Promise Agreement extending to all factions will Expire at the Beginning of Page 20, you guys better be prepared. Don't worry, I won't attack anyone right away though

  • 07.22.2008 7:39 PM PDT
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Getting off for the night. Send PM's about a United Faction Alliance.

  • 07.22.2008 7:39 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.

Your faction: Transversal Union. A group of united species.

Ships: 1 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay.

10 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor.

10 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding.



Ground units: 500 NDF Troopers: These specialised Human infantry of the Unioun are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ FAMAS rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

100 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenaded. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

50 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships.Armed with Plasma Rifles and MA5K carbines.

600 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and M468 Rifles.

10 Stalkers: Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

20 Havok-class Banshee interceptor: Upgraded Sangheili glider with longer range and Sheilding capabilities.

Buildings: Space Station

Orbital Shipyards

Ground factories.

Finished Research: Ballistic Weaponry (Bullets) Plasma (searing weaponry brought in by the Sangheili.) Slipspace drives. (Sangheili and Human craft are equiped with this efficient travel drives that can navigate the stars with precision and speed)

Research: (Current Research) Biomechanics (1 turns)
Armor (1 turn)
Construction:
100 NDF troopers (4 turns)
1 CCS cruiser. (5 turns)
10 Sangheili troopers. (2 turns)


Ground Movement: Training Excercises on the Homeworld.

Space movement: Fleet orbiting homeworld.

Allies:The Covenant Union

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed.

  • 07.22.2008 7:39 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:
2000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
300 Sangheili (Shielded, intelligent, commanding officers of various ranks)
40 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)
1200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
150 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
6 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Buildings:
1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
3 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Antimatter Collector
Antimatter storage
6 Covenant Anti-Air Batteries
3 Covenant Factories
Covenant Shipyards

Finished Research:
Basic Settlement Procedures/Advanced Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols/Improved 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
Antimatter study
Shield Doors
Antimatter collector
Antimatter storage
Complete Settlement Procedures
Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)

Research (To-do List):

Covenant Anti-matter bomb-3 turns
Unknown Forerunner Artifact
Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)- 1 turn

Construction:

6 Covenant Anti-Air Batteries- 1 turn
3 Covenant Union forward Outposts- 1 turn
2 Covenant Frigates- 1 turn
1 CCS-class Cruiser- 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


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...

-Covenant Reinforcements have arrived. Updating garrison information now. The next reinforcing will be postponed several turns in favour of research and development.

-Shipyards operational. Construction in progress.

Allies:Transversal Union

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:

-Covenant Union Shipyards are now up and running. Our first capital ships are in production.
-Seeking alliances with any other factions.

-USS Voyager, The Covenant Union would like to offer you an alliance.

Artifact research in progress Analysis is still underway.

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

-In-system Micro-jump

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

---Shipyards: The Covenant Union Shipyards are now available to our fleet and all allies. The first of our ships are in production in orbit.

Turns until I can be attacked: 0

  • 07.22.2008 7:40 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1000 Pilots
100 Telepathy Bio-commandos.
50 Super-soldiers.

Buildings: N/A

Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.

Research: Backup Shielding For All Ships: 10 Turns
Super Soldier Invisibility: 7 Turns
Psychokinesis Training: 8 Turns

Construction: N/A

Ground/Space Movement: 10 Battlecruisers form ring around Mothership,
Supercariers orbit Mothership in and inner ring.
Stinger Fighters fly recon missions around the edges of radar, intercept any long-range radar contacts.

Allies/Enemies: N/A

Message to All: Lord Snakie, is the deal done?

  • 07.22.2008 7:40 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
6 Necron Star Dreadnoughts
60 Cairn-class Tombships (Battleships)
120 Scythe-class Harvest Ships (Heavy Cruisers)
165 Shroud-Class Cruisers (Anti-Fighter Cruiser)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
4500 Warriors
2250 Immortals
800 Pariahs
800 Flayed Ones
400 Wraiths
400 Tomb Spyders
400 Destroyers
200 Heavy Destroyers
82000 Scarabs in swarm
400 Obelisks
200 Pylons
200 Monoliths
40 Abattoirs
7 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 (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 (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 (5 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

The Necron Non-Aggression Promise Agreement extending to all factions will Expire at the Beginning of Page 20, you guys better be prepared. Don't worry, I won't attack anyone right away though

  • 07.22.2008 7:44 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1000 Pilots
100 Telepathy Bio-commandos.
50 Super-soldiers.

Buildings: N/A

Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.

Research: Backup Shielding For All Ships: 9 Turns
Super Soldier Invisibility: 6Turns
Psychokinesis Training: 7Turns
Wide-Range Temp. Suits (Protect against any temperature weather): 2 Turns
10 Landing Craft: 2 Turns
Ice and Rock Drills: 1 Turn

Construction: N/A

Ground/Space Movement: Fleet as a whole moves to the North-Eastern area just outside outer asteroid ring. Landing preparations imminent.


Allies/Enemies: N/A

Message to All: Non-hostile. As of now.

[Edited on 07.22.2008 7:50 PM PDT]

  • 07.22.2008 7:48 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:
1000 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)
12 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:
2000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
300 Sangheili (Shielded, intelligent, commanding officers of various ranks)
40 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)
1200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
150 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
6 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Infantry Transports

500 Covenant Ghosts
200 Covenant Wraiths
100 Covenant banshees
50 Covenant Phantoms


Buildings:
1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
6 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Antimatter Collector
Antimatter storage
12 Covenant Anti-Air Batteries
3 Covenant Factories
Covenant Union Shipyards

Finished Research:
Basic Settlement Procedures/Advanced Settlement Procedures
Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols/Improved 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
Antimatter study
Shield Doors
Antimatter collector
Antimatter storage
Complete Settlement Procedures
Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)


Research (To-do List):

Covenant Anti-matter bomb-2 turns
Unknown Forerunner Artifact

Construction:

6 Covenant Anti-Air Batteries- 3 turn
3 Covenant Union forward Outposts- 3 turns

Covenant Union Shipyards Construction

500 Seraph Fighters per turn
2 Covenant Frigates per turn
2 Stealth Corvettes per turn
1 Covenant Destroyer per turn
1 CCS-class Cruiser per turn
500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn

Landing zone reinforcments
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


Ground Movement: Base has been built. Units are continuing to move out and build outposts.
factories continue to build Troop transportation.

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...

-Covenant Reinforcements have arrived. Updating garrison information now. The next reinforcing will be postponed several turns in favour of research and development.

-Shipyards operational. Construction in progress.

Allies:Transversal Union

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:

-Covenant Union Shipyards are now up and running. Our first capital ships are in production.
-Seeking alliances with any other factions.

-USS Voyager, The Covenant Union would like to offer you an alliance.

Artifact research in progress Analysis is still underway.

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

-Shipyards:

-Shields

-In-system Micro-jump

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

---

Turns until I can be attacked: 0

  • 07.22.2008 7:51 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50). The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18). Combined, all the transport ships have the materials and tools needed to start a small, productive colony.

7 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships
_____________________________________________________________ _

Ground units: (NOTE: All of my ground units are still in space, these numbers are for reference)
140 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
75 Security Guards, Armed with MP-5s and light kevlar armor.
290 Colonists
64 Crew (15 aboard the Domain)
10 Soldiers, Armaments Vary, Light kevlar armor.
_____________________________________________________________ ___

Buildings: 1-Bay Shipyard, 1 tug is being refitted, Crew members are the only ones aboard
_____________________________________________________________ ___

Finished Research: None
_____________________________________________________________ ___

Research: The Science team aboard the Domain has begun researching Dark Matter, hoping to learn enough about it to turn it into a tangible resource [6 turns].

With completion of the dark matter research nearing, some scientists are now beginning to research the construction and use of WMDs. Atomic Bombs available in 10 turns.
_____________________________________________________________ ____

Construction: Refitting a tug for offensive capabilities [1 turns]
_____________________________________________________________ ____

Ground Movement: Aboard all transport vessels, Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. At most, only 150 colonists will become Soldiers. Soldier armaments can range from pistols to 7.62mm rifles until materials can be gathered to make consistent weaponry. 10 Soldiers trained.

A training regiment has been set on all transport vessels to give current Security guards Expansion Marine training and skills. 2 Security Guards are trained to be EMs every turn, but will only have their currently issued weapons until more rifles and high-grade body armor can be produced. No EMs trained at this point.
_____________________________________________________________ ____

Space movement: The CEC Fleet moves toward Planet 2, arrival in 3 turns.
1 Tug enters the shipyard to be refitted for offensive capabilites. Upgrades are 1 8 tube missle launcher on the top of the tug. It can no longer be used to move vessels. [1 turns]
_____________________________________________________________ ____

Allies: Rebel Aliens

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

To the Human Space Mercenaries: The CEC will gladly sign the Hanchex Pact

1 Turns Until I can be Attacked


[Edited on 07.22.2008 7:56 PM PDT]

  • 07.22.2008 7:53 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.

Your faction: Transversal Union. A group of united species.

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under thir advanced weaponry.

Pulse weaponry is under development and will be issued to active troops shortly.

Ships: 1 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay.

10 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor.

10 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding.



Ground units: 500 NDF Troopers: These specialised Human infantry of the Unioun are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ FAMAS rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

100 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenaded. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

50 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships.Armed with Plasma Rifles and MA5K carbines.

600 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and M468 Rifles.

10 Stalkers: Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

20 Havok-class Banshee interceptor: Upgraded Sangheili glider with longer range and Sheilding capabilities.

Buildings: Space Station

Orbital Shipyards

Ground factories.

Finished Research: Ballistic Weaponry (Bullets) Plasma (searing weaponry brought in by the Sangheili.) Slipspace drives. (Sangheili and Human craft are equiped with this efficient travel drives that can navigate the stars with precision and speed)

Research: (Current Research)Weapons research (Pulse, 2 turns.)
Construction:
100 NDF troopers (4 turns)
1 CCS cruiser. (5 turns)
10 Sangheili troopers. (2 turns)


Ground Movement: Training Excercises on the Homeworld.

Space movement: Fleet orbiting station.

Allies:The Covenant Union

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check o ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

To the Covenant Union: Requesting permission to enter Planet 4 atmosphere to assist you in construction and eradication of potential flood Presence. Technology will also be shared and produced.


WMD:

Glassing

Slipspace Nukes

  • 07.22.2008 7:56 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters

Ground Units: 10 Raiding/Boarding Parties (100 Man Each)
1000 Pilots
100 Telepathy Bio-commandos.
50 Super-soldiers.

Buildings: N/A

Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.

Research: Backup Shielding For All Ships: 8 Turns
Super Soldier Invisibility: 5 Turns
Psychokinesis Training: 6 Turns
Wide-Range Temp. Suits (Protect against any temperature weather): 1 Turns
10 Landing Craft: 1 Turns


Construction: N/A

Ground/Space Movement: Fleet stays in far-orbital contact of Planet 4. Pending reply of hails.

Allies/Enemies: N/A

Message to All: Non-hostile. As of now.

  • 07.22.2008 7:57 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
6000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
Survivers all races :
Resources:2500 ore
8000 wood
11000 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 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
Resource gather (unit) factory

SPACE Base:
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 11
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint 3 turns
Battle Mechs DONE
Better researching tools DONE
shuttle link blueprint (link hangar station together for orbital defense increment DONE
Now at maximum research capacity
Construction:
40 houses 1 turns
Upgrade:Barracks lvl2 DONE
missile factory 5 turns
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds 3 turns (building drones powered up to build faster with greater quality
Fort 3 turns
orbital cannon 2 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) 2
Space movement:

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:4 success:1 deaths:0 (traits are not there but the creature do live and are quite smart)
The creature is complete mahhahahahaha
ATTACKABLE

Messages:

Alliances:
Elite Combat Group Delta

  • 07.22.2008 8:02 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.

Your faction: Transversal Union. A group of united species.

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under their advanced weaponry.

Pulse weaponry is now equiped to NDF soldiers. Regulars will be equiped shortly.

Ships: 1 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay.

10 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor.

11 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding.



Ground units: 700 NDF Troopers: These specialised Human infantry of the Unioun are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ M67-PR Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

110 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenaded. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

50 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships.Armed with Plasma Rifles and MA5K carbines.

600 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and M468 Rifles.

10 Stalkers: Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

20 Havok-class Banshee interceptor: Upgraded Sangheili glider with longer range and Sheilding capabilities.

Buildings: 3 bay Space Station

Orbital Shipyards

Ground factories.

Finished Research: Ballistic Weaponry (Bullets) Plasma (searing weaponry brought in by the Sangheili.) Slipspace drives. (Sangheili and Human craft are equiped with this efficient travel drives that can navigate the stars with precision and speed)

Research: (Current Research)Dark Matter research( Weaponize dark matter and make engine drives out of it.)

Construction:

Orbital Shipyards


Ground Movement: Training Excercises on the Homeworld.

Space movement: Fleet orbiting station.

Allies:The Covenant Union

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check on ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

Arrival of task force consisting of 2 CCS-Class Battlecruisers with 5 Havok Banshees, 100 NDF soldiers and 10 Sangheili Warriors inbound to planet 4 to assist excavation of Forerunner structures. (2 turns)


WMD:

Glassing: When ships surround the planet, they bombard the crust with 10,000,000 degree raw plasma. Nothing survives.

Slipspace Nukes; When we can't risk an invasion of an infected planet, we nuke strategic targets before we come in. This method also works against non parasitic adversaries.

[Edited on 07.23.2008 8:06 AM PDT]

  • 07.22.2008 8:04 PM PDT