Off Topic: The Flood
This topic has moved here: Subject: please don't post yet
  • Subject: please don't post yet
Subject: please don't post yet

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 (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 (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 (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 (4 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 8:04 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:
2000 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)
16 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
7 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
12 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

1500 Covenant Ghosts
600 Covenant Wraiths
300 Covenant banshees
150 Covenant Phantoms
300 Spectres


Buildings:
1-Bay Space Station/2-bay Space station
Basic Base/Advanced Base
9 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Antimatter Collector
Antimatter storage
18 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)
Covenant Anti-matter bomb (WMD)
Unknown Forerunner Artifact- Forerunner Cruiser Firing Core

Research (To-do List):



Construction:

6 Covenant Anti-Air Batteries- 3 turns
3 Covenant Union forward Outposts- 3 turn
Covenant Shipyard- 3 turns (Due to the first Shipyard and Factories, construction is now more efficient)

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

Covenant Factories

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres 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.

-Construction of second Shipyard facility in orbit is in progress

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

- First Shipyards operational. Construction in progress.

Allies:Transversal Union, Star Trek: Voyager Era

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.

Artifact research in progress Capital ship firing core discovered. The Forerunner Capital ships used superb guiding mechanisms to destroy their targets, using advanced Plasma-focusing techniques to release it in a fine beam, rather than a torpedo.

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

-Boarding craft In a naval engagement, the Covenant Fleet can release boarding craft that clamp on to the sides of capital ships. The boarding parties can then be dispersed into the hangar bay or other entry point, gaining temporary immunity through use of a shield door. Once inside, there are two options:

Taking control of the ship: The Covenant Union follows standard boarding measures.

-Ship Destruction: For this, the Covenant bring a bomb on board their craft and head towards the Engine room. The bomb is then activated while the Covenant return to their boarding craft and leave the ship. The bomb is timed to detonate, usually with horrific results. The subsequent destruction classifies this as a WMD, meaning it will have to be researched before being used in battle.



Turns until I can be attacked: 0

[Edited on 07.22.2008 8:22 PM PDT]

  • 07.22.2008 8:09 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.
10 Landing Craft

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.
Wide-Range Temp. Suits (Protect against any temp. weather)


Research: Backup Shielding For All Ships: 7 Turns
Super Soldier Invisibility: 4 Turns
Psychokinesis Training: 5 Turns
Plasma-Beam WMD for Ships:15 Turns

Construction:1000 Plasma and Electro-Cannon swivel mount turrets: 20 Turns

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 8:12 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.

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

1 Tug Class-M.
_____________________________________________________________ _

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

Buildings: 1-Bay Shipyard, currently empty, 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 [5 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 9 turns.
_____________________________________________________________ ____

Construction: Tug refit complete
_____________________________________________________________ ____

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. 15 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. 2 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The CEC Fleet moves toward Planet 2, arrival in 2 turns.
1 Tug has been refitted with a single 8-tube missle launcher. Designated Tug Class-M. The tug leaves the shipyard and rejoins the CEC fleet.
_____________________________________________________________ ____

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

Attackable

  • 07.22.2008 8:12 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.
10 Landing Craft

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.
Wide-Range Temp. Suits (Protect against any temp. weather)


Research: Backup Shielding For All Ships: 6 Turns
Super Soldier Invisibility: 3 Turns
Psychokinesis Training: 4 Turns
Plasma-Beam WMD for Ships:14 Turns

Construction:1000 Plasma and Electro-Cannon swivel mount turrets: 19 Turns

Ground/Space Movement: Space Fleet on the move to deep space, inbound for long range orbital contact with Planet 6.

Allies/Enemies: N/A

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




  • 07.22.2008 8:20 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
8000 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 5
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint 2 turns
Battle Mechs DONE
Better researching tools DONE
shuttle link blueprint (link hangar station together for orbital defense increment DONE

Construction:
40 houses 1 turns
Upgrade:Barracks lvl2 DONE
missile factory 2 turns
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds 2 turns (building drones powered up to build faster with greater quality
Fort 3 turns
orbital cannon 1 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) 1
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 8:21 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

Xenomorphs OFFLINE I'll make appropriate turn adjustments tomorrow afternoon.

  • 07.22.2008 8:21 PM PDT

Covenant Union Tactical Update:

Covenant Union Offline. All construction on second shipyards will continue tomorrow.

[Edited on 07.22.2008 8:42 PM PDT]

  • 07.22.2008 8:41 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.
10 Landing Craft

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.
Wide-Range Temp. Suits (Protect against any temp. weather)


Research: Backup Shielding For All Ships: 5 Turns
Super Soldier Invisibility: 2 Turns
Psychokinesis Training: 3 Turns
Plasma-Beam WMD for Ships:13 Turns

Construction:1000 Plasma and Electro-Cannon swivel mount turrets: 18 Turns

Ground/Space Movement: Space Fleet on the move to deep space, inbound for long range orbital contact with planet 5.

Allies/Enemies: N/A

Message to All: Non-Hostile. Moving to surround planet 5 and land on surface.

  • 07.22.2008 8:45 PM PDT

IDA logging off for now.

I have surrounded Planet 5 with all my forces. Out

  • 07.22.2008 8:57 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:
-180 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.
- Photon Torpedoes (Low-Medium Yield) Increased Firepower and range. Impact on an unshielded vessel will do moderate damage, and inflict radiation damage as well.

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 (1 Turns) Allows more power to shields in a pinch. Also, stronger communications.
- Warp Drive (2 Turns) Warp 3 MAX
- Handheld Phasers (1 Turns) Increased Firepower, range, and versatility.
- Phaser Alignment Coils (2 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 (4 Turns) Allows manipulation of external objects, and enemy ships.
- Transporters (5 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.
- Proton Torpedoes (3 Turns) (Medium Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes extreme damage.
- OMEGA Particle Awareness: (4 Turns): Grants awareness of the “perfect molecule.”
-Replicators (5 Turns) Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Research (8 Turns) Allows for development of Positronic (Android) Technology
- EnviroForms (1 Turn) Allows brief deployment of troops/personnel on hostile planets. NOT Vacuums, or Class Y planets.
- Tricorders (6 Turns) Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- EMH Mobile Emitter (12 Turns) Increased function of EMH.
- First Aid Kits (3 Turns)(Decreased losses on away missions)
- MonoTanium Hull Reinforcement (7 Turns)(Totally Eliminates Damage from Low-Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 5% EMP Damage and 10% Radiation Damage Reduction)

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.
Airponics Farm

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

Space movement:
- 4 Shuttles Await loading of technology for HSM.

Allies:
- HSM
-Covenant Union

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.”

-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.

- Transmission to HSM Space: Very good. We will send Our Shuttles to you laden with some useful technology. Choose any 2 of our technologies and we will send them to you. One shuttle can also remain with you, so you will be able to reverse-engineer it too.


GOING OFFLINE.
ATTACKABLE AFTER NEXT TURN

  • 07.22.2008 9:03 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
84000 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 (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 (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 (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 (3 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 9:04 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Offline

  • 07.22.2008 10:22 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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
1,450 Pilots
1,000 Engineers
700 Scientists
500 Bounty Hunters
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 (Better Mining from Asteroid Fields)
Space Station Defense Grid (Computerized Defense Grid of Area)
Space Station Laser Weaponry (Laser Technology for Space Station)
Exterior Plating on Space Station (Heavy Armor for Space Station)
Space Station Shield Systems (Shield Systems for Space Station)
Advanced Fleet Thrusters (Faster Ship Movements)
Advanced Space Station Thrusters (Faster Space Station Movements)
Laser Defense Perimeters (Laser Defenses in Base Perimeters)
Quad Radar Defense Grid (Perimeter Radar Grid)
Heavy Ship Cannons (Heavy Ship Damage)
Salvaged Ship Efficiency (Makes Salvaged Ships Stronger)

Research:
Salvaged Ship Efficiency - DONE
Diplomatic Relations - 1 turn

Construction:
Recruiting 1,000 Pilots - DONE
Asteroid Mining Plant - 1 turn
Research Laboratory Bay (Space Station Addon) - 1 turn
4-Bay Space Station - 3 turns
Recruiting Assault Team: - 3 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 - 2 turns
3 UNSC Destroyers
250 Mercenaries
50 Pilots

Allies: United Factions Alliance (Under Rules of Hanchex Pact)
Star Trek: VE
Colonist Expansion Corporation

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 CEC
Thank you. It is good to have allies in this destructive system.

Message to Star Trek: VE
For technologies, I would like to acquire the Warp Drive and the EMH. Much appreciated.

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.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.

  • 07.23.2008 4:17 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

HSM offline, that was just a quick post.

  • 07.23.2008 4:18 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
4012 TIE Fighters
1981 TIE Interceptors
1028 TIE Bombers
138 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
87 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
61 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
33 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
35 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
10 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,500 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2600 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
180 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6050 Sabre-Class Repulsor Tanks
6050 AT-STs
275 AT-ATs

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

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

Research:
PROJECT RANCOR- 10 turns
Reverse Engineering Jump Drives for all ships- 1 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 10 turns
Missile Silo- 4 turns
20 Nuclear Fission Missiles, 9 turns
20 Nuclear Fusion Missiles, 17 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
20 Nebulons, 1 turn

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

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

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo returning to Planet 3, 3 turn (1 for the Executor)

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

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


ATTACKABLE

  • 07.23.2008 7:32 AM 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
8000 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)
Mech Factory builds 500 soldier mechs a turn for beta
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 4
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint 1 turns
Battle Mechs DONE
Better researching tools DONE
shuttle link blueprint (link hangar station together for orbital defense increment DONE

Construction:
40 houses DONE
Upgrade:Barracks lvl2 DONE
missile factory 1 turns
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds 1 turns (building drones powered up to build faster with greater quality
Fort 2 turns
orbital cannon 1 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) DONE
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:
Requesting anvanced weaponry in exchange you will acquire lvl1 mech blueprints (used to build mechs but 3 turns of research to study them is required )

Alliances:
Elite Combat Group Delta

  • 07.23.2008 8:05 AM 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.
LOCATION: Planet 4.

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 at Planet 4 (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 8:26 AM PDT]

  • 07.23.2008 8:11 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
4212 TIE Fighters
2081 TIE Interceptors
1078 TIE Bombers
138 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
87 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
81 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
33 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
35 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
11 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,600 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2650 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
190 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6100 Sabre-Class Repulsor Tanks
6100 AT-STs
280 AT-ATs

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

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

Research:
PROJECT RANCOR- 9 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 9 turns
Missile Silo- 3 turns
20 Nuclear Fission Missiles, 8 turns
20 Nuclear Fusion Missiles, 16 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
5 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
25 Acclamators, 1 turn

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

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

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, and 3 Imperator Class Star Destroyers en route to Beta Halo returning to Planet 3, 2 turn

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

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


ATTACKABLE
OFFLINE

[Edited on 07.23.2008 8:28 AM PDT]

  • 07.23.2008 8:27 AM 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.
LOCATION: Planet 4.

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 Union 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 Overwatch Pulse 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)Biomechanics. Pulse weaponry.

Research: (Current Research)Dark Matter research( Weaponize dark matter and make engine drives out of it.(1 turn))

Construction:

Factories:
5 Stalkers pet turn
5 Banshees per turn
50 NDF troopers per turn
10 sangheili per turn
100 Moblie infantry per turn

Orbital Shipyards: 1 Assault carrier (4 turns)
2 CCS-class cruisers (1 per 2 turns)
2 FFG frigates (2 turns)
1000 Bassilisk fighters. (Fast, medium attack craft.)

Ground Movement: Training Excercises on the space station, Excavation on Planet 4.

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.

Arrived at planet 4. Assisting in construction and excavation.


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 8:48 AM PDT]

  • 07.23.2008 8:47 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

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
1,450 Pilots
1,000 Engineers
700 Scientists
500 Bounty Hunters
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
Asteroid Mining Plant
Laboratory Bay (Space Station Addon)

Finished Research:
Asteroid Mining Efficiency (Better Mining from Asteroid Fields)
Space Station Defense Grid (Computerized Defense Grid of Area)
Space Station Laser Weaponry (Laser Technology for Space Station)
Exterior Plating on Space Station (Heavy Armor for Space Station)
Space Station Shield Systems (Shield Systems for Space Station)
Advanced Fleet Thrusters (Faster Ship Movements)
Advanced Space Station Thrusters (Faster Space Station Movements)
Laser Defense Perimeters (Laser Defenses in Base Perimeters)
Quad Radar Defense Grid (Perimeter Radar Grid)
Heavy Ship Cannons (Heavy Ship Damage)
Salvaged Ship Efficiency (Makes Salvaged Ships Stronger)
Diplomatic Relations

Research:
Diplomatic Relations - DONE

Construction:
Asteroid Mining Plant - DONE
Research Laboratory Bay (Space Station Addon) - DONE
4-Bay Space Station - 2 turns
Recruiting Assault Team: - 2 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 - 1 turn
3 UNSC Destroyers
250 Mercenaries
50 Pilots

Allies: United Factions Alliance (Under Rules of Hanchex Pact)
Star Trek: VE
Colonist Expansion Corporation

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, Transversal Union
I'm asking for you to join the United Factions Alliance. This alliance follows the Hanchex Pact

Message to CEC
Thank you. It is good to have allies in this destructive system.

Message to Star Trek: VE
For technologies, I would like to acquire the Warp Drive and the EMH. Much appreciated.

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.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.

  • 07.23.2008 9:31 AM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
10 Landing Craft
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters (Light armor, plasma armament)

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.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits


Research: Backup Shielding For All Ships: 4 Turns
Super Soldier Invisibility: 1 Turns
Psychokinesis Training: 2 Turns
Plasma-Beam WMD for Ships:12 Turns

Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 17 Turns
Light Fortresses on Planet 5: 2 Turns

Ground/Space Movement: Fleet takes up defensive position around Planet Five.
10 One Thousand man landing parties land on planet surface with Landing Craft
Landing Parties take up defensive positions on planet.

Allies/Enemies: N/A

Message to All: Non-Hostile. Moving to surround planet 5 and land on surface.

  • 07.23.2008 9:33 AM 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.
LOCATION: Planet 4.

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 Union 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 Overwatch Pulse 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)Biomechanics. Pulse weaponry.

Research: (Current Research)Dark Matter research( Weaponize dark matter and make engine drives out of it.(1 turn))

Construction:

Factories:
5 Stalkers pet turn
5 Banshees per turn
50 NDF troopers per turn
10 sangheili per turn
100 Moblie infantry per turn

Orbital Shipyards: 1 Assault carrier (4 turns)
2 CCS-class cruisers (1 per 2 turns)
2 FFG frigates (21turns)
1000 Bassilisk fighters. (Fast, medium attack craft. 3 turns)

Ground Movement: Training Excercises on the space station, Excavation on Planet 4.

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.

Space Mercinaries, your alliance rquest has ben accepted by the Overwatch.

Arrived at planet 4. Assisting in construction and excavation.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.


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 9:46 AM PDT]

  • 07.23.2008 9:45 AM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership
5 Supercarriers
10 Battlecruisers
10 Landing Craft
15 Tracers (Light, Recon Ships)
1,000 Stinger Class Fighters (Light armor, plasma armament)

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.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility


Research: Backup Shielding For All Ships: 3 Turns
Psychokinesis Training: 1 Turns
Plasma-Beam WMD for Ships:10 Turns

Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 10 Turns
Light Fortresses on Planet 5: 1 Turns
50 Space Platforms in strategic locations around Planet 5: 5 Turns

Ground/Space Movement: Fleet takes up defensive position around Planet Five.
10 One Thousand man landing parties land on planet surface with Landing Craft
Landing Parties take up defensive positions on planet.

Allies/Enemies: N/A

Message to All: Non-Hostile. Moving to surround planet 5 and land on surface.

  • 07.23.2008 10:06 AM 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.

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

1 Tug Class-M.
_____________________________________________________________ _

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

Buildings: 1-Bay Shipyard, 1 tug docked, 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 [4 turns].

Atomic Bombs available in 8 turns.

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 8 turns.
_____________________________________________________________ ____

Construction: Salvaging a Tug for materials.
_____________________________________________________________ ____

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. 20 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. 4 Expansion Marines trained.
_____________________________________________________________ ____

Space movement: The CEC Fleet moves toward Planet 2, arrival in 1 turn.
1 Tug enters the shipyard to be stripped down for parts.
_____________________________________________________________ ____

Allies: Rebel Aliens - Human Space Mercenaries

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

Attackable


[Edited on 07.23.2008 10:28 AM PDT]

  • 07.23.2008 10:27 AM PDT