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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
86000 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 (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 (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 (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 (2 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

  • 07.23.2008 10:32 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: Light Fortresses at strategic points on Planet 5.

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
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.


Research: Backup Shielding For All Ships: 1 Turns
Plasma-Beam WMD for Ships: 9 Turns

Construction:1000 Plasma and Electro-Cannon (Uses Electo-Magnetism to launch projectiles super-speed) swivel mount turrets: 9 Turns
50 Space Platforms in strategic locations around Planet 5: 4 Turns
Shipyard (Creates Space-Faring Ships): 4 Turns

Ground/Space Movement: Recon Teams spread around Planet 5 looking for signs of biomass, or environmental resources.

Allies/Enemies: N/A

Message to All: Non-Hostile. Planet 5 is ours!

  • 07.23.2008 10:37 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:


Construction:
4-Bay Space Station - 1 turn
Recruiting Assault Team: - 1 turn
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 - SENT
3 UNSC Destroyers
250 Mercenaries
50 Pilots

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

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 Star Trek: VE
For technologies, I would like to acquire the Warp Drive and the EMH. Much appreciated. Your convoy of equipment has been sent.

-------------------------------------------------------------------------------------------------------------------------

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 10:40 AM 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 (Cruiser ship-ship/ship-fighter)
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
5000 Warriors
2500 Immortals
900 Pariahs
900 Flayed Ones
450 Wraiths
450 Tomb Spyders
450 Destroyers
225 Heavy Destroyers
88000 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:
C'tan Star God Astro-Physical Incarnation (10 turns)

Construction:
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (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 (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)
C'tan Star God Incarnation Temple (11 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up (1 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 07.23.2008 10:47 AM PDT]

  • 07.23.2008 10:41 AM PDT

Posted by: ANinjaGuardian
I would name my son Ezio Shepard Mactavish Vakarian Arbiter.

When's the next game going to start?

  • 07.23.2008 10:51 AM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Shadowman235
When's the next game going to start?


just join this one right here. We won't attack anyone that just joined, so new people are free to develop until they are powerful enough the threaten the people that have been here longer.

  • 07.23.2008 10:55 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 all soldiers.

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

1000 Bassilisk fighters: Fast and moderately armed aerospace fighters.




Ground units: 1000 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.

150 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.

100 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.

1500 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Pulse Rifles.

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

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

Buildings: 3 bay Space Station

Orbital Shipyards-planet 3

Ground factories.-planet 3

Barracks-planet 3

Anaconda Surface-to-air missile placemeents in the asteroid belt

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. Dark matter.

Research: Neuclear reactors.
Construction:


Factories:
10 Stalkers pet turn
10 Banshees per turn
50 NDF troopers per turn
20 sangheili per turn
100 Moblie infantry per turn
5 Kestrel Urban/Recon Jets per turn
10 Phantom dropships ( 2 turns)


Orbital Shipyards: 1 Assault carrier (1 turns)
2 CCS-class cruisers (1 per 2 turns)
2 FFG frigates (1turns)
2 Sniper mechs per turn.
10 Seraph fighters per turn.

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 11:03 AM PDT]

  • 07.23.2008 11:01 AM 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 (Cruiser ship-ship/ship-fighter)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
5000 Warriors
2500 Immortals
900 Pariahs
900 Flayed Ones
450 Wraiths
450 Tomb Spyders
450 Destroyers
225 Heavy Destroyers
90000 Scarabs in swarm
450 Obelisks
225 Pylons
225 Monoliths
45 Abattoirs
8 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

Aeonic Star WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

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:
C'tan Star God Astro-Physical Incarnation (9 turns)

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 (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 (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)
C'tan Star God Incarnation Temple (10 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up COMPLETED

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

  • 07.23.2008 11:12 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 all soldiers.

Ships:

1 Covenant Assault Carrier: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and b-blam!- with pulse and plasma weaponry.

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.

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

15 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

1000 Bassilisk fighters: Fast and moderately armed aerospace fighters.

50 Seraph fighters: Lightly sheilded and heavily armed.

8 Sniper Mechs: Stay behind and fire 200mm sniper railguns at enemy craft.

5 Zero-G Phantoms: Completely sealed for space combat and boarding.





Ground units: 1200 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.

220 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.

100 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.

2000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Pulse Rifles.

60 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

100 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

16 Kestrel attack jets: Small jets that can navagate in city streets and other enclosed airspaces

5 Hunter-Chopper helicopters.

30 Infantry fighting vehicles. Equipped with a pulse cannon on the top with experimental Dark Matter rounds, can hold 12 troops

22 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry.
-----

Buildings: 3 bay Space Station

Orbital Shipyards-planet 3

Ground factories.-planet 3

Barracks-planet 3

Anaconda Surface-to-air missile placemeents in the asteroid belt

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. Dark matter. Neuclear reactors.

Research: Artificial intelligence (4 turns)
Construction:

Factories:
10 Stalkers per turn
10 Banshees per turn
50 NDF troopers per turn
20 Sangheili per turn
100 Moblie infantry per turn
4 Kestrel Urban/Recon Jets per turn
8 Phantoms per turn
1 Hunter-Chopper per turn
10 IFVs per turn.

Orbital Shipyards: 1 Assault carrier (1 turns)
CCS-class cruisers (1 per 2 turns)
2 FFG frigates (1turns)
2 Sniper mechs per turn.
10 Seraph fighters per turn.
2 Zero-G pahantoms per turn

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.

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

Forerunner technologies are being researched with the Covenant Union to better our technology.

Shipment of pulse rifles inbound the the Mixed Species (4 turns.)



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 12:27 PM PDT]

  • 07.23.2008 11:34 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.

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

1 Tug Class-M.
_____________________________________________________________ _

Ground units:
146 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
69 Security Guards, Armed with MP-5s and light kevlar armor.
275 Colonists
64 Crew (15 aboard the Domain)
25 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
275 Colonists
25 Soldiers
96 Expansion Marines
_____________________________________________________________ ___

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 [3 turns].

Atomic Bombs available in 7 turns.

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 7 turns.
_____________________________________________________________ ____

Construction: Modifying the Tug Class-M
Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 10 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. 25 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. 6 Expansion Marines trained.

Colonists, Soldiers and EMs offload from the landed transport ships onto the surface of Planet 2.
_____________________________________________________________ ____

Space movement: The CEC Fleet has arrived at Planet 2, the 5 transport ships land on the surface and begin unloading personnel and equipment. The Domain maintains a geosynchronous orbit above the landing site.
1 Tug Class-M enters the shipyard to be modified using the parts from the salvaged Tug. [4 turns]
_____________________________________________________________ ____

Allies: Rebel Aliens - Human Space Mercenaries

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

Attackable


[Edited on 07.23.2008 11:47 AM PDT]

  • 07.23.2008 11:46 AM 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 (Cruiser ship-ship/ship-fighter)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
5000 Warriors
2500 Immortals
900 Pariahs
900 Flayed Ones
450 Wraiths
450 Tomb Spyders
450 Destroyers
225 Heavy Destroyers
92000 Scarabs in swarm
450 Obelisks
225 Pylons
225 Monoliths
45 Abattoirs
8 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

Aeonic Star WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

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:
C'tan Star God Astro-Physical Incarnation (8 turns)

Construction:
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (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 (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)
C'tan Star God Incarnation Temple (9 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up COMPLETED

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

  • 07.23.2008 11:47 AM 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:
2500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
18 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
8 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
13 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

2000 Covenant Ghosts
800 Covenant Wraiths
100 Covenant banshees
200 Covenant Phantoms
600 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):
Energy Projector enhancment- 3 (The energy projector is the most powerful long-range weapon in the Covenant fleet, capable of tearing through an unshielded vessel. With these improvements, it will be even more powerful.

All-accessible Armour-integrated shielding- 4 turns (Although only available for Sangheili for a time, these advanced shield generators will allow even the lowliest of Covenant troops to feel secure behind recharging energy shields)

Forerunner Artifact

Construction:

4-bay Space station 4 turns
6 Covenant Anti-Air Batteries- 2 turns
3 Covenant Union forward Outposts- 2 turns
Covenant Shipyard- 2 turns (Due to the first Shipyard and Factories, construction is now more efficient)
3 Covenant Factories- 4 turns (Construction is more efficent with our shipyards and factories working)

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 been sent for. The next reinforcements will be arriving in two turns.

- First Shipyards operational. Construction in progress.

-Pondering possible mining of the second Asteroid field (Uninhabited).

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.

Forerunner Artifact found! WIth our new, advanced mines, we were able to discover something of immense interest. A Forerunner artifact deep beneath the surface. Analysis is 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 -Boarding craft-Ship Destruction

----

Turns until I can be attacked: 0

[Edited on 07.23.2008 12:08 PM PDT]

  • 07.23.2008 11:55 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
2300 Fire worriors
300 Drones
200 XV12 Battlesuites
20 Hammerheads
50 Develfish transports


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (100 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (5 Hammerheads per turn)
Drone factory (100 Drones per turn)

Current tech:
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers

Research:
XV21 Battlesuites (4 turns)
Stealth generators (4 turns)
Medium shielding (4 turns)
Tau heavy plasma (WMD research - 15 turns)
1000 Tiger Sharks (10 turns)

Construction:
2000 Pathfinders (4 turns)
Mass recruitment program (2 turns)
4th expansion phase (5 turns)
Kroot colonies (3 turns)
Vespid colonies (3 turns)
Gua'val colonies (3 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: None

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.23.2008 11:56 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
OMEGA 10 fighters piloted by the new OMEGA race

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
OMEGA omegasis research and cloning facility produces 50 omega fighters per turn (ground units) and researches upgrades for the OMEGA race

OMEGA research:
OMEGA Heavy Cruiser 5 turns
OMEGA Capital Ship 5 turns
SPACE Base:OMEGA station x
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 3
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint DONE
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 DONE
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds DONE
Fort 1 turns
orbital cannon DONE
LVL 2 upgrade for turrets and wall turrets DONE
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)
OMEGA (MIXED as in all race put into a creature) Infection fighters
Other races (assorted abilities)
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 11:57 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

(Offline BRB)

  • 07.23.2008 11:58 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.

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

1 Tug Class-M.
_____________________________________________________________ _

Ground units:
148 Expansion Marines, Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
67 Security Guards, Armed with MP-5s and light kevlar armor.
270 Colonists
64 Crew (15 aboard the Domain)
30 Soldiers, Armaments Vary, Light kevlar armor.

Currently Offloading
270 Colonists
30 Soldiers
98 Expansion Marines
_____________________________________________________________ ___

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 [2 turns].

Atomic Bombs available in 6 turns.

Research begins on Polarized Plating. This will help the current ship armor deal with energy-based weapons more effectively. Research complete in 6 turns.

Researching FTL travel. Complete in 10 turns.
_____________________________________________________________ ____

Construction: Modifying the Tug Class-M

Building a basic colony/outpost (Includes basic defensive/offensive fortifications, machine shop, factory, spaceport, and basic necessities) on Planet 2, complete in 9 turns.

Construction begins on a 2-port shipyard on Planet 2. Complete in 7 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. 30 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. 8 Expansion Marines trained.

Colonists, Soldiers and EMs offload from the landed transport ships onto the surface of Planet 2.

Small patrols of EMs begin searching for materials on Planet 2.
_____________________________________________________________ ____

Space movement: The CEC Fleet has arrived at Planet 2, the 5 transport ships land on the surface and begin unloading personnel and equipment. The Domain maintains a geosynchronous orbit above the landing site.
1 Tug Class-M enters the shipyard to be modified using the parts from the salvaged Tug. [3 turns]
_____________________________________________________________ ____

Allies: Rebel Aliens - Human Space Mercenaries

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

Attackable

  • 07.23.2008 12:08 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 (Cruiser ship-ship/ship-fighter)
600 Jackal-Class Raiders (Aggressive Heavy Fighter)
1500 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
5500 Warriors
2750 Immortals
100 Pariahs
100 Flayed Ones
500 Wraiths
500 Tomb Spyders
500 Destroyers
250 Heavy Destroyers
94000 Scarabs in swarm
500 Obelisks
250 Pylons
250 Monoliths
50 Abattoirs
10 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

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)

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:
C'tan Star God Astro-Physical Incarnation (7 turns)

Construction:
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (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 (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)
C'tan Star God Incarnation Temple (8 turns)

Ground Movement:

Space Movement:
Finding a Star to use in Aeonic Orb and powering up COMPLETED

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

  • 07.23.2008 12:08 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:
3000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
20 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
9 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
14 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:
2500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
1250 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
400 Sangheili (Shielded, intelligent, commanding officers of various ranks)
50 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)
1700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
200 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
7 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
*** Will be reinforced once every 2 turns, if neccessary.

Infantry Transports

2500 Covenant Ghosts
1000 Covenant Wraiths
200 Covenant banshees
250 Covenant Phantoms
900 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
All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
Forerunner Artifact Analysis complete Forerunner combat armour found:To combat the Flood, the Forerunners equipped their armour with an advanced, all-purpose shield. Given the fact that we have long since been researching this kind of technology, this artifact is the final piece of the puzzle.


Research (To-do List):
Energy Projector enhancment- 2 (The energy projector is the most powerful long-range weapon in the Covenant fleet, capable of tearing through an unshielded vessel. With these improvements, it will be even more powerful.


Construction:

4-bay Space station 3 turns
6 Covenant Anti-Air Batteries- 1 turn
3 Covenant Union forward Outposts- 1 turn
Covenant Shipyard- 1 turn (Due to the first Shipyard and Factories, construction is now more efficient)
3 Covenant Factories- 3 turns (Construction is more efficent with our shipyards and factories working)

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
1 Covenant Antimatter bomb 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 reinforcements will be arriving in two turns.

- First Shipyards operational. Construction in progress.

-Pondering possible mining of the second Asteroid field (Uninhabited).

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.



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-Ship Destruction

----

[i]Turns until I can be attacked: 0


[Edited on 07.23.2008 12:41 PM PDT]

  • 07.23.2008 12:08 PM PDT
  • gamertag: [none]
  • user homepage:

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

Your faction:Colonials (Battlestar Galactica)

Ships:

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

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

NukeShip DESIGNATIONS

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

WARSHIP DESIGNATIONS

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

CAPITAL SHIPS

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

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

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

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

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

Construction:
10,000 Ground-To-Air launchers to protect from space assault- 4 turns
9,000 Marines- 1 turn
900 R.A.Z.E.R.S.- 1 turn
400 Viper Mk IIs, 250 Viper Mk VIIs- 1 turn
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 5 turns
1 Trinity-Class Battlestar- 7 turns
5,000 MK-II Cylon Centurions- 5 turns
1 Cylon BaseStar- 5 turns

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

Space movement: The Index has been pried from Beta Halo! The Viper IIs, Viper VIIs, and Combat Raptors that have pried it free are returning to the Colonial Fleet. They will arrive back in 3 turns.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

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

[Edited on 07.23.2008 12:21 PM PDT]

  • 07.23.2008 12:20 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
2400 Fire worriors
400 Drones
200 XV12 Battlesuites
25 Hammerheads
50 Develfish transports


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (100 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (5 Hammerheads per turn)
Drone factory (100 Drones per turn)

Current tech:
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers

Research:
XV21 Battlesuites (3 turns)
Stealth generators (3 turns)
Medium shielding (3 turns)
Tau heavy plasma (WMD research - 14 turns)
1000 Tiger Sharks (9 turns)
Heat shielding (5 turns)

Construction:
2000 Pathfinders (3 turns)
Mass recruitment program (1turn)
4th expansion phase (4 turns)
Kroot colonies (2 turns)
Vespid colonies (2 turns)
Gua'val colonies (2 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: None

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.23.2008 12:21 PM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Offline (Off to lunch)

  • 07.23.2008 12:26 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.
LOCATION: Slipspace

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 all soldiers.

Ships:

1 Covenant Assault Carrier: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and b-blam!- with pulse and plasma weaponry.

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.

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

16 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

1000 Bassilisk fighters: Fast and moderately armed aerospace fighters.

700 Seraph fighters: Lightly sheilded and heavily armed.

12 Sniper Mechs: Stay behind and fire 200mm sniper railguns at enemy craft.

10 Zero-G Phantoms: Completely sealed for space combat and boarding.





Ground units: 1400 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.

260 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.

150 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.

2200 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Pulse Rifles.

80 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

150 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

25 Kestrel attack jets: Small jets that can navagate in city streets and other enclosed airspaces

15 Hunter-Chopper helicopters.

80 Infantry fighting vehicles. Equipped with a pulse cannon on the top with experimental Dark Matter rounds, can hold 12 troops

30 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry.
-----

Buildings: 3 bay Space Station

Orbital Shipyards-planet 3

Ground factories.-planet 3

Barracks-planet 3

Anaconda Surface-to-air missile placemeents in the asteroid belt

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. Dark matter. Neuclear reactors.

Research: Artificial intelligence (1 turns)
Construction:

Factories:
10 Stalkers per turn
10 Banshees per turn
50 NDF troopers per turn
20 Sangheili per turn
100 Moblie infantry per turn
4 Kestrel Urban/Recon Jets per turn
8 Phantoms per turn
1 Hunter-Chopper per turn
10 IFVs per turn.

Orbital Shipyards: 1 Assault carrier (1 turns)
CCS-class cruisers (1 per 2 turns)
2 FFG frigates ( 1 turn)
4 Sniper mechs per turn.
20 Seraph fighters per turn.
5 Zero-G pahantoms per turn

Ground Movement: En route to summit.

Space movement: Fleet on defense standby

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.

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

Forerunner technologies are being researched with the Covenant Union to better our technology.

Shipment of pulse rifles inbound the the Mixed Species (4 turns.)



On way to Hanchex Pact Summit. (2 turns).

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 1:12 PM PDT]

  • 07.23.2008 12:28 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
OMEGA 10 fighters piloted by the new OMEGA race

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
12000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
Survivers all races :380
OMEGA 50 soldiers (omega fighter)
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)
Fort trains 3000 new recruits each turns
Mech Factory builds 500 soldier mechs a turn for beta
Beta Compound (economic and research) HQ lvl1
Resource gather (unit) factory
OMEGA omegasis research and cloning facility produces 50 omega fighters per turn (ground units) and researches upgrades for the OMEGA race

OMEGA research:
OMEGA Heavy Cruiser 4 turns
OMEGA Capital Ship 4 turns
SPACE Base:OMEGA station x
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 3
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint DONE
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 DONE
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds DONE
Fort DONE
orbital cannon DONE
LVL 2 upgrade for turrets and wall turrets DONE
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)
OMEGA (MIXED as in all race put into a creature) Infection fighters
Other races (assorted abilities)
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 )

we will give knowlegdge of basic cloning and 2 OMEGA cells to allow omega soldiers
in exchange i want anvanced weaponry like plasma or pulse or basic EMP for study to make mech weapons and velichle disabling tech

Alliances:
Elite Combat Group Delta

[Edited on 07.23.2008 12:30 PM PDT]

  • 07.23.2008 12:30 PM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Faction: Tau ( Warhammer 40K)

Ships:
1 Swordfish (Battleships)
5 Great Whites(Cruisers)
150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
2700 Fire worriors
700 Drones
200 XV12 Battlesuites
35 Hammerheads
50 Develfish transports


Buildings:
Colony on Habitible moon of planet one.
Fire caste training centre (300 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (10 Hammerheads per turn)
Drone factory (300 Drones per turn)

Current tech:
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program

Research:
XV21 Battlesuites (2 turns)
Stealth generators (2 turns)
Medium shielding (2 turns)
Tau heavy plasma (WMD research - 13 turns)
1000 Tiger Sharks (8 turns)
Heat shielding (4 turns)

Construction:
2000 Pathfinders (2 turns)
4th expansion phase (3 turns)
Kroot colonies (1 turn)
Vespid colonies (1 turn)
Gua'val colonies (1 turn)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: None

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked


Offline for 5 mins

  • 07.23.2008 12:33 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
OMEGA 10 fighters piloted by the new OMEGA race

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
12000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
Survivers all races :380
OMEGA 50 soldiers (omega fighter)
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)
Fort trains 3000 new recruits each turns
Mech Factory builds 500 soldier mechs a turn for beta
Beta Compound (economic and research) HQ lvl1
Resource gather (unit) factory
OMEGA omegasis research and cloning facility produces 50 omega fighters per turn (ground units) and researches upgrades for the OMEGA race

OMEGA research:
OMEGA Heavy Cruiser 4 turns
OMEGA Capital Ship 4 turns
SPACE Base:OMEGA station x
(none)
Research:
turrets LVL2 DONE
Anti Air DONE
missiles DONE
Space station 3
turret add on wall version DONE
orbiter class battle cruiser DONE
Soldier upgrades Blueprint DONE
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 DONE
HQ DONE
Resource gather (unit) factory DONE
Walling to defend compounds DONE
Fort DONE
orbital cannon DONE
LVL 2 upgrade for turrets and wall turrets DONE
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)
OMEGA (MIXED as in all race put into a creature) Infection fighters
Other races (assorted abilities)
ATTACKABLE

Messages:
sending blueprints...
they were sent and you now have them BK Burger Boy

we will give knowlegdge of basic cloning and 2 OMEGA cells to allow omega soldiers
in exchange i want anvanced weaponry like plasma or pulse or basic EMP for study to make mech weapons and velichle disabling tech

Alliances:
Elite Combat Group Delta

[Edited on 07.23.2008 12:41 PM PDT]

  • 07.23.2008 12:40 PM PDT